- adapted AActor to use TFlags
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830a7ee003
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ca012bc9be
17 changed files with 127 additions and 92 deletions
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@ -228,7 +228,7 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
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mo->angle = pmo->angle;
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mo->player = player;
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mo->reactiontime = 18;
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mo->flags = pmo->special2 & ~MF_JUSTHIT;
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mo->flags = ActorFlags::FromInt (pmo->special2) & ~MF_JUSTHIT;
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mo->velx = 0;
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mo->vely = 0;
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player->velx = 0;
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@ -438,7 +438,7 @@ bool P_UndoMonsterMorph (AMorphedMonster *beast, bool force)
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actor->SetOrigin (beast->x, beast->y, beast->z);
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actor->flags |= MF_SOLID;
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beast->flags &= ~MF_SOLID;
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int beastflags6 = beast->flags6;
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ActorFlags6 beastflags6 = beast->flags6;
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beast->flags6 &= ~MF6_TOUCHY;
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if (!force && !P_TestMobjLocation (actor))
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{ // Didn't fit
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@ -603,9 +603,9 @@ void AActorMover::Deactivate (AActor *activator)
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if (tracer != NULL)
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{
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tracer->UnlinkFromWorld ();
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tracer->flags = special1;
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tracer->flags = ActorFlags::FromInt (special1);
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tracer->LinkToWorld ();
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tracer->flags2 = special2;
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tracer->flags2 = ActorFlags2::FromInt (special2);
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}
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}
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}
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@ -202,7 +202,7 @@ public:
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TObjPtr<AActor> UnmorphedMe;
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int UnmorphTime, MorphStyle;
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const PClass *MorphExitFlash;
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DWORD FlagsSave;
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ActorFlags FlagsSave;
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};
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class AMapMarker : public AActor
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