raze/wadsrc/static/zscript/coreactor.zs

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enum EClipMask
{
CLIPMASK0 = (1 << 16) + 1,
CLIPMASK1 = (256 << 16) + 64
};
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const MAXPLAYERS = 8;
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const MAXSTATUS = 1024;
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const zmaptoworld = (1. / 256.);
const maptoworld = (1. / 16.);
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class CoreActor native
{
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const REPEAT_SCALE = 1. / 64.;
native readonly sectortype sector;
native int16 cstat;
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//native int16 picnum; // access is disabled to allow later refactoring.
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native Vector3 pos;
native readonly int16 statnum;
native int16 intangle;
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native int16 xint;
native int16 yint;
native int16 inittype; // inittype, type and flags are for Blood.
native int16 lotag, type;
native int16 hitag, flags;
native int16 extra;
native int16 detail;
native int8 shade;
native uint8 pal;
native uint8 intclipdist;
native uint8 blend;
native Vector2 scale;
native int8 xoffset;
native int8 yoffset;
native int16 intowner;
native uint16 cstat2;
native uint mdanimtims;
native int16 mdanimcur;
native uint8 renderflags;
native float alpha;
native double clipdist;
native double angle;
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native Vector3 vel;
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native readonly int16 spritesetindex;
native readonly int spawnindex;
native void setpos(Vector3 newpos, bool relink = true);
native void copypos(CoreActor newpos, bool relink = true);
native void move(Vector3 newpos, bool relink = true);
native void setSpritePic(int index); // index into actor's spriteset.
native void backuppos();
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native void setPosition(Vector3 pos);
native void setPositionZ(Vector3 pos);
}