From 0442df12e5164d4e8109e9e7177ae936d282b557 Mon Sep 17 00:00:00 2001 From: James Haley Date: Tue, 7 Sep 2010 03:45:39 +0000 Subject: Minor tweaks to some action functions, more comments as always, removed all low-detail column drawers, and switched R_DrawTLColumn with R_DrawMVisTLColumn. Subversion-branch: /branches/strife-branch Subversion-revision: 2032 --- src/strife/p_mobj.h | 59 ++++++++++++++++++++++++++--------------------------- 1 file changed, 29 insertions(+), 30 deletions(-) (limited to 'src/strife/p_mobj.h') diff --git a/src/strife/p_mobj.h b/src/strife/p_mobj.h index 67c1c35d..09013395 100644 --- a/src/strife/p_mobj.h +++ b/src/strife/p_mobj.h @@ -119,101 +119,101 @@ typedef enum { // Call P_SpecialThing when touched. - MF_SPECIAL = 1, + MF_SPECIAL = 1, // Blocks. - MF_SOLID = 2, + MF_SOLID = 2, // Can be hit. - MF_SHOOTABLE = 4, + MF_SHOOTABLE = 4, // Don't use the sector links (invisible but touchable). - MF_NOSECTOR = 8, + MF_NOSECTOR = 8, // Don't use the blocklinks (inert but displayable) - MF_NOBLOCKMAP = 16, + MF_NOBLOCKMAP = 16, // villsa [STRIFE] Stand around until alerted MF_STAND = 32, // Will try to attack right back. - MF_JUSTHIT = 64, + MF_JUSTHIT = 64, // Will take at least one step before attacking. - MF_JUSTATTACKED = 128, + MF_JUSTATTACKED = 128, // On level spawning (initial position), // hang from ceiling instead of stand on floor. - MF_SPAWNCEILING = 256, + MF_SPAWNCEILING = 256, // Don't apply gravity (every tic), // that is, object will float, keeping current height // or changing it actively. - MF_NOGRAVITY = 512, + MF_NOGRAVITY = 512, // Movement flags. // This allows jumps from high places. - MF_DROPOFF = 0x400, + MF_DROPOFF = 0x400, // villsa [STRIFE] For players, count as quest item MF_GIVEQUEST = 0x800, // Player cheat. ??? - MF_NOCLIP = 0x1000, + MF_NOCLIP = 0x1000, // villsa [STRIFE] are feet clipped into water/slude floor? MF_FEETCLIPPED = 0x2000, // Allow moves to any height, no gravity. // For active floaters, e.g. cacodemons, pain elementals. - MF_FLOAT = 0x4000, + MF_FLOAT = 0x4000, // villsa [STRIFE] is mobj in combat? - MF_INCOMBAT = 0x8000, + MF_INCOMBAT = 0x8000, // Don't hit same species, explode on block. // Player missiles as well as fireballs of various kinds. - MF_MISSILE = 0x10000, + MF_MISSILE = 0x10000, // Dropped by a demon, not level spawned. // E.g. ammo clips dropped by dying former humans. - MF_DROPPED = 0x20000, + MF_DROPPED = 0x20000, // Use fuzzy draw (shadow demons or spectres), // temporary player invisibility powerup. - MF_SHADOW = 0x40000, + MF_SHADOW = 0x40000, // Flag: don't bleed when shot (use puff), // barrels and shootable furniture shall not bleed. - MF_NOBLOOD = 0x80000, + MF_NOBLOOD = 0x80000, // Don't stop moving halfway off a step, // that is, have dead bodies slide down all the way. - MF_CORPSE = 0x100000, + MF_CORPSE = 0x100000, // Floating to a height for a move, ??? // don't auto float to target's height. - MF_INFLOAT = 0x200000, + MF_INFLOAT = 0x200000, // On kill, count this enemy object // towards intermission kill total. // Happy gathering. - MF_COUNTKILL = 0x400000, + MF_COUNTKILL = 0x400000, // Not to be activated by sound, deaf monster. - MF_AMBUSH = 0x800000, + MF_AMBUSH = 0x800000, // villsa [STRIFE] flag used for bouncing projectiles - MF_BOUNCE = 0x1000000, + MF_BOUNCE = 0x1000000, // Don't spawn this object // in death match mode (e.g. key cards). - MF_NOTDMATCH = 0x2000000, + MF_NOTDMATCH = 0x2000000, // villsa [STRIFE] friendly towards player with matching flag MF_ALLY = 0x4000000, - // villsa [STRIFE] 75% transparency? -- NEEDS VERIFICATION + // villsa [STRIFE] 75% or 25% transparency? -- NEEDS VERIFICATION MF_MVIS = 0x8000000, // villsa [STRIFE] color translation @@ -225,18 +225,17 @@ typedef enum // villsa [STRIFE] color translation MF_COLORSWAP3 = 0x40000000, - // villsa [STRIFE] TODO - add description + // villsa [STRIFE] spectral entity, only damaged by spectral missiles MF_SPECTRAL = 0x80000000, // Player sprites in multiplayer modes are modified // using an internal color lookup table for re-indexing. - // If 0x4 0x8 or 0xc, - // use a translation table for player colormaps - MF_TRANSLATION = 0xc000000, + // haleyjd 09/06/10: redid for Strife translations + MF_TRANSLATION = (MF_COLORSWAP1|MF_COLORSWAP2|MF_COLORSWAP3), - // Hmm ???. + // Turns 0x10000000 into 0x01 to get a translation index. // villsa [STRIFE] change from 26 to 28 - MF_TRANSSHIFT = 28 + MF_TRANSSHIFT = 28 } mobjflag_t; -- cgit v1.2.3