- Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned
in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. SVN r1315 (trunk)
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9 changed files with 65 additions and 5 deletions
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@ -2484,7 +2484,20 @@ void AActor::Tick ()
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if (flags5 & MF5_NOINTERACTION)
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{
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// only do the minimally necessary things here to save time.
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// only do the minimally necessary things here to save time:
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// Check the time freezer
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// apply momentum
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// ensure that the actor is not linked into the blockmap
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if (!(flags5 & MF5_NOTIMEFREEZE))
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{
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//Added by MC: Freeze mode.
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if (bglobal.freeze || level.flags & LEVEL_FROZEN)
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{
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return;
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}
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}
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UnlinkFromWorld ();
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flags |= MF_NOBLOCKMAP;
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x += momx;
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@ -2524,6 +2537,7 @@ void AActor::Tick ()
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}
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}
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if (cl_rockettrails & 2)
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{
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if (effects & FX_ROCKET)
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@ -3464,6 +3478,7 @@ APlayerPawn *P_SpawnPlayer (FMapThing *mthing, bool tempplayer)
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( deathmatch == false ) &&
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( gameaction != ga_worlddone ) &&
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( p->mo != NULL ) &&
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( !(p->mo->Sector->Flags & SECF_NORESPAWN) ) &&
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( (p->mo->Sector->special & 255) != Damage_InstantDeath ))
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{
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spawn_x = p->mo->x;
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