gzdoom-gles/wadsrc/static/zscript/base.txt

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class Object native
{
native bool bDestroyed;
// These really should be global functions...
native static int G_SkillPropertyInt(int p);
native static double G_SkillPropertyFloat(int p);
/*virtual*/ native void Destroy();
}
class Thinker : Object native
{
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const TICRATE = 35;
virtual native void Tick();
virtual native void PostBeginPlay();
}
class ThinkerIterator : Object native
{
enum EStatnums
{
MAX_STATNUM = 127
}
native static ThinkerIterator Create(class<Object> type = "Actor", int statnum=MAX_STATNUM+1);
native Thinker Next(bool exact = false);
native void Reinit();
}
class ActorIterator : Object native
{
native static ActorIterator Create(int tid, class<Actor> type = "Actor");
native Actor Next();
native void Reinit();
}
class DropItem : Object native
{
native readonly DropItem Next;
native readonly name Name;
native readonly int Probability;
native int Amount;
}
class SpotState : Object native
{
native static SpotState GetSpotState();
native SpecialSpot GetNextInList(class<Actor> type, int skipcounter);
native SpecialSpot GetSpotWithMinMaxDistance(Class<Actor> type, double x, double y, double mindist, double maxdist);
}
struct LevelLocals native
{
native readonly int time;
native readonly int maptime;
native readonly int totaltime;
native readonly int starttime;
native readonly int partime;
native readonly int sucktime;
native readonly int cluster;
native readonly int clusterflags;
native readonly int levelnum;
native readonly String LevelName;
native readonly String MapName;
native String NextMap;
native String NextSecretMap;
native readonly int maptype;
native readonly String Music;
native readonly int musicorder;
native readonly int total_secrets;
native int found_secrets;
native readonly int total_items;
native int found_items;
native readonly int total_monsters;
native int killed_monsters;
native double gravity;
native double aircontrol;
native double airfriction;
native int airsupply;
native double teamdamage;
native bool monsterstelefrag;
native bool actownspecial;
native bool sndseqtotalctrl;
native bool allmap;
native bool missilesactivateimpact;
native bool monsterfallingdamage;
native bool checkswitchrange;
native bool polygrind;
// level_info_t *info cannot be done yet.
}
// a few values of this need to be readable by the play code.
// Most are handled at load time and are omitted here.
struct DehInfo native
{
native int MaxSoulsphere;
native uint8 ExplosionStyle;
native double ExplosionAlpha;
native int NoAutofreeze;
native int BFGCells;
}
struct State native
{
native State NextState;
native int sprite;
native int16 Tics;
native uint16 TicRange;
native uint8 Frame;
native uint8 UseFlags;
native int Misc1;
native int Misc2;
native uint16 bSlow;
native uint16 bFast;
native bool bFullbright;
native bool bNoDelay;
native bool bSameFrame;
native bool bCanRaise;
native bool bDehacked;
}
struct F3DFloor native
{
}
struct Sector native
{
native double, Sector, F3DFloor NextHighestCeilingAt(double x, double y, double bottomz, double topz, int flags = 0);
}