From 2ca389a5e23bb45ac5fcc093776a51a1f1fbeb47 Mon Sep 17 00:00:00 2001 From: Samuel Villareal Date: Sun, 19 Sep 2010 18:03:38 +0000 Subject: + Renaming MF_INCOMBAT to MF_NODIALOG Subversion-branch: /branches/strife-branch Subversion-revision: 2116 --- src/strife/p_enemy.c | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) (limited to 'src/strife/p_enemy.c') 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 -- cgit v1.2.3