A_GunFlash(state, flags), GFF_DONTCHANGEPLAYERSPRITE

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Мichаеlis
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A_GunFlash(state, flags), GFF_DONTCHANGEPLAYERSPRITE

Post by Мichаеlis »

A_GunFlash(state, flags) and the first flag:

GFF_DONTCHANGEPLAYERSPRITE = 1

Doesn't put the player actor into firing state.
Possible use: two stacked weapon states that don't make player look like he is constantly firing.
Gez
 
 
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Re: A_GunFlash(state, flags), GFF_DONTCHANGEPLAYERSPRITE

Post by Gez »

This can be backported from the Doom 64 branch since it is used there for the plasma rifle animation.
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Amuscaria
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Re: A_GunFlash(state, flags), GFF_DONTCHANGEPLAYERSPRITE

Post by Amuscaria »

I too, need this. :)
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DOOMERO-21
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Re: A_GunFlash(state, flags), GFF_DONTCHANGEPLAYERSPRITE

Post by DOOMERO-21 »

Eriance wrote:I too, need this. :)
me too ....
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Ryan Cordell
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Re: A_GunFlash(state, flags), GFF_DONTCHANGEPLAYERSPRITE

Post by Ryan Cordell »

Actually, I just finished implementing the new flag in A_GunFlash. It's named GFF_NOFLASH (it prevents the illumination, not the flash). Pretty easy addition.

The flag name is still pending though. Any ideas (other than GFF_DONTCHANGEPLAYERSPRITE :P)?
Gez
 
 
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Re: A_GunFlash(state, flags), GFF_DONTCHANGEPLAYERSPRITE

Post by Gez »

Since I wasn't kidding when I said that this could be backported from the ZDoom 64 branch where it already exists, I suggest GFF_NOEXTCHANGE since that's what is used there.
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DBThanatos
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Re: A_GunFlash(state, flags), GFF_DONTCHANGEPLAYERSPRITE

Post by DBThanatos »

Well, just found this thread. And I just noticed this has been added already, so Im thinking that perhaps it should be closed? Sorry for the bump, but I think this thread has no purpose right now.
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