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https://github.com/DrBeef/Raze.git
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- added script exports for Duke's iterators
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5 changed files with 245 additions and 0 deletions
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@ -708,6 +708,13 @@ struct AFuncDesc
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extern FieldDesc const *const VMGlobal_##name##_HookPtr; \
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MSVC_FSEG FieldDesc const *const VMGlobal_##name##_HookPtr GCC_FSEG = &VMGlobal_##name;
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#define DEFINE_GLOBAL_UNSIZED(name) \
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static const FieldDesc VMGlobal_##name = { "", #name, (size_t)&name, ~0u, 0 }; \
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extern FieldDesc const *const VMGlobal_##name##_HookPtr; \
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MSVC_FSEG FieldDesc const *const VMGlobal_##name##_HookPtr GCC_FSEG = &VMGlobal_##name;
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class AActor;
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@ -19,3 +19,4 @@
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#include "src/sbar.cpp"
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#include "src/sectors.cpp"
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#include "src/spawn.cpp"
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#include "src/vmiterators.cpp"
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@ -398,6 +398,14 @@ void GameInterface::app_init()
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S_ParseDeveloperCommentary();
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}
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// For now just a placeholder. Later this will contain all static level data.
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struct DukeLevel
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{
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};
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DukeLevel dlevel;
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DEFINE_FIELD(DDukeActor, ownerActor)
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DEFINE_FIELD(DDukeActor, hitOwnerActor)
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DEFINE_FIELD(DDukeActor, cgg)
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@ -417,4 +425,5 @@ DEFINE_FIELD(DDukeActor, seek_actor)
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DEFINE_FIELD(DDukeActor, flags1)
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DEFINE_FIELD(DDukeActor, flags2)
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DEFINE_GLOBAL_UNSIZED(dlevel)
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END_DUKE_NS
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196
source/games/duke/src/vmiterators.cpp
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196
source/games/duke/src/vmiterators.cpp
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@ -0,0 +1,196 @@
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//-----------------------------------------------------------------------------
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//
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// Copyright 2016-2022 Christoph Oelckers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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//
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// VM iterators
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//
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// These classes are thin wrappers which wrap the standard iterators into a DObject
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// so that the VM can use them
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//
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//-----------------------------------------------------------------------------
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BEGIN_DUKE_NS
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//==========================================================================
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//
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// scriptable stat iterator
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//
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//==========================================================================
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class DDukeStatIterator : public DObject
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{
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DECLARE_ABSTRACT_CLASS(DDukeStatIterator, DObject)
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public:
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DukeStatIterator it;
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DDukeStatIterator(int statnum)
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: it(statnum)
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{
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}
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};
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IMPLEMENT_CLASS(DDukeStatIterator, true, false);
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static DDukeStatIterator *CreateStatIterator(int statnum)
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{
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return Create<DDukeStatIterator>(statnum);
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}
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DEFINE_ACTION_FUNCTION_NATIVE(_DukeLevel, CreateStatIterator, CreateStatIterator)
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{
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PARAM_PROLOGUE;
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PARAM_INT(statnum);
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ACTION_RETURN_OBJECT(CreateStatIterator(statnum));
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}
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static DDukeActor *NextStat(DDukeStatIterator *self)
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{
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return self->it.Next();
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DDukeStatIterator, Next, NextStat)
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{
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PARAM_SELF_PROLOGUE(DDukeStatIterator);
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ACTION_RETURN_OBJECT(NextStat(self));
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}
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static void ResetStat(DDukeStatIterator *self, int stat)
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{
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self->it.Reset(stat);
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DDukeStatIterator, Reset, ResetStat)
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{
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PARAM_SELF_PROLOGUE(DDukeStatIterator);
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PARAM_INT(stat);
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ResetStat(self, stat);
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return 0;
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}
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//==========================================================================
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//
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// scriptable sector iterator
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//
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//==========================================================================
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class DDukeSectIterator : public DObject
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{
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DECLARE_ABSTRACT_CLASS(DDukeSectIterator, DObject)
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public:
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DukeSectIterator it;
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DDukeSectIterator(int Sectnum)
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: it(Sectnum)
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{
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}
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};
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IMPLEMENT_CLASS(DDukeSectIterator, true, false);
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static DDukeSectIterator *CreateSectIterator(int Sectnum)
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{
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return Create<DDukeSectIterator>(Sectnum);
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}
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DEFINE_ACTION_FUNCTION_NATIVE(_DukeLevel, CreateSectorIterator, CreateSectIterator)
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{
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PARAM_PROLOGUE;
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PARAM_INT(Sectnum);
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ACTION_RETURN_OBJECT(CreateSectIterator(Sectnum));
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}
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static DDukeActor *NextSect(DDukeSectIterator *self)
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{
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return self->it.Next();
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DDukeSectIterator, Next, NextSect)
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{
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PARAM_SELF_PROLOGUE(DDukeSectIterator);
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ACTION_RETURN_OBJECT(NextSect(self));
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}
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static void ResetSect(DDukeSectIterator *self, int Sect)
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{
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self->it.Reset(Sect);
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DDukeSectIterator, Reset, ResetSect)
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{
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PARAM_SELF_PROLOGUE(DDukeSectIterator);
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PARAM_INT(Sect);
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ResetSect(self, Sect);
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return 0;
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}
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//==========================================================================
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//
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// scriptable sprite iterator
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//
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//==========================================================================
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class DDukeSpriteIterator : public DObject
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{
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DECLARE_ABSTRACT_CLASS(DDukeSpriteIterator, DObject)
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public:
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DukeSpriteIterator it;
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};
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IMPLEMENT_CLASS(DDukeSpriteIterator, true, false);
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static DDukeSpriteIterator *CreateSpriteIterator()
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{
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return Create<DDukeSpriteIterator>();
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}
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DEFINE_ACTION_FUNCTION_NATIVE(_DukeLevel, CreateSpriteIterator, CreateSpriteIterator)
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{
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PARAM_PROLOGUE;
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ACTION_RETURN_OBJECT(CreateSpriteIterator());
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}
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static DDukeActor *NextSprite(DDukeSpriteIterator *self)
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{
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return self->it.Next();
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DDukeSpriteIterator, Next, NextSprite)
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{
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PARAM_SELF_PROLOGUE(DDukeSpriteIterator);
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ACTION_RETURN_OBJECT(NextSprite(self));
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}
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static void ResetSprite(DDukeSpriteIterator *self)
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{
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self->it.Reset();
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DDukeSpriteIterator, Reset, ResetSprite)
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{
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PARAM_SELF_PROLOGUE(DDukeSpriteIterator);
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ResetSprite(self);
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return 0;
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}
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END_DUKE_NS
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@ -40,3 +40,35 @@ class DukeActor : CoreActor native
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flagdef NoInterpolate: flags1, 20;
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}
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extend struct _
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{
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native DukeLevel dlevel;
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}
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// The level struct is a wrapper to group all level related global variables and static functions into one object.
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// On the script side we do not really want scattered global data that is publicly accessible.
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struct DukeLevel
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{
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native static DukeStatIterator CreateStatIterator(int stat);
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native static DukeSectIterator CreateSectorIterator(int sect);
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native static DukeSpriteIterator CreateSpriteIterator();
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}
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class DukeStatIterator native
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{
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native DukeActor Next();
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native void Reset(int stat);
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}
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class DukeSectIterator native
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{
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native DukeActor Next();
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native void Reset(int sect);
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}
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class DukeSpriteIterator native
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{
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native DukeActor Next();
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native void Reset();
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}
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