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.
A_GunFlash(state, flags), GFF_DONTCHANGEPLAYERSPRITE
Moderator: GZDoom Developers
Re: A_GunFlash(state, flags), GFF_DONTCHANGEPLAYERSPRITE
This can be backported from the Doom 64 branch since it is used there for the plasma rifle animation.
Re: A_GunFlash(state, flags), GFF_DONTCHANGEPLAYERSPRITE
I too, need this. 

- DOOMERO-21
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Re: A_GunFlash(state, flags), GFF_DONTCHANGEPLAYERSPRITE
me too ....Eriance wrote:I too, need this.
- Ryan Cordell
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Re: A_GunFlash(state, flags), GFF_DONTCHANGEPLAYERSPRITE
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
)?
The flag name is still pending though. Any ideas (other than GFF_DONTCHANGEPLAYERSPRITE

Re: A_GunFlash(state, flags), GFF_DONTCHANGEPLAYERSPRITE
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.
- DBThanatos
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Re: A_GunFlash(state, flags), GFF_DONTCHANGEPLAYERSPRITE
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.