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Diffstat (limited to 'src/strife/p_enemy.c')
-rw-r--r--src/strife/p_enemy.c18
1 files changed, 9 insertions, 9 deletions
diff --git a/src/strife/p_enemy.c b/src/strife/p_enemy.c
index 16afb2ab..d7c5d72f 100644
--- a/src/strife/p_enemy.c
+++ b/src/strife/p_enemy.c
@@ -190,7 +190,7 @@ P_NoiseAlert
//
static void P_WakeUpThing(mobj_t* puncher, mobj_t* bystander)
{
- if(!(bystander->flags & MF_INCOMBAT))
+ if(!(bystander->flags & MF_NODIALOG))
{
bystander->target = puncher;
if(bystander->info->seesound)
@@ -219,7 +219,7 @@ void P_DoPunchAlert(mobj_t *puncher, mobj_t *punchee)
return;
// has to be something you can wake up and kill too
- if(!(punchee->flags & MF_COUNTKILL) || punchee->flags & MF_INCOMBAT)
+ if(!(punchee->flags & MF_COUNTKILL) || punchee->flags & MF_NODIALOG)
return;
// make the punchee hurt - haleyjd 09/05/10: Fixed to use painstate.
@@ -236,7 +236,7 @@ void P_DoPunchAlert(mobj_t *puncher, mobj_t *punchee)
(P_CheckSight(rover, puncher) || P_CheckSight(rover, punchee)))
{
P_WakeUpThing(puncher, rover);
- rover->flags |= MF_INCOMBAT;
+ rover->flags |= MF_NODIALOG;
}
}
@@ -248,7 +248,7 @@ void P_DoPunchAlert(mobj_t *puncher, mobj_t *punchee)
(P_CheckSight(rover, puncher) || P_CheckSight(rover, punchee)))
{
P_WakeUpThing(puncher, rover);
- rover->flags |= MF_INCOMBAT;
+ rover->flags |= MF_NODIALOG;
}
}
}
@@ -961,7 +961,7 @@ void A_FriendLook(mobj_t* actor)
if(P_LookForPlayers(actor, actor->flags & MF_GIVEQUEST))
{
P_SetMobjState(actor, actor->info->seestate);
- actor->flags |= MF_INCOMBAT;
+ actor->flags |= MF_NODIALOG;
return;
}
}
@@ -1106,7 +1106,7 @@ void A_Chase (mobj_t* actor)
P_SetMobjState (actor, actor->info->missilestate);
// [STRIFE] Add INCOMBAT flag to disable dialog
- actor->flags |= (MF_INCOMBAT|MF_JUSTATTACKED);
+ actor->flags |= (MF_NODIALOG|MF_JUSTATTACKED);
return;
}
@@ -2290,7 +2290,7 @@ void A_PeasantCrash(mobj_t* actor)
{
// Set INCOMBAT, because you probably wouldn't feel like talking either
// if somebody just stabbed you in the gut with a punch dagger...
- actor->flags |= MF_INCOMBAT;
+ actor->flags |= MF_NODIALOG;
if(!(P_Random() % 5))
{
@@ -2311,7 +2311,7 @@ void A_PeasantCrash(mobj_t* actor)
void A_Fall (mobj_t *actor)
{
// villsa [STRIFE] set incombat flag to stop dialog
- actor->flags |= MF_INCOMBAT;
+ actor->flags |= MF_NODIALOG;
// actor is on ground, it can be walked over
// villsa [STRIFE] remove nogravity/shadow flags as well
@@ -3162,7 +3162,7 @@ void A_TeleportBeacon(mobj_t* actor)
actor->flags &= ~MF_SOLID;
// set color and flags
- mobj->flags |= ((actor->miscdata << MF_TRANSSHIFT) | MF_INCOMBAT);
+ mobj->flags |= ((actor->miscdata << MF_TRANSSHIFT) | MF_NODIALOG);
mobj->target = NULL;
// double Rebel's health in deathmatch mode