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Merge branch 'EOL-24' into EOL
# Conflicts: # src/p_enemy.c
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commit
2a036ee669
1 changed files with 3 additions and 2 deletions
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@ -10819,6 +10819,7 @@ void P_InternalFlickySetColor(mobj_t *actor, UINT8 extrainfo)
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// var2 = maximum default distance away from spawn the flickies are allowed to travel. If angle != 0, then that's the radius.
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// var2 = maximum default distance away from spawn the flickies are allowed to travel. If angle != 0, then that's the radius.
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//
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//
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// If MTF_EXTRA (MF_SLIDEME) is flagged, Flickies move independently of a target. Else, move around the target.
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// If MTF_EXTRA (MF_SLIDEME) is flagged, Flickies move independently of a target. Else, move around the target.
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// If MTF_EXTRA (MF_SLIDEME) and MTF_OBJECTSPECIAL (MF_GRENADEBOUNCE) are both flagged, Flying flickies sink from gravity. By default, they stay at constant Z height.
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// If MTF_OBJECTSPECIAL (MF_GRENADEBOUNCE) and NOT MTF_EXTRA (MF_SLIDEME) are flagged, Angle sign determines direction of circular movement.
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// If MTF_OBJECTSPECIAL (MF_GRENADEBOUNCE) and NOT MTF_EXTRA (MF_SLIDEME) are flagged, Angle sign determines direction of circular movement.
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// If MTF_AMBUSH (MF_NOCLIPTHING) is flagged, Flickies hop in-place.
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// If MTF_AMBUSH (MF_NOCLIPTHING) is flagged, Flickies hop in-place.
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// If MTF_AMBUSH (MF_NOCLIPTHING) and MTF_OBJECTSPECIAL (MF_GRENADEBOUNCE) is flagged, Flickies stand in-place without gravity.
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// If MTF_AMBUSH (MF_NOCLIPTHING) and MTF_OBJECTSPECIAL (MF_GRENADEBOUNCE) is flagged, Flickies stand in-place without gravity.
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@ -11036,8 +11037,8 @@ void P_InternalFlickyFly(mobj_t *actor, fixed_t flyspeed, fixed_t targetdist, fi
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if (actor->target
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if (actor->target
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&& P_IsFlickyCenter(actor->target->type)
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&& P_IsFlickyCenter(actor->target->type)
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&& (actor->target->flags & MF_GRENADEBOUNCE)
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&& !((actor->target->flags & MF_GRENADEBOUNCE)
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&& (actor->target->flags & MF_SLIDEME))
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&& (actor->target->flags & MF_SLIDEME)))
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vertangle = 0;
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vertangle = 0;
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else
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else
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vertangle = (R_PointToAngle2(0, actor->z, targetdist, chasez) >> ANGLETOFINESHIFT) & FINEMASK;
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vertangle = (R_PointToAngle2(0, actor->z, targetdist, chasez) >> ANGLETOFINESHIFT) & FINEMASK;
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