Searched refs:MF2_SKULLFLY (Results 1 – 5 of 5) sorted by relevance
189 MF2_SKULLFLY = 1<<22, // Special handling: skull in flight. enumerator
1785 if (mo->flags2 & MF2_SKULLFLY) in P_XYMovement()1788 mo->flags2 &= ~MF2_SKULLFLY; in P_XYMovement()2058 …if (mo->flags & MF_MISSILE || mo->flags2 & MF2_SKULLFLY || mo->type == MT_SHELL || mo->type == MT_… in P_XYMovement()2513 if (!(mo->flags2 & MF2_SKULLFLY) && !(mo->flags2 & MF2_INFLOAT)) in P_ZMovement()2615 if (mo->flags2 & MF2_SKULLFLY) // the skull slammed into something in P_ZMovement()2760 if (mo->flags2 & MF2_SKULLFLY) // the skull slammed into something in P_ZMovement()4232 mobj->flags2 &= ~(MF2_FRET|MF2_SKULLFLY); in P_Boss1Thinker()4258 if (mobj->flags2 & MF2_SKULLFLY) in P_Boss1Thinker()7974 if (mobj->flags2 & MF2_SKULLFLY) in P_MobjBossThink()8042 if (mobj->flags2 & MF2_SKULLFLY) in P_MobjBossThink()[all …]
2413 target->flags2 &= ~(MF2_SKULLFLY|MF2_NIGHTSPULL); in P_KillMobj()3574 if (target->flags2 & MF2_SKULLFLY) in P_DamageMobj()
1197 if (tmthing->flags2 & MF2_SKULLFLY) in PIT_CheckThing()1209 tmthing->flags2 &= ~MF2_SKULLFLY; in PIT_CheckThing()
3323 actor->flags2 |= MF2_SKULLFLY; in A_SkullAttack()3439 actor->flags2 |= MF2_SKULLFLY; in A_BossZoom()6131 boolean skull = (actor->target->flags2 & MF2_SKULLFLY) == MF2_SKULLFLY; in A_UnidusBall()7070 if (actor->flags & MF_FLOAT && !(actor->flags2 & MF2_SKULLFLY)) in A_Boss1Chase()