Finish merge

This commit is contained in:
Sally Coolatta 2020-07-20 13:39:05 -04:00
parent ef2579f2b3
commit 643a63e1e6
4 changed files with 30 additions and 33 deletions

View file

@ -394,7 +394,7 @@ static void K_SpawnOvertimeParticles(fixed_t x, fixed_t y, fixed_t scale, mobjty
//mo->destscale = mo->scale/4;
mo->frame += ((leveltime/4) % 8);
/*if (battleovertime.enabled < 10*TICRATE)
mo->flags2 |= MF2_SHADOW;*/
mo->drawflags |= MFD_SHADOW;*/
mo->angle = R_PointToAngle2(mo->x, mo->y, battleovertime.x, battleovertime.y) + ANGLE_90;
mo->z += P_RandomRange(0,48) * mo->scale;
break;

View file

@ -251,29 +251,30 @@ typedef enum
typedef enum
{
// Don't generate a vissprite for individual screens
MFD_DONTDRAWP1 = 0x0001,
MFD_DONTDRAWP2 = 0x0002,
MFD_DONTDRAWP3 = 0x0004,
MFD_DONTDRAWP4 = 0x0008,
MFD_DONTDRAWP1 = 0x0001,
MFD_DONTDRAWP2 = 0x0002,
MFD_DONTDRAWP3 = 0x0004,
MFD_DONTDRAWP4 = 0x0008,
// Transparency override flags
MFD_TRANS10 = 0x0010,
MFD_TRANS20 = 0x0020,
MFD_TRANS30 = 0x0030,
MFD_TRANS40 = 0x0040,
MFD_TRANS50 = 0x0050,
MFD_TRANS60 = 0x0060,
MFD_TRANS70 = 0x0070,
MFD_TRANS80 = 0x0080,
MFD_TRANS90 = 0x0090,
MFD_TRANSMASK = 0x00F0,
MFD_TRANS10 = 0x0010,
MFD_TRANS20 = 0x0020,
MFD_TRANS30 = 0x0030,
MFD_TRANS40 = 0x0040,
MFD_TRANS50 = 0x0050,
MFD_TRANS60 = 0x0060,
MFD_TRANS70 = 0x0070,
MFD_TRANS80 = 0x0080,
MFD_TRANS90 = 0x0090,
MFD_TRANSMASK = 0x00F0,
// Brightness override flags
MFD_FULLBRIGHT = 0x0100,
MFD_SEMIBRIGHT = 0x0200,
MFD_NOBRIGHT = 0x0300,
MFD_BRIGHTMASK = 0x0F00,
MFD_FULLBRIGHT = 0x0100,
MFD_SEMIBRIGHT = 0x0200,
MFD_NOBRIGHT = 0x0300,
MFD_BRIGHTMASK = 0x0F00,
// Shortcuts
MFD_DONTDRAW = MFD_DONTDRAWP1|MFD_DONTDRAWP2|MFD_DONTDRAWP3|MFD_DONTDRAWP4,
MFD_SHADOW = MFD_TRANS80|MFD_FULLBRIGHT,
MFD_DONTDRAW = MFD_DONTDRAWP1|MFD_DONTDRAWP2|MFD_DONTDRAWP3|MFD_DONTDRAWP4,
MFD_SHADOW = MFD_TRANS80|MFD_FULLBRIGHT,
MFD_TRANSSHIFT = 4,
// free: to and including 0x8000
} mobjdflag_t;

View file

@ -1159,11 +1159,9 @@ static inline void P_SpawnEmblems(void)
emblemmobj->flags |= MF_NOCLIP;
emblemmobj->flags &= ~MF_SPECIAL;
emblemmobj->flags |= MF_NOBLOCKMAP;
emblemmobj->frame |= (tr_trans50<<FF_TRANSSHIFT);
emblemmobj->drawflags |= (tr_trans50 << MFD_TRANSSHIFT);
P_SetThingPosition(emblemmobj);
}
else
emblemmobj->frame &= ~FF_TRANSMASK;
}
}

View file

@ -1659,8 +1659,7 @@ mobj_t *P_SpawnGhostMobj(mobj_t *mobj)
ghost->sprite = mobj->sprite;
ghost->frame = mobj->frame;
ghost->tics = -1;
ghost->frame &= ~FF_TRANSMASK;
ghost->frame |= tr_trans50<<FF_TRANSSHIFT;
ghost->drawflags |= tr_trans50 << MFD_TRANSSHIFT;
ghost->fuse = ghost->info->damage;
ghost->skin = mobj->skin;
ghost->standingslope = mobj->standingslope;
@ -7467,7 +7466,7 @@ void P_DemoCameraMovement(camera_t *cam)
awayviewmobj_hack = P_SpawnMobj(cam->x, cam->y, cam->z, MT_THOK);
awayviewmobj_hack->tics = 2;
awayviewmobj_hack->flags2 |= MF2_DONTDRAW;
awayviewmobj_hack->drawflags |= MFD_DONTDRAW;
democam.soundmobj = awayviewmobj_hack;
@ -8581,13 +8580,13 @@ static void P_HandleFollower(player_t *player)
P_SetScale(player->follower, FixedMul(fl.scale, player->mo->scale));
K_GenericExtraFlagsNoZAdjust(player->follower, player->mo); // Not K_MatchGenericExtraFlag because the Z adjust it has only works properly if master & mo have the same Z height.
// For comeback in battle.
player->follower->flags2 = (player->follower->flags2 & ~MF2_SHADOW)|(player->mo->flags2 & MF2_SHADOW);
// Match how the player is being drawn
player->follower->drawflags = player->mo->drawflags;
// Make the follower invisible if we no contest'd rather than removing it. No one will notice the diff seriously.
// Also make the follower invisible if we choose not to have it displayed because it isn't ours. (also quick hacky check for f12)
if (player->pflags & PF_TIMEOVER || (!cv_showfollowers.value && (!P_IsDisplayPlayer(player) || displayplayers[0] != consoleplayer) ))
player->follower->flags2 |= MF2_DONTDRAW;
player->follower->drawflags |= MFD_DONTDRAW;
if (player->speed && (player->follower->momx || player->follower->momy))
player->follower->angle = R_PointToAngle2(0, 0, player->follower->momx, player->follower->momy);
@ -8608,7 +8607,7 @@ static void P_HandleFollower(player_t *player)
P_SetScale(bmobj, FixedMul(bubble, player->mo->scale));
K_GenericExtraFlagsNoZAdjust(bmobj, player->follower);
bmobj->flags2 = (player->follower->flags2 & ~MF2_SHADOW)|(player->mo->flags2 & MF2_SHADOW);
bmobj->drawflags = player->mo->drawflags;
if (player->follower->threshold) // threshold means the follower was "despawned" with S_NULL (is actually just set to S_INVISIBLE)
P_SetMobjState(bmobj, S_INVISIBLE); // sooooo... let's do the same!
@ -9016,8 +9015,7 @@ void P_PlayerThink(player_t *player)
gmobj->fuse = 2;
if (leveltime & 1)
{
gmobj->frame &= ~FF_TRANSMASK;
gmobj->frame |= tr_trans70<<FF_TRANSSHIFT;
gmobj->drawflags |= tr_trans70 << MFD_TRANSSHIFT;
}
// Hide the mobj from our sights if we're the displayplayer and chasecam is off.