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- Removed FlatAngle. This will come back hopefully in another commit sometime in the future.
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0bf7c3e362
7 changed files with 2 additions and 41 deletions
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@ -976,7 +976,6 @@ public:
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DVector3 OldRenderPos;
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DRotator Angles;
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DAngle FlatAngle;
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DVector3 Vel;
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double Speed;
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double FloatSpeed;
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@ -263,10 +263,6 @@ void AActor::Serialize(FArchive &arc)
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<< Vel
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<< tics
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<< state;
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if (SaveVersion >= 4546)
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{
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arc << FlatAngle;
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}
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if (arc.IsStoring())
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{
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int dmg;
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@ -6882,24 +6882,3 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceMovementDirection)
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ACTION_RETURN_BOOL(true);
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}
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//===========================================================================
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//
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// A_SetFlatAngle
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//
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// Set actor's flat angle (in degrees). GZDoom only. Requires the
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// (PITCH)FLATSPRITE flag to have any visible effect.
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetFlatAngle)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_FLOAT_OPT(flatangle) { flatangle = 0; }
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PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
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AActor *ref = COPY_AAPTR(self, ptr);
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if (ref != NULL)
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{
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ref->FlatAngle = flatangle;
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}
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return 0;
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}
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@ -627,7 +627,6 @@ void InitThingdef()
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PType *array5 = NewArray(TypeSInt32, 5);
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symt.AddSymbol(new PField(NAME_Alpha, TypeFloat64, VARF_Native, myoffsetof(AActor,Alpha)));
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symt.AddSymbol(new PField(NAME_Angle, TypeFloat64, VARF_Native, myoffsetof(AActor,Angles.Yaw)));
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symt.AddSymbol(new PField(NAME_FlatAngle, TypeFloat64, VARF_Native, myoffsetof(AActor,FlatAngle)));
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symt.AddSymbol(new PField(NAME_Args, array5, VARF_Native, myoffsetof(AActor,args)));
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symt.AddSymbol(new PField(NAME_CeilingZ, TypeFloat64, VARF_Native, myoffsetof(AActor,ceilingz)));
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symt.AddSymbol(new PField(NAME_FloorZ, TypeFloat64, VARF_Native, myoffsetof(AActor,floorz)));
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@ -682,15 +682,6 @@ DEFINE_PROPERTY(scale, F, Actor)
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defaults->Scale.X = defaults->Scale.Y = id;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(flatangle, F, Actor)
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{
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PROP_DOUBLE_PARM(id, 0);
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defaults->FlatAngle = id;
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}
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//==========================================================================
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//
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//==========================================================================
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@ -76,7 +76,7 @@ const char *GetVersionString();
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// Use 4500 as the base git save version, since it's higher than the
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// SVN revision ever got.
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#define SAVEVER 4546
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#define SAVEVER 4545
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#define SAVEVERSTRINGIFY2(x) #x
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#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)
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@ -34,9 +34,7 @@ ACTOR Actor native //: Thinker
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DefThreshold 100
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BloodType "Blood", "BloodSplatter", "AxeBlood"
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ExplosionDamage 128
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MissileHeight 32
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FlatAngle 0
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MissileHeight 32
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// Functions
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native bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false);
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@ -326,7 +324,6 @@ ACTOR Actor native //: Thinker
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native state A_CheckSightOrRange(float distance, state label, bool two_dimension = false);
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native state A_CheckRange(float distance, state label, bool two_dimension = false);
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action native bool A_FaceMovementDirection(float offset = 0, float anglelimit = 0, float pitchlimit = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
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action native A_SetFlatAngle(float flatangle = 0, int ptr = AAPTR_DEFAULT);
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native void A_RearrangePointers(int newtarget, int newmaster = AAPTR_DEFAULT, int newtracer = AAPTR_DEFAULT, int flags=0);
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native void A_TransferPointer(int ptr_source, int ptr_recepient, int sourcefield, int recepientfield=AAPTR_DEFAULT, int flags=0);
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