A_GunFlash(state, flags), GFF_DONTCHANGEPLAYERSPRITE

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Expand view Topic review: A_GunFlash(state, flags), GFF_DONTCHANGEPLAYERSPRITE

Re: A_GunFlash(state, flags), GFF_DONTCHANGEPLAYERSPRITE

by DBThanatos » Wed Aug 17, 2011 1:06 am

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.

Re: A_GunFlash(state, flags), GFF_DONTCHANGEPLAYERSPRITE

by Gez » Sat May 21, 2011 10:32 am

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.

Re: A_GunFlash(state, flags), GFF_DONTCHANGEPLAYERSPRITE

by Ryan Cordell » Sat May 21, 2011 4:16 am

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)?

Re: A_GunFlash(state, flags), GFF_DONTCHANGEPLAYERSPRITE

by DOOMERO-21 » Fri Feb 11, 2011 10:20 pm

Eriance wrote:I too, need this. :)
me too ....

Re: A_GunFlash(state, flags), GFF_DONTCHANGEPLAYERSPRITE

by Amuscaria » Sun Jan 09, 2011 8:10 pm

I too, need this. :)

Re: A_GunFlash(state, flags), GFF_DONTCHANGEPLAYERSPRITE

by Gez » Sun Oct 10, 2010 12:21 am

This can be backported from the Doom 64 branch since it is used there for the plasma rifle animation.

A_GunFlash(state, flags), GFF_DONTCHANGEPLAYERSPRITE

by Мichаеlis » Sat Oct 09, 2010 11:42 pm

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.

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