[DNM][DNM][WIP] Projectile backend code port and update
Ports#54924, #65061, #59804 from /tg. adds auxiliary code from /tg to make code work.
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@@ -104,6 +104,7 @@ GLOBAL_LIST_INIT(bitflags, list(
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#define PASSBLOB (1<<3)
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#define PASSMOB (1<<4)
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#define PASSCLOSEDTURF (1<<5)
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/// Let thrown things past us. **ONLY MEANINGFUL ON pass_flags_self!**
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#define LETPASSTHROW (1<<6)
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//Movement Types
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@@ -111,8 +112,8 @@ GLOBAL_LIST_INIT(bitflags, list(
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#define FLYING (1<<1)
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#define VENTCRAWLING (1<<2)
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#define FLOATING (1<<3)
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///When moving, will Bump()/Cross()/Uncross() everything, but won't be stopped.
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#define UNSTOPPABLE (1<<4)
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///When moving, will Bump()/Cross()/Uncross() everything, but won't stop or Bump() anything.
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#define PHASING (1<<4)
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///Applied if you're crawling around on the ground/resting.
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#define CRAWLING (1<<5)
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@@ -1,3 +1,14 @@
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// check_pierce() return values
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/// Default behavior: hit and delete self
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#define PROJECTILE_PIERCE_NONE 0
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/// Hit the thing but go through without deleting. Causes on_hit to be called with pierced = TRUE
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#define PROJECTILE_PIERCE_HIT 1
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/// Entirely phase through the thing without ever hitting.
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#define PROJECTILE_PIERCE_PHASE 2
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// Delete self without hitting
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#define PROJECTILE_DELETE_WITHOUT_HITTING 3
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/// This atom should be ricocheted off of from its inherent properties using standard % chance handling.
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#define PROJECTILE_RICOCHET_YES 1
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/// This atom should not be ricocheted off of from its inherent properties.
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