Remove MF_STICKY

This commit is contained in:
James R 2023-11-12 04:48:12 -08:00
parent c0241f27b2
commit 3033c6928b
5 changed files with 4 additions and 24 deletions

View file

@ -5618,7 +5618,7 @@ static INT16 Consistancy(void)
if (TypeIsNetSynced(mo->type) == false)
continue;
if (mo->flags & (MF_SPECIAL | MF_SOLID | MF_PUSHABLE | MF_BOSS | MF_MISSILE | MF_SPRING | MF_MONITOR | MF_FIRE | MF_ENEMY | MF_PAIN | MF_STICKY))
if (mo->flags & (MF_SPECIAL | MF_SOLID | MF_PUSHABLE | MF_BOSS | MF_MISSILE | MF_SPRING | MF_MONITOR | MF_FIRE | MF_ENEMY | MF_PAIN))
{
ret -= mo->type;
ret += mo->x;

View file

@ -5993,7 +5993,7 @@ const char *const MOBJFLAG_LIST[] = {
"ENEMY",
"SCENERY",
"PAIN",
"STICKY",
"\x01", // free: 1<<23 (name un-matchable)
"APPLYTERRAIN",
"NOCLIPTHING",
"GRENADEBOUNCE",

View file

@ -1725,25 +1725,6 @@ void P_XYMovement(mobj_t *mo)
P_ExplodeMissile(mo);
return;
}
else if (mo->flags & MF_STICKY)
{
S_StartSound(mo, mo->info->activesound);
mo->momx = mo->momy = mo->momz = 0; //Full stop!
mo->flags |= MF_NOGRAVITY; //Stay there!
mo->flags &= ~MF_STICKY; //Don't check again!
// Check for hit against sky here
if (P_CheckSkyHit(mo))
{
// Hack to prevent missiles exploding
// against the sky.
// Does not handle sky floors.
// Check frontsector as well.
P_RemoveMobj(mo);
return;
}
}
else
{
boolean walltransferred = false;

View file

@ -149,8 +149,7 @@ typedef enum
MF_SCENERY = 1<<21,
// Painful (shit hurts).
MF_PAIN = 1<<22,
// This mobj will stick to any surface or solid object it touches.
MF_STICKY = 1<<23,
// free: 1<<23
// Object uses terrain effects. (Overlays, footsteps, etc)
MF_APPLYTERRAIN = 1<<24,
// for chase camera, don't be blocked by things (partial clipping)

View file

@ -240,7 +240,7 @@ static boolean is_tangible (mobj_t *thing)
// These objects probably do nothing! :D
if ((thing->flags & (MF_SPECIAL|MF_SOLID|MF_SHOOTABLE
|MF_PUSHABLE|MF_BOSS|MF_MISSILE|MF_SPRING
|MF_MONITOR|MF_ENEMY|MF_PAIN|MF_STICKY
|MF_MONITOR|MF_ENEMY|MF_PAIN
|MF_PICKUPFROMBELOW)) == 0U)
{
return false;