- Splitting the pull request in half.
- Added THRUREFLECT, MIRRORREFLECT, and AIMREFLECT. All require REFLECTIVE to work. - THRUREFLECT prevents missiles from changing course if reflected, and takes precedence over all reflective flags. - MIRRORREFLECT causes missiles to perform a direct 180 turn-around. - AIMREFLECT turns the missile back to the original shooter, and does not slow the missile down.
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4 changed files with 78 additions and 20 deletions
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@ -1283,6 +1283,16 @@ bool PIT_CheckThing(AActor *thing, FCheckPosition &tm)
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{
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P_GiveBody(thing, -damage);
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}
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if ((thing->flags7 & MF7_THRUREFLECT) && (thing->flags2 & MF2_REFLECTIVE) && (tm.thing->flags & MF_MISSILE))
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{
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if (tm.thing->flags2 & MF2_SEEKERMISSILE)
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{
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tm.thing->tracer = tm.thing->target;
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}
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tm.thing->target = thing;
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return true;
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}
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return false; // don't traverse any more
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}
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if (thing->flags2 & MF2_PUSHABLE && !(tm.thing->flags2 & MF2_CANNOTPUSH))
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@ -1643,7 +1653,7 @@ bool P_TestMobjZ(AActor *actor, bool quick, AActor **pOnmobj)
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{ // Don't clip against self
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continue;
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}
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if ((actor->flags & MF_MISSILE) && thing == actor->target)
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if ((actor->flags & MF_MISSILE) && (thing == actor->target))
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{ // Don't clip against whoever shot the missile.
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continue;
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}
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@ -2983,18 +2993,20 @@ bool P_BounceWall(AActor *mo)
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extern FRandom pr_bounce;
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bool P_BounceActor(AActor *mo, AActor *BlockingMobj, bool ontop)
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{
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//Don't go through all of this if the actor is reflective and wants things to pass through them.
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if (BlockingMobj && ((BlockingMobj->flags2 & MF2_REFLECTIVE) && (BlockingMobj->flags7 & MF7_THRUREFLECT))) return true;
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if (mo && BlockingMobj && ((mo->BounceFlags & BOUNCE_AllActors)
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|| ((mo->flags & MF_MISSILE) && (!(mo->flags2 & MF2_RIP) || (BlockingMobj->flags5 & MF5_DONTRIP) || ((mo->flags6 & MF6_NOBOSSRIP) && (BlockingMobj->flags2 & MF2_BOSS))) && (BlockingMobj->flags2 & MF2_REFLECTIVE))
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|| ((BlockingMobj->player == NULL) && (!(BlockingMobj->flags3 & MF3_ISMONSTER)))
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))
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|| ((mo->flags & MF_MISSILE) && (!(mo->flags2 & MF2_RIP)
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|| (BlockingMobj->flags5 & MF5_DONTRIP)
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|| ((mo->flags6 & MF6_NOBOSSRIP) && (BlockingMobj->flags2 & MF2_BOSS))) && (BlockingMobj->flags2 & MF2_REFLECTIVE))
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|| ((BlockingMobj->player == NULL) && (!(BlockingMobj->flags3 & MF3_ISMONSTER)))))
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{
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if (mo->bouncecount > 0 && --mo->bouncecount == 0) return false;
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if (!ontop)
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{
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fixed_t speed;
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angle_t angle = R_PointToAngle2(BlockingMobj->x,
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BlockingMobj->y, mo->x, mo->y) + ANGLE_1*((pr_bounce() % 16) - 8);
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angle_t angle = R_PointToAngle2(BlockingMobj->x,BlockingMobj->y, mo->x, mo->y) + ANGLE_1*((pr_bounce() % 16) - 8);
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speed = P_AproxDistance(mo->velx, mo->vely);
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speed = FixedMul(speed, mo->wallbouncefactor); // [GZ] was 0.75, using wallbouncefactor seems more consistent
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mo->angle = angle;
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@ -5090,6 +5102,8 @@ int P_PushUp(AActor *thing, FChangePosition *cpos)
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// is normally for projectiles which would have exploded by now anyway...
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if (thing->flags6 & MF6_THRUSPECIES && thing->GetSpecies() == intersect->GetSpecies())
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continue;
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if ((thing->flags & MF_MISSILE) && (intersect->flags2 & MF2_REFLECTIVE) && (intersect->flags7 & MF7_THRUREFLECT))
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continue;
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if (!(intersect->flags2 & MF2_PASSMOBJ) ||
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(!(intersect->flags3 & MF3_ISMONSTER) && intersect->Mass > mymass) ||
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(intersect->flags4 & MF4_ACTLIKEBRIDGE)
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@ -5098,7 +5112,8 @@ int P_PushUp(AActor *thing, FChangePosition *cpos)
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// Can't push bridges or things more massive than ourself
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return 2;
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}
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fixed_t oldz = intersect->z;
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fixed_t oldz;
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oldz = intersect->z;
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P_AdjustFloorCeil(intersect, cpos);
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intersect->z = thing->z + thing->height + 1;
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if (P_PushUp(intersect, cpos))
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