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-rw-r--r--src/heretic/doomdef.h122
1 files changed, 61 insertions, 61 deletions
diff --git a/src/heretic/doomdef.h b/src/heretic/doomdef.h
index 0580f9b0..3f976c3d 100644
--- a/src/heretic/doomdef.h
+++ b/src/heretic/doomdef.h
@@ -205,74 +205,74 @@ typedef struct
// --- mobj.flags ---
-#define MF_SPECIAL 1 // call P_SpecialThing when touched
-#define MF_SOLID 2
+#define MF_SPECIAL 1 // call P_SpecialThing when touched
+#define MF_SOLID 2
#define MF_SHOOTABLE 4
-#define MF_NOSECTOR 8 // don't use the sector links
- // (invisible but touchable)
-#define MF_NOBLOCKMAP 16 // don't use the blocklinks
- // (inert but displayable)
-#define MF_AMBUSH 32
-#define MF_JUSTHIT 64 // try to attack right back
-#define MF_JUSTATTACKED 128 // take at least one step before attacking
-#define MF_SPAWNCEILING 256 // hang from ceiling instead of floor
-#define MF_NOGRAVITY 512 // don't apply gravity every tic
+#define MF_NOSECTOR 8 // don't use the sector links
+ // (invisible but touchable)
+#define MF_NOBLOCKMAP 16 // don't use the blocklinks
+ // (inert but displayable)
+#define MF_AMBUSH 32
+#define MF_JUSTHIT 64 // try to attack right back
+#define MF_JUSTATTACKED 128 // take at least one step before attacking
+#define MF_SPAWNCEILING 256 // hang from ceiling instead of floor
+#define MF_NOGRAVITY 512 // don't apply gravity every tic
// movement flags
-#define MF_DROPOFF 0x400 // allow jumps from high places
-#define MF_PICKUP 0x800 // for players to pick up items
-#define MF_NOCLIP 0x1000 // player cheat
-#define MF_SLIDE 0x2000 // keep info about sliding along walls
-#define MF_FLOAT 0x4000 // allow moves to any height, no gravity
-#define MF_TELEPORT 0x8000 // don't cross lines or look at heights
-#define MF_MISSILE 0x10000 // don't hit same species, explode on block
-
-#define MF_DROPPED 0x20000 // dropped by a demon, not level spawned
-#define MF_SHADOW 0x40000 // use translucent draw (shadow demons / invis)
-#define MF_NOBLOOD 0x80000 // don't bleed when shot (use puff)
-#define MF_CORPSE 0x100000 // don't stop moving halfway off a step
-#define MF_INFLOAT 0x200000 // floating to a height for a move, don't
- // auto float to target's height
-
-#define MF_COUNTKILL 0x400000 // count towards intermission kill total
-#define MF_COUNTITEM 0x800000 // count towards intermission item total
-
-#define MF_SKULLFLY 0x1000000 // skull in flight
-#define MF_NOTDMATCH 0x2000000 // don't spawn in death match (key cards)
-
-#define MF_TRANSLATION 0xc000000 // if 0x4 0x8 or 0xc, use a translation
+#define MF_DROPOFF 0x400 // allow jumps from high places
+#define MF_PICKUP 0x800 // for players to pick up items
+#define MF_NOCLIP 0x1000 // player cheat
+#define MF_SLIDE 0x2000 // keep info about sliding along walls
+#define MF_FLOAT 0x4000 // allow moves to any height, no gravity
+#define MF_TELEPORT 0x8000 // don't cross lines or look at heights
+#define MF_MISSILE 0x10000 // don't hit same species, explode on block
+
+#define MF_DROPPED 0x20000 // dropped by a demon, not level spawned
+#define MF_SHADOW 0x40000 // use translucent draw (shadow demons / invis)
+#define MF_NOBLOOD 0x80000 // don't bleed when shot (use puff)
+#define MF_CORPSE 0x100000 // don't stop moving halfway off a step
+#define MF_INFLOAT 0x200000 // floating to a height for a move, don't
+ // auto float to target's height
+
+#define MF_COUNTKILL 0x400000 // count towards intermission kill total
+#define MF_COUNTITEM 0x800000 // count towards intermission item total
+
+#define MF_SKULLFLY 0x1000000 // skull in flight
+#define MF_NOTDMATCH 0x2000000 // don't spawn in death match (key cards)
+
+#define MF_TRANSLATION 0xc000000 // if 0x4 0x8 or 0xc, use a translation
#define MF_TRANSSHIFT 26 // table for player colormaps
// --- mobj.flags2 ---
-#define MF2_LOGRAV 0x00000001 // alternate gravity setting
-#define MF2_WINDTHRUST 0x00000002 // gets pushed around by the wind
- // specials
-#define MF2_FLOORBOUNCE 0x00000004 // bounces off the floor
-#define MF2_THRUGHOST 0x00000008 // missile will pass through ghosts
-#define MF2_FLY 0x00000010 // fly mode is active
-#define MF2_FOOTCLIP 0x00000020 // if feet are allowed to be clipped
-#define MF2_SPAWNFLOAT 0x00000040 // spawn random float z
-#define MF2_NOTELEPORT 0x00000080 // does not teleport
-#define MF2_RIP 0x00000100 // missile rips through solid
- // targets
-#define MF2_PUSHABLE 0x00000200 // can be pushed by other moving
- // mobjs
-#define MF2_SLIDE 0x00000400 // slides against walls
-#define MF2_ONMOBJ 0x00000800 // mobj is resting on top of another
- // mobj
-#define MF2_PASSMOBJ 0x00001000 // Enable z block checking. If on,
- // this flag will allow the mobj to
- // pass over/under other mobjs.
-#define MF2_CANNOTPUSH 0x00002000 // cannot push other pushable mobjs
-#define MF2_FEETARECLIPPED 0x00004000 // a mobj's feet are now being cut
-#define MF2_BOSS 0x00008000 // mobj is a major boss
-#define MF2_FIREDAMAGE 0x00010000 // does fire damage
-#define MF2_NODMGTHRUST 0x00020000 // does not thrust target when
- // damaging
-#define MF2_TELESTOMP 0x00040000 // mobj can stomp another
-#define MF2_FLOATBOB 0x00080000 // use float bobbing z movement
-#define MF2_DONTDRAW 0X00100000 // don't generate a vissprite
+#define MF2_LOGRAV 0x00000001 // alternate gravity setting
+#define MF2_WINDTHRUST 0x00000002 // gets pushed around by the wind
+ // specials
+#define MF2_FLOORBOUNCE 0x00000004 // bounces off the floor
+#define MF2_THRUGHOST 0x00000008 // missile will pass through ghosts
+#define MF2_FLY 0x00000010 // fly mode is active
+#define MF2_FOOTCLIP 0x00000020 // if feet are allowed to be clipped
+#define MF2_SPAWNFLOAT 0x00000040 // spawn random float z
+#define MF2_NOTELEPORT 0x00000080 // does not teleport
+#define MF2_RIP 0x00000100 // missile rips through solid
+ // targets
+#define MF2_PUSHABLE 0x00000200 // can be pushed by other moving
+ // mobjs
+#define MF2_SLIDE 0x00000400 // slides against walls
+#define MF2_ONMOBJ 0x00000800 // mobj is resting on top of another
+ // mobj
+#define MF2_PASSMOBJ 0x00001000 // Enable z block checking. If on,
+ // this flag will allow the mobj to
+ // pass over/under other mobjs.
+#define MF2_CANNOTPUSH 0x00002000 // cannot push other pushable mobjs
+#define MF2_FEETARECLIPPED 0x00004000 // a mobj's feet are now being cut
+#define MF2_BOSS 0x00008000 // mobj is a major boss
+#define MF2_FIREDAMAGE 0x00010000 // does fire damage
+#define MF2_NODMGTHRUST 0x00020000 // does not thrust target when
+ // damaging
+#define MF2_TELESTOMP 0x00040000 // mobj can stomp another
+#define MF2_FLOATBOB 0x00080000 // use float bobbing z movement
+#define MF2_DONTDRAW 0X00100000 // don't generate a vissprite
//=============================================================================
typedef enum