mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-29 23:42:33 +00:00
e396798198
They cannot be parsed directly into the actor's sprite because that gets used in ways that require a different setup. This alsp adds a property parser and a setter function for the SpriteSet array. The idea here is to write code that does not need to use actual tile indices so it can later be refactored to real textures.
47 lines
1.3 KiB
Text
47 lines
1.3 KiB
Text
|
|
class CoreActor native
|
|
{
|
|
//native readonly sectortype sectp;
|
|
|
|
native int16 cstat;
|
|
native int16 picnum;
|
|
native readonly int16 statnum;
|
|
native int16 ang;
|
|
native int16 xvel;
|
|
native int16 yvel;
|
|
native int16 zvel, 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 clipdist;
|
|
native uint8 blend;
|
|
native uint8 xrepeat;
|
|
native uint8 yrepeat;
|
|
native int8 xoffset;
|
|
native int8 yoffset;
|
|
native int16 owner;
|
|
native uint16 cstat2;
|
|
|
|
native uint mdanimtims;
|
|
native int16 mdanimcur;
|
|
native int16 angoff, pitch, roll;
|
|
//native vec3 pivot_offset, position_offset; // no access needed - these are display only.
|
|
native uint8 renderflags;
|
|
native float alpha;
|
|
|
|
native readonly int spawnindex;
|
|
|
|
// note that the pos vector is not directly accessible here.
|
|
// Its mixed fixed point format should be hidden from scripting, plus we need to wrap the setters to ensure proper sector linking anyway.
|
|
native Vector3 pos();
|
|
native void setpos(Vector3 newpos, bool relink = true);
|
|
native void move(Vector3 newpos, bool relink = true);
|
|
native void setz(double newz);
|
|
native void addz(double amount);
|
|
native void setSpritePic(int index); // index into actor's spriteset.
|
|
}
|
|
|