by Мichаеlis » Thu Jul 28, 2011 11:51 pm
Right now there are two "sides" of monsters: unfriendly, who target the player or whoever hurt them, and friendly, who target unfriendly and don't target friendly.
Sometimes A_Look can be used for things like targeting ANY possible actor, be it player, unfriendly monster or friendly one.
One example (among others) is a proximity detonator. Obviously it's not too realistic for it to know whether it was stepped on by somebody of same "side" of friendliness.
Right now it can be done with flipping FRIENDLY flag two times each tic, with separate calls to A_Look for each "side", which is not a clean solution.
Right now there are two "sides" of monsters: unfriendly, who target the player or whoever hurt them, and friendly, who target unfriendly and don't target friendly.
Sometimes A_Look can be used for things like targeting ANY possible actor, be it player, unfriendly monster or friendly one.
One example (among others) is a proximity detonator. Obviously it's not too realistic for it to know whether it was stepped on by somebody of same "side" of friendliness.
Right now it can be done with flipping FRIENDLY flag two times each tic, with separate calls to A_Look for each "side", which is not a clean solution.