- 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)
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37b6e547cd
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f2b7417020
8 changed files with 43 additions and 11 deletions
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@ -264,7 +264,6 @@ static FFlagDef InventoryFlags[] =
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DEFINE_FLAG(IF, PERSISTENTPOWER, AInventory, ItemFlags),
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DEFINE_DEPRECATED_FLAG(PICKUPFLASH),
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};
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static FFlagDef WeaponFlags[] =
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@ -292,13 +291,20 @@ static FFlagDef WeaponFlags[] =
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DEFINE_DUMMY_FLAG(NOLMS),
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};
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static FFlagDef PlayerPawnFlags[] =
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{
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// PlayerPawn flags
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DEFINE_FLAG(PPF, NOTHRUSTWHENINVUL, APlayerPawn, PlayerFlags),
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};
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static const struct { const PClass *Type; FFlagDef *Defs; int NumDefs; } FlagLists[] =
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{
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{ RUNTIME_CLASS(AActor), ActorFlags, sizeof(ActorFlags)/sizeof(FFlagDef) },
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{ RUNTIME_CLASS(AInventory), InventoryFlags, sizeof(InventoryFlags)/sizeof(FFlagDef) },
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{ RUNTIME_CLASS(AWeapon), WeaponFlags, sizeof(WeaponFlags)/sizeof(FFlagDef) }
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{ RUNTIME_CLASS(AActor), ActorFlags, countof(ActorFlags) },
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{ RUNTIME_CLASS(AInventory), InventoryFlags, countof(InventoryFlags) },
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{ RUNTIME_CLASS(AWeapon), WeaponFlags, countof(WeaponFlags) },
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{ RUNTIME_CLASS(APlayerPawn), PlayerPawnFlags,countof(PlayerPawnFlags) },
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};
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#define NUM_FLAG_LISTS 3
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#define NUM_FLAG_LISTS (countof(FlagLists))
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//==========================================================================
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//
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