by Ghastly » Fri Jul 25, 2014 6:35 pm
I just dug through the source, and apparently the only way a projectile can use the lastenemy pointer is with the native and not-very-customizable MWeapLightning functions. Everything else is monster behavior. The only other existing pointer I can think to use is maybe goal, if we don't make a new pointer.
Ryan_Cordell posted a patch preview on the first page for a flag that worked in testing. Some of the work is done already (though for the p_railattack one, I'd've put it in the if(spawnpuff) part at about line 4062). Ripping projectiles are an interesting subject, though, as is the ability to check if the pointer in question is the same actor as the projectile's tracer, as was brought up earlier.
I just dug through the source, and apparently the only way a projectile can use the lastenemy pointer is with the native and not-very-customizable MWeapLightning functions. Everything else is monster behavior. The only other existing pointer I can think to use is maybe goal, if we don't make a new pointer.
Ryan_Cordell posted a patch preview on the first page for a flag that worked in testing. Some of the work is done already (though for the p_railattack one, I'd've put it in the if(spawnpuff) part at about line 4062). Ripping projectiles are an interesting subject, though, as is the ability to check if the pointer in question is the same actor as the projectile's tracer, as was brought up earlier.