- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for

missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
  from being thrusted while taking damage. (Non-players were already
  unthrusted.)


SVN r1695 (trunk)
This commit is contained in:
Randy Heit 2009-06-30 23:23:12 +00:00
commit f2b7417020
8 changed files with 43 additions and 11 deletions

View file

@ -264,7 +264,6 @@ static FFlagDef InventoryFlags[] =
DEFINE_FLAG(IF, PERSISTENTPOWER, AInventory, ItemFlags),
DEFINE_DEPRECATED_FLAG(PICKUPFLASH),
};
static FFlagDef WeaponFlags[] =
@ -292,13 +291,20 @@ static FFlagDef WeaponFlags[] =
DEFINE_DUMMY_FLAG(NOLMS),
};
static FFlagDef PlayerPawnFlags[] =
{
// PlayerPawn flags
DEFINE_FLAG(PPF, NOTHRUSTWHENINVUL, APlayerPawn, PlayerFlags),
};
static const struct { const PClass *Type; FFlagDef *Defs; int NumDefs; } FlagLists[] =
{
{ RUNTIME_CLASS(AActor), ActorFlags, sizeof(ActorFlags)/sizeof(FFlagDef) },
{ RUNTIME_CLASS(AInventory), InventoryFlags, sizeof(InventoryFlags)/sizeof(FFlagDef) },
{ RUNTIME_CLASS(AWeapon), WeaponFlags, sizeof(WeaponFlags)/sizeof(FFlagDef) }
{ RUNTIME_CLASS(AActor), ActorFlags, countof(ActorFlags) },
{ RUNTIME_CLASS(AInventory), InventoryFlags, countof(InventoryFlags) },
{ RUNTIME_CLASS(AWeapon), WeaponFlags, countof(WeaponFlags) },
{ RUNTIME_CLASS(APlayerPawn), PlayerPawnFlags,countof(PlayerPawnFlags) },
};
#define NUM_FLAG_LISTS 3
#define NUM_FLAG_LISTS (countof(FlagLists))
//==========================================================================
//