a) in my case CheckLOF don't see drowned corpses, those whose laid on the flooded floor (waterlevel>0);
б) I can't manage to correctly adjust second CheckLOF, which checks blocking of corpsechasing path, actors are always get stuck everywhere.
Here all of them get stucked and don't want "eat" drowned corpses: Main check for looking corpses:
Code: Select all
A_CheckLOF ("CorpseCheck", CLOFF_FROMBASE|CLOFF_JUMPENEMY|CLOFF_JUMPFRIEND|CLOFF_JUMPNONHOSTILE|CLOFF_SKIPTARGET|CLOFF_BEYONDTARGET|CLOFF_ALLOWNULL|CLOFF_CHECKPARTIAL|CLOFF_SETTRACER, 2048, 0, user_CLOFangle, -180, 0, 0, AAPTR_NULL, 0)
Code: Select all
RGWL A 0 A_FaceTracer
RGWL A 0 A_JumpIfTracerCloser (30, "CorpseRemove")
RGWL A 1 A_Recoil (-1)
RGWL A 0 A_CheckLOF ("CorpseChaseW", CLOFF_FROMBASE|/* CLOFF_JUMPENEMY|CLOFF_JUMPFRIEND|CLOFF_JUMPNONHOSTILE|*/CLOFF_JUMPOBJECT|CLOFF_MUSTBESOLID|CLOFF_JUMP_ON_MISS|CLOFF_SKIPTARGET/*|CLOFF_ALLOWNULL|CLOFF_NOAIM*/, 80, 0, 0, 0, 0, 0, AAPTR_TRACER, 0)
RGWL B 0 A_FaceTracer
RGWL B 0 A_JumpIfTracerCloser (30, "CorpseRemove")
RGWL B 1 A_Recoil (-1)
RGWL B 0 A_CheckLOF ("CorpseChaseW", CLOFF_FROMBASE|/* CLOFF_JUMPENEMY|CLOFF_JUMPFRIEND|CLOFF_JUMPNONHOSTILE|*/CLOFF_JUMPOBJECT|CLOFF_MUSTBESOLID|CLOFF_JUMP_ON_MISS|CLOFF_SKIPTARGET/*|CLOFF_ALLOWNULL|CLOFF_NOAIM*/, 80, 0, 0, 0, 0, 0, AAPTR_TRACER, 0)
... and so on...
An actor itself have a next flags and properties:
Spoiler: