ref: 2ca389a5e23bb45ac5fcc093776a51a1f1fbeb47
parent: 6528c14df3fa13bd3d5aed1e715205975b724f14
author: Samuel Villareal <[email protected]>
date: Sun Sep 19 14:03:38 EDT 2010
+ Renaming MF_INCOMBAT to MF_NODIALOG Subversion-branch: /branches/strife-branch Subversion-revision: 2116
--- a/src/strife/info.c
+++ b/src/strife/info.c
@@ -1745,7 +1745,7 @@
10000, //mass
0, //damage
sfx_None, //activesound
- MF_SHOOTABLE|MF_NOSECTOR|MF_INCOMBAT, //flags
+ MF_SHOOTABLE|MF_NOSECTOR|MF_NODIALOG, //flags
NULL, //namepointer
},
@@ -2755,7 +2755,7 @@
50000, //mass
0, //damage
sfx_chant, //activesound
- MF_SOLID|MF_SHOOTABLE|MF_INCOMBAT|MF_NOBLOOD|MF_COUNTKILL, //flags
+ MF_SOLID|MF_SHOOTABLE|MF_NODIALOG|MF_NOBLOOD|MF_COUNTKILL, //flags
NULL, //namepointer
},
@@ -3160,7 +3160,7 @@
500, //mass
0, //damage
sfx_revact, //activesound
- MF_SOLID|MF_SHOOTABLE|MF_INCOMBAT|MF_NOBLOOD|MF_COUNTKILL, //flags
+ MF_SOLID|MF_SHOOTABLE|MF_NODIALOG|MF_NOBLOOD|MF_COUNTKILL, //flags
NULL, //namepointer
},
@@ -3458,7 +3458,7 @@
400, //mass
0, //damage
sfx_rb2act, //activesound
- MF_SOLID|MF_SHOOTABLE|MF_INCOMBAT|MF_NOBLOOD|MF_COUNTKILL, //flags
+ MF_SOLID|MF_SHOOTABLE|MF_NODIALOG|MF_NOBLOOD|MF_COUNTKILL, //flags
NULL, //namepointer
},
@@ -3485,7 +3485,7 @@
500, //mass
0, //damage
sfx_rb2act, //activesound
- MF_SOLID|MF_SHOOTABLE|MF_INCOMBAT|MF_NOBLOOD|MF_COUNTKILL
+ MF_SOLID|MF_SHOOTABLE|MF_NODIALOG|MF_NOBLOOD|MF_COUNTKILL
|MF_NOTDMATCH, //flags
NULL, //namepointer
},
@@ -3541,7 +3541,7 @@
0, //damage
sfx_tend, //activesound
MF_SOLID|MF_SHOOTABLE|MF_NOGRAVITY|MF_GIVEQUEST|MF_FLOAT
- |MF_INCOMBAT|MF_NOBLOOD|MF_COUNTKILL|MF_NOTDMATCH, //flags
+ |MF_NODIALOG|MF_NOBLOOD|MF_COUNTKILL|MF_NOTDMATCH, //flags
"PRIEST", //namepointer
},
@@ -3569,7 +3569,7 @@
0, //damage
sfx_alnact, //activesound
MF_SPECIAL|MF_SOLID|MF_SHOOTABLE|MF_NOGRAVITY|MF_GIVEQUEST
- |MF_FLOAT|MF_INCOMBAT|MF_SHADOW|MF_COUNTKILL|MF_NOTDMATCH
+ |MF_FLOAT|MF_NODIALOG|MF_SHADOW|MF_COUNTKILL|MF_NOTDMATCH
|MF_MVIS|MF_SPECTRAL, //flags
NULL, //namepointer
},
@@ -3652,7 +3652,7 @@
0, //damage
sfx_alnact, //activesound
MF_SPECIAL|MF_SOLID|MF_SHOOTABLE|MF_NOGRAVITY|MF_GIVEQUEST
- |MF_FLOAT|MF_INCOMBAT|MF_SHADOW|MF_COUNTKILL|MF_NOTDMATCH
+ |MF_FLOAT|MF_NODIALOG|MF_SHADOW|MF_COUNTKILL|MF_NOTDMATCH
|MF_MVIS|MF_SPECTRAL, //flags
NULL, //namepointer
},
@@ -3681,7 +3681,7 @@
0, //damage
sfx_alnact, //activesound
MF_SPECIAL|MF_SOLID|MF_SHOOTABLE|MF_NOGRAVITY|MF_GIVEQUEST
- |MF_FLOAT|MF_INCOMBAT|MF_SHADOW|MF_COUNTKILL|MF_NOTDMATCH
+ |MF_FLOAT|MF_NODIALOG|MF_SHADOW|MF_COUNTKILL|MF_NOTDMATCH
|MF_MVIS|MF_SPECTRAL, //flags
NULL, //namepointer
},
@@ -3710,7 +3710,7 @@
0, //damage
sfx_alnact, //activesound
MF_SPECIAL|MF_SOLID|MF_SHOOTABLE|MF_NOGRAVITY|MF_GIVEQUEST
- |MF_FLOAT|MF_INCOMBAT|MF_SHADOW|MF_COUNTKILL|MF_NOTDMATCH
+ |MF_FLOAT|MF_NODIALOG|MF_SHADOW|MF_COUNTKILL|MF_NOTDMATCH
|MF_MVIS|MF_SPECTRAL, //flags
NULL, //namepointer
},
@@ -3739,7 +3739,7 @@
0, //damage
sfx_alnact, //activesound
MF_SPECIAL|MF_SOLID|MF_SHOOTABLE|MF_NOGRAVITY|MF_GIVEQUEST
- |MF_FLOAT|MF_INCOMBAT|MF_SHADOW|MF_COUNTKILL|MF_NOTDMATCH
+ |MF_FLOAT|MF_NODIALOG|MF_SHADOW|MF_COUNTKILL|MF_NOTDMATCH
|MF_MVIS|MF_SPECTRAL, //flags
NULL, //namepointer
},
@@ -3768,7 +3768,7 @@
0, //damage
sfx_alnact, //activesound
MF_SPECIAL|MF_SOLID|MF_SHOOTABLE|MF_NOGRAVITY|MF_GIVEQUEST
- |MF_FLOAT|MF_INCOMBAT|MF_SHADOW|MF_COUNTKILL|MF_NOTDMATCH
+ |MF_FLOAT|MF_NODIALOG|MF_SHADOW|MF_COUNTKILL|MF_NOTDMATCH
|MF_MVIS|MF_SPECTRAL, //flags
NULL, //namepointer
},
@@ -3797,7 +3797,7 @@
0, //damage
sfx_alnact, //activesound
MF_SPECIAL|MF_SOLID|MF_SHOOTABLE|MF_NOGRAVITY|MF_GIVEQUEST
- |MF_FLOAT|MF_INCOMBAT|MF_SHADOW|MF_COUNTKILL|MF_NOTDMATCH
+ |MF_FLOAT|MF_NODIALOG|MF_SHADOW|MF_COUNTKILL|MF_NOTDMATCH
|MF_MVIS|MF_SPECTRAL, //flags
NULL, //namepointer
},
@@ -4231,7 +4231,7 @@
0, //damage
sfx_sntact, //activesound
MF_SOLID|MF_SHOOTABLE|MF_SPAWNCEILING|MF_NOGRAVITY|MF_GIVEQUEST
- |MF_FLOAT|MF_INCOMBAT|MF_NOBLOOD|MF_COUNTKILL, //flags
+ |MF_FLOAT|MF_NODIALOG|MF_NOBLOOD|MF_COUNTKILL, //flags
NULL, //namepointer
},
@@ -4259,7 +4259,7 @@
0, //damage
sfx_spisit, //activesound
MF_SOLID|MF_SHOOTABLE|MF_SPAWNCEILING|MF_NOGRAVITY|MF_DROPOFF
- |MF_INCOMBAT|MF_NOBLOOD|MF_COUNTKILL, //flags
+ |MF_NODIALOG|MF_NOBLOOD|MF_COUNTKILL, //flags
NULL, //namepointer
},
@@ -5098,7 +5098,7 @@
10000000, //mass
0, //damage
sfx_None, //activesound
- MF_SOLID|MF_SHOOTABLE|MF_GIVEQUEST|MF_INCOMBAT|MF_NOBLOOD, //flags
+ MF_SOLID|MF_SHOOTABLE|MF_GIVEQUEST|MF_NODIALOG|MF_NOBLOOD, //flags
NULL, //namepointer
},
@@ -5125,7 +5125,7 @@
100000, //mass
0, //damage
sfx_None, //activesound
- MF_SOLID|MF_SHOOTABLE|MF_GIVEQUEST|MF_INCOMBAT|MF_NOBLOOD, //flags
+ MF_SOLID|MF_SHOOTABLE|MF_GIVEQUEST|MF_NODIALOG|MF_NOBLOOD, //flags
NULL, //namepointer
},
@@ -5233,7 +5233,7 @@
10, //mass
0, //damage
sfx_None, //activesound
- MF_SPECIAL|MF_SOLID|MF_SHOOTABLE|MF_INCOMBAT|MF_NOBLOOD, //flags
+ MF_SPECIAL|MF_SOLID|MF_SHOOTABLE|MF_NODIALOG|MF_NOBLOOD, //flags
"Degnin_Ore", //namepointer
},
@@ -7231,7 +7231,7 @@
100, //mass
0, //damage
sfx_ratact, //activesound
- MF_INCOMBAT|MF_NOBLOOD|MF_COUNTKILL, //flags
+ MF_NODIALOG|MF_NOBLOOD|MF_COUNTKILL, //flags
"rat_buddy", //namepointer
},
@@ -7258,7 +7258,7 @@
100, //mass
0, //damage
sfx_None, //activesound
- MF_SOLID|MF_SHOOTABLE|MF_INCOMBAT|MF_NOBLOOD, //flags
+ MF_SOLID|MF_SHOOTABLE|MF_NODIALOG|MF_NOBLOOD, //flags
NULL, //namepointer
},
@@ -7285,7 +7285,7 @@
100, //mass
0, //damage
sfx_None, //activesound
- MF_SOLID|MF_SHOOTABLE|MF_INCOMBAT|MF_NOBLOOD, //flags
+ MF_SOLID|MF_SHOOTABLE|MF_NODIALOG|MF_NOBLOOD, //flags
NULL, //namepointer
},
@@ -7312,7 +7312,7 @@
9999999, //mass
0, //damage
sfx_None, //activesound
- MF_SOLID|MF_SHOOTABLE|MF_INCOMBAT|MF_NOBLOOD, //flags
+ MF_SOLID|MF_SHOOTABLE|MF_NODIALOG|MF_NOBLOOD, //flags
NULL, //namepointer
},
@@ -9553,7 +9553,7 @@
999999, //mass
0, //damage
sfx_None, //activesound
- MF_SOLID|MF_SHOOTABLE|MF_GIVEQUEST|MF_INCOMBAT|MF_DROPPED
+ MF_SOLID|MF_SHOOTABLE|MF_GIVEQUEST|MF_NODIALOG|MF_DROPPED
|MF_NOBLOOD|MF_NOTDMATCH, //flags
NULL, //namepointer
},
--- a/src/strife/p_dialog.c
+++ b/src/strife/p_dialog.c
@@ -1080,7 +1080,7 @@
// Dismiss the dialog if the player is out of alignment, or the thing he was
// talking to is now engaged in battle.
- if(angle > ANG45 && angle < (ANG270+ANG45) || dialogtalker->flags & MF_INCOMBAT)
+ if(angle > ANG45 && angle < (ANG270+ANG45) || dialogtalker->flags & MF_NODIALOG)
P_DialogDoChoice(dialogmenu.numitems - 1);
dialogtalker->reactiontime = 2;
@@ -1283,7 +1283,7 @@
return;
// already in combat, can't talk to it
- if(linetarget->flags & MF_INCOMBAT)
+ if(linetarget->flags & MF_NODIALOG)
return;
// set pointer to the character talking
--- a/src/strife/p_enemy.c
+++ b/src/strife/p_enemy.c
@@ -190,7 +190,7 @@
//
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 @@
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 @@
(P_CheckSight(rover, puncher) || P_CheckSight(rover, punchee)))
{
P_WakeUpThing(puncher, rover);
- rover->flags |= MF_INCOMBAT;
+ rover->flags |= MF_NODIALOG;
}
}
@@ -248,7 +248,7 @@
(P_CheckSight(rover, puncher) || P_CheckSight(rover, punchee)))
{
P_WakeUpThing(puncher, rover);
- rover->flags |= MF_INCOMBAT;
+ rover->flags |= MF_NODIALOG;
}
}
}
@@ -961,7 +961,7 @@
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 @@
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 @@
{
// 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_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 @@
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
--- a/src/strife/p_mobj.h
+++ b/src/strife/p_mobj.h
@@ -168,8 +168,8 @@
// For active floaters, e.g. cacodemons, pain elementals.
MF_FLOAT = 0x4000,
- // villsa [STRIFE] is mobj in combat?
- MF_INCOMBAT = 0x8000,
+ // villsa [STRIFE] can NPC talk?
+ MF_NODIALOG = 0x8000,
// Don't hit same species, explode on block.
// Player missiles as well as fireballs of various kinds.