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Added spawn origin flags. #2931
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While appreciated, what about RandomSpawners? I think those should transfer the flag if they're map spawned or not too. |
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Looks good to me but I want to see what Jay or Graf say before merging this.
Depends on what @madame-rachelle thinks I guess. I think that's a fine idea at least, having MTF_MAPTHING RandomSpawners also pass the flag to whatever they spawn (Though ideally that'd also be marked too, but SpawnFlags is running dry already). |
I agree with Cooke's idea if you want my opinion. |
Alright, currently working on another PR, when I finish that, I'll make a separate commit for that I guess. Edit: Nevermind, RandomSpawners pass all their SpawnFlags already, and Cooke apparently wants MTF_CONSOLETHING to be passed down too, so I guess I don't even need to add a special check for RandomSpawner to not pass that flag down either. |
Perfect. I think this is good to go then. |
Good enough for me - my previous point still stands, I want another pair of eyes on this before it's merged. |
- Added new spawn flags that allow for checking if an actor was spawned by the level, the console, or ACS/DECORATE/ZScript.
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Ah fuck, I just noticed earlier today that map-spawned allies didn't work, turns out I had accidentally used = instead of |= to ADD the new MTF_ flags to the spawned thing, instead of also replacing every other spawn flag in their field. |
Added new spawn flags that allow for checking if an actor was spawned by the level, the console, or ACS/DECORATE/ZScript.
The below example mod replaces the vanilla Demon with one that prints a console message based on which of these flags is true on it, or if neither are (Which means that it must've been scripte spawned, if not from the console or level itself). It also spawns a pinky at the world origin after 5 seconds in-game.
SpawnFlagExample.zip