New Properties:
- NoCollideActor - Sets the actor to never collide with. This means neither actor will collide with the other, allowing for chain anti-collision exceptions and interloping actors of various kinds. An imp can walk through a zombie + vice versa while a zombie can walk through a cyberdemon + vice versa.
- NoCollideGroup - Sets the actor's 'group name' to never collide with. Any actors sharing the same group name will never collide with one another.
- A_SetNoCollideActor(ncname, ptr = AAPTR_DEFAULT)
- A_SetNoCollideGroup(ncgroup, ptr = AAPTR_DEFAULT)
- NOCOLLIDECHILD - Any actor inheriting from the actor specified in NoCollideActor is also excluded.
The positives:
- Can be changed on the fly
- Inheritable
- No more than one actor/group per entity*
- No definable global group spaces. (I tried that with ThrustFactor -- making it non-static and global -- it was rejected.)
*-Could be changed, but that means increasing the total amount of properties available which means more overhead.
Or if there are other methods, I'd be more than happy to try them out as long as they can maintain their flexibility.
Also, this is STRICTLY for movement ONLY. This does not cover rails, telefragging, bullet puffs or anything else. Remember, this isn't species.
