mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 23:01:59 +00:00
- resorted base.zs and constants.zs so that all pure engine content but nothing else is in base.zs,
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3 changed files with 783 additions and 763 deletions
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@ -1,4 +1,145 @@
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// constants for A_PlaySound
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enum ESoundFlags
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{
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CHAN_AUTO = 0,
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CHAN_WEAPON = 1,
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CHAN_VOICE = 2,
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CHAN_ITEM = 3,
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CHAN_BODY = 4,
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CHAN_5 = 5,
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CHAN_6 = 6,
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CHAN_7 = 7,
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// modifier flags
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CHAN_LISTENERZ = 8,
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CHAN_MAYBE_LOCAL = 16,
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CHAN_UI = 32,
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CHAN_NOPAUSE = 64,
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CHAN_LOOP = 256,
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CHAN_PICKUP = (CHAN_ITEM|CHAN_MAYBE_LOCAL), // Do not use this with A_StartSound! It would not do what is expected.
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CHAN_NOSTOP = 4096,
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CHAN_OVERLAP = 8192,
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// Same as above, with an F appended to allow better distinction of channel and channel flags.
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CHANF_DEFAULT = 0, // just to make the code look better and avoid literal 0's.
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CHANF_LISTENERZ = 8,
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CHANF_MAYBE_LOCAL = 16,
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CHANF_UI = 32,
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CHANF_NOPAUSE = 64,
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CHANF_LOOP = 256,
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CHANF_NOSTOP = 4096,
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CHANF_OVERLAP = 8192,
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CHANF_LOCAL = 16384,
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CHANF_LOOPING = CHANF_LOOP | CHANF_NOSTOP, // convenience value for replicating the old 'looping' boolean.
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};
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// sound attenuation values
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const ATTN_NONE = 0;
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const ATTN_NORM = 1;
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const ATTN_IDLE = 1.001;
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const ATTN_STATIC = 3;
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enum ERenderStyle
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{
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STYLE_None, // Do not draw
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STYLE_Normal, // Normal; just copy the image to the screen
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STYLE_Fuzzy, // Draw silhouette using "fuzz" effect
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STYLE_SoulTrans, // Draw translucent with amount in r_transsouls
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STYLE_OptFuzzy, // Draw as fuzzy or translucent, based on user preference
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STYLE_Stencil, // Fill image interior with alphacolor
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STYLE_Translucent, // Draw translucent
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STYLE_Add, // Draw additive
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STYLE_Shaded, // Treat patch data as alpha values for alphacolor
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STYLE_TranslucentStencil,
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STYLE_Shadow,
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STYLE_Subtract, // Actually this is 'reverse subtract' but this is what normal people would expect by 'subtract'.
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STYLE_AddStencil, // Fill image interior with alphacolor
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STYLE_AddShaded, // Treat patch data as alpha values for alphacolor
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STYLE_Multiply, // Multiply source with destination (HW renderer only.)
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STYLE_InverseMultiply, // Multiply source with inverse of destination (HW renderer only.)
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STYLE_ColorBlend, // Use color intensity as transparency factor
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STYLE_Source, // No blending (only used internally)
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STYLE_ColorAdd, // Use color intensity as transparency factor and blend additively.
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};
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enum EGameState
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{
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GS_LEVEL,
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GS_INTERMISSION,
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GS_FINALE,
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GS_DEMOSCREEN,
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GS_MENUSCREEN = GS_DEMOSCREEN,
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GS_FULLCONSOLE,
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GS_HIDECONSOLE,
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GS_STARTUP,
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GS_TITLELEVEL,
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}
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const TEXTCOLOR_BRICK = "\034A";
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const TEXTCOLOR_TAN = "\034B";
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const TEXTCOLOR_GRAY = "\034C";
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const TEXTCOLOR_GREY = "\034C";
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const TEXTCOLOR_GREEN = "\034D";
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const TEXTCOLOR_BROWN = "\034E";
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const TEXTCOLOR_GOLD = "\034F";
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const TEXTCOLOR_RED = "\034G";
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const TEXTCOLOR_BLUE = "\034H";
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const TEXTCOLOR_ORANGE = "\034I";
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const TEXTCOLOR_WHITE = "\034J";
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const TEXTCOLOR_YELLOW = "\034K";
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const TEXTCOLOR_UNTRANSLATED = "\034L";
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const TEXTCOLOR_BLACK = "\034M";
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const TEXTCOLOR_LIGHTBLUE = "\034N";
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const TEXTCOLOR_CREAM = "\034O";
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const TEXTCOLOR_OLIVE = "\034P";
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const TEXTCOLOR_DARKGREEN = "\034Q";
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const TEXTCOLOR_DARKRED = "\034R";
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const TEXTCOLOR_DARKBROWN = "\034S";
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const TEXTCOLOR_PURPLE = "\034T";
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const TEXTCOLOR_DARKGRAY = "\034U";
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const TEXTCOLOR_CYAN = "\034V";
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const TEXTCOLOR_ICE = "\034W";
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const TEXTCOLOR_FIRE = "\034X";
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const TEXTCOLOR_SAPPHIRE = "\034Y";
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const TEXTCOLOR_TEAL = "\034Z";
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const TEXTCOLOR_NORMAL = "\034-";
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const TEXTCOLOR_BOLD = "\034+";
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const TEXTCOLOR_CHAT = "\034*";
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const TEXTCOLOR_TEAMCHAT = "\034!";
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enum EMonospacing
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{
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Mono_Off = 0,
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Mono_CellLeft = 1,
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Mono_CellCenter = 2,
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Mono_CellRight = 3
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};
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enum EPrintLevel
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{
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PRINT_LOW, // pickup messages
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PRINT_MEDIUM, // death messages
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PRINT_HIGH, // critical messages
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PRINT_CHAT, // chat messages
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PRINT_TEAMCHAT, // chat messages from a teammate
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PRINT_LOG, // only to logfile
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PRINT_BOLD = 200, // What Printf_Bold used
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PRINT_TYPES = 1023, // Bitmask.
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PRINT_NONOTIFY = 1024, // Flag - do not add to notify buffer
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PRINT_NOLOG = 2048, // Flag - do not print to log file
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};
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struct _ native // These are the global variables, the struct is only here to avoid extending the parser for this.
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{
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native readonly Array<class> AllClasses;
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@ -90,18 +231,12 @@ struct TexMan
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};
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native static TextureID CheckForTexture(String name, int usetype, int flags = TryAny);
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deprecated("3.8", "Use Level.ReplaceTextures() instead") static void ReplaceTextures(String from, String to, int flags)
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{
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level.ReplaceTextures(from, to, flags);
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}
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native static String GetName(TextureID tex);
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native static int, int GetSize(TextureID tex);
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native static Vector2 GetScaledSize(TextureID tex);
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native static Vector2 GetScaledOffset(TextureID tex);
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native static int CheckRealHeight(TextureID tex);
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native static bool OkForLocalization(TextureID patch, String textSubstitute);
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native static void SetCameraToTexture(Actor viewpoint, String texture, double fov);
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}
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enum EScaleMode
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@ -255,7 +390,6 @@ struct Screen native
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native static vararg void DrawText(Font font, int normalcolor, double x, double y, String text, ...);
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native static void DrawLine(int x0, int y0, int x1, int y1, Color color, int alpha = 255);
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native static void DrawThickLine(int x0, int y0, int x1, int y1, double thickness, Color color, int alpha = 255);
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native static void DrawFrame(int x, int y, int w, int h);
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native static Vector2, Vector2 VirtualToRealCoords(Vector2 pos, Vector2 size, Vector2 vsize, bool vbottom=false, bool handleaspect=true);
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native static double GetAspectRatio();
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native static void SetClipRect(int x, int y, int w, int h);
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@ -263,14 +397,6 @@ struct Screen native
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native static int, int, int, int GetClipRect();
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native static int, int, int, int GetViewWindow();
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native static double, double, double, double GetFullscreenRect(double vwidth, double vheight, int fsmode);
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// This is a leftover of the abandoned Inventory.DrawPowerup method.
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deprecated("2.5", "Use StatusBar.DrawTexture() instead") static ui void DrawHUDTexture(TextureID tex, double x, double y)
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{
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statusBar.DrawTexture(tex, (x, y), BaseStatusBar.DI_SCREEN_RIGHT_TOP, 1., (32, 32));
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}
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}
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struct Font native
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@ -358,19 +484,6 @@ struct Font native
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native BrokenLines BreakLines(String text, int maxlen);
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}
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struct Translation version("2.4")
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{
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Color colors[256];
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native int AddTranslation();
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native static bool SetPlayerTranslation(int group, int num, int plrnum, PlayerClass pclass);
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native static int GetID(Name transname);
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static int MakeID(int group, int num)
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{
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return (group << 16) + num;
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}
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}
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struct Console native
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{
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native static void HideConsole();
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@ -378,11 +491,6 @@ struct Console native
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native static vararg void Printf(string fmt, ...);
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}
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struct DamageTypeDefinition native
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{
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native static bool IgnoreArmor(Name type);
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}
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struct CVar native
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{
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enum ECVarType
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@ -395,7 +503,6 @@ struct CVar native
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};
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native static CVar FindCVar(Name name);
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native static CVar GetCVar(Name name, PlayerInfo player = null);
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bool GetBool() { return GetInt(); }
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native int GetInt();
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native double GetFloat();
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@ -416,31 +523,9 @@ struct GIFont version("2.4")
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struct GameInfoStruct native
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{
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// will be extended as needed.
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native Name backpacktype;
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native double Armor2Percent;
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native String ArmorIcon1;
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native String ArmorIcon2;
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native int gametype;
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native bool norandomplayerclass;
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native Array<Name> infoPages;
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native String mBackButton;
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native GIFont mStatscreenMapNameFont;
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native GIFont mStatscreenEnteringFont;
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native GIFont mStatscreenFinishedFont;
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native GIFont mStatscreenContentFont;
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native GIFont mStatscreenAuthorFont;
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native double gibfactor;
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native bool intermissioncounter;
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native Name mSliderColor;
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native Color defaultbloodcolor;
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native double telefogheight;
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native int defKickback;
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native int defaultdropstyle;
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native TextureID healthpic;
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native TextureID berserkpic;
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native double normforwardmove[2];
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native double normsidemove[2];
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}
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struct SystemTime
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@ -456,36 +541,13 @@ class Object native
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// These must be defined in some class, so that the compiler can find them. Object is just fine, as long as they are private to external code.
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private native static Object BuiltinNew(Class<Object> cls, int outerclass, int compatibility);
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private native static Object BuiltinNewDoom(Class<Object> cls, int outerclass, int compatibility);
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private native static int BuiltinRandom(voidptr rng, int min, int max);
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private native static double BuiltinFRandom(voidptr rng, double min, double max);
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private native static int BuiltinRandom2(voidptr rng, int mask);
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private native static void BuiltinRandomSeed(voidptr rng, int seed);
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private native static int BuiltinCallLineSpecial(int special, Actor activator, int arg1, int arg2, int arg3, int arg4, int arg5);
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private native static Class<Object> BuiltinNameToClass(Name nm, Class<Object> filter);
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private native static Object BuiltinClassCast(Object inptr, Class<Object> test);
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// These really should be global functions...
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native static String G_SkillName();
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native static int G_SkillPropertyInt(int p);
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native static double G_SkillPropertyFloat(int p);
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deprecated("3.8", "Use Level.PickDeathMatchStart() instead") static vector3, int G_PickDeathmatchStart()
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{
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return level.PickDeathmatchStart();
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}
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deprecated("3.8", "Use Level.PickPlayerStart() instead") static vector3, int G_PickPlayerStart(int pnum, int flags = 0)
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{
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return level.PickPlayerStart(pnum, flags);
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}
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deprecated("4.3", "Use S_StartSound() instead") native static void S_Sound (Sound sound_id, int channel, float volume = 1, float attenuation = ATTN_NORM, float pitch = 0.0);
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native static void S_StartSound (Sound sound_id, int channel, int flags = 0, float volume = 1, float attenuation = ATTN_NORM, float pitch = 0.0, float startTime = 0.0);
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native static void S_PauseSound (bool notmusic, bool notsfx);
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native static void S_ResumeSound (bool notsfx);
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native static bool S_ChangeMusic(String music_name, int order = 0, bool looping = true, bool force = false);
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native static float S_GetLength(Sound sound_id);
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native static void MarkSound(Sound snd);
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native static uint BAM(double angle);
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native static void SetMusicVolume(float vol);
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native static uint MSTime();
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native vararg static void ThrowAbortException(String fmt, ...);
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@ -502,375 +564,12 @@ class BrokenLines : Object native version("2.4")
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native String StringAt(int line);
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}
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class Thinker : Object native play
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{
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enum EStatnums
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{
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// Thinkers that don't actually think
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STAT_INFO, // An info queue
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STAT_DECAL, // A decal
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STAT_AUTODECAL, // A decal that can be automatically deleted
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STAT_CORPSEPOINTER, // An entry in Hexen's corpse queue
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STAT_TRAVELLING, // An actor temporarily travelling to a new map
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STAT_STATIC,
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// Thinkers that do think
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STAT_FIRST_THINKING=32,
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STAT_SCROLLER=STAT_FIRST_THINKING, // A DScroller thinker
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STAT_PLAYER, // A player actor
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STAT_BOSSTARGET, // A boss brain target
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STAT_LIGHTNING, // The lightning thinker
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STAT_DECALTHINKER, // An object that thinks for a decal
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STAT_INVENTORY, // An inventory item
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STAT_LIGHT, // A sector light effect
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STAT_LIGHTTRANSFER, // A sector light transfer. These must be ticked after the light effects.
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STAT_EARTHQUAKE, // Earthquake actors
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STAT_MAPMARKER, // Map marker actors
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STAT_DLIGHT, // Dynamic lights
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STAT_USER = 70,
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STAT_USER_MAX = 90,
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STAT_DEFAULT = 100, // Thinkers go here unless specified otherwise.
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STAT_SECTOREFFECT, // All sector effects that cause floor and ceiling movement
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STAT_ACTORMOVER, // actor movers
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STAT_SCRIPTS, // The ACS thinker. This is to ensure that it can't tick before all actors called PostBeginPlay
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STAT_BOT, // Bot thinker
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MAX_STATNUM = 127
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}
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native LevelLocals Level;
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virtual native void Tick();
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virtual native void PostBeginPlay();
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native void ChangeStatNum(int stat);
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static clearscope int Tics2Seconds(int tics)
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{
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return int(tics / TICRATE);
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}
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}
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class ThinkerIterator : Object native
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{
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native static ThinkerIterator Create(class<Object> type = "Actor", int statnum=Thinker.MAX_STATNUM+1);
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native Thinker Next(bool exact = false);
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native void Reinit();
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}
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class ActorIterator : Object native
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{
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deprecated("3.8", "Use Level.CreateActorIterator() instead") static ActorIterator Create(int tid, class<Actor> type = "Actor")
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{
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return level.CreateActorIterator(tid, type);
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}
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native Actor Next();
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native void Reinit();
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}
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class BlockThingsIterator : Object native
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{
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native Actor thing;
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native Vector3 position;
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native int portalflags;
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native static BlockThingsIterator Create(Actor origin, double checkradius = -1, bool ignorerestricted = false);
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native static BlockThingsIterator CreateFromPos(double checkx, double checky, double checkz, double checkh, double checkradius, bool ignorerestricted);
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native bool Next();
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}
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class BlockLinesIterator : Object native
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{
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native Line CurLine;
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native Vector3 position;
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native int portalflags;
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native static BlockLinesIterator Create(Actor origin, double checkradius = -1);
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native static BlockLinesIterator CreateFromPos(Vector3 pos, double checkh, double checkradius, Sector sec = null);
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native bool Next();
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}
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enum ETraceStatus
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{
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TRACE_Stop, // stop the trace, returning this hit
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TRACE_Continue, // continue the trace, returning this hit if there are none further along
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TRACE_Skip, // continue the trace; do not return this hit
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TRACE_Abort // stop the trace, returning no hits
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}
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enum ETraceFlags
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{
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TRACE_NoSky = 0x0001, // Hitting the sky returns TRACE_HitNone
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//TRACE_PCross = 0x0002, // Trigger SPAC_PCROSS lines
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//TRACE_Impact = 0x0004, // Trigger SPAC_IMPACT lines
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TRACE_PortalRestrict = 0x0008, // Cannot go through portals without a static link offset.
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TRACE_ReportPortals = 0x0010, // Report any portal crossing to the TraceCallback
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//TRACE_3DCallback = 0x0020, // [ZZ] use TraceCallback to determine whether we need to go through a line to do 3D floor check, or not. without this, only line flag mask is used
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TRACE_HitSky = 0x0040 // Hitting the sky returns TRACE_HasHitSky
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}
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enum ETraceResult
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{
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TRACE_HitNone,
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TRACE_HitFloor,
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TRACE_HitCeiling,
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TRACE_HitWall,
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TRACE_HitActor,
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TRACE_CrossingPortal,
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TRACE_HasHitSky
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}
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enum ELineTier
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{
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TIER_Middle,
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TIER_Upper,
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TIER_Lower,
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TIER_FFloor
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}
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struct TraceResults native
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{
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native Sector HitSector; // originally called "Sector". cannot be named like this in ZScript.
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native TextureID HitTexture;
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native vector3 HitPos;
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native vector3 HitVector;
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native vector3 SrcFromTarget;
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native double SrcAngleFromTarget;
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native double Distance;
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native double Fraction;
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native Actor HitActor; // valid if hit an actor. // originally called "Actor".
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native Line HitLine; // valid if hit a line // originally called "Line".
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native uint8 Side;
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native uint8 Tier; // see Tracer.ELineTier
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native bool unlinked; // passed through a portal without static offset.
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native ETraceResult HitType;
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native F3DFloor ffloor;
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|
||||
native Sector CrossedWater; // For Boom-style, Transfer_Heights-based deep water
|
||||
native vector3 CrossedWaterPos; // remember the position so that we can use it for spawning the splash
|
||||
native Sector Crossed3DWater; // For 3D floor-based deep water
|
||||
native vector3 Crossed3DWaterPos;
|
||||
}
|
||||
|
||||
class LineTracer : Object native
|
||||
{
|
||||
native @TraceResults Results;
|
||||
native bool Trace(vector3 start, Sector sec, vector3 direction, double maxDist, ETraceFlags traceFlags);
|
||||
|
||||
virtual ETraceStatus TraceCallback()
|
||||
{
|
||||
// Normally you would examine Results.HitType (for ETraceResult), and determine either:
|
||||
// - stop tracing and return the entity that was found (return TRACE_Stop)
|
||||
// - ignore some object, like noclip, e.g. only count solid walls and floors, and ignore actors (return TRACE_Skip)
|
||||
// - find last object of some type (return TRACE_Continue)
|
||||
// - stop tracing entirely and assume we found nothing (return TRACE_Abort)
|
||||
// TRACE_Abort and TRACE_Continue are of limited use in scripting.
|
||||
|
||||
return TRACE_Stop; // default callback returns first hit, whatever it is.
|
||||
}
|
||||
}
|
||||
|
||||
struct DropItem native
|
||||
{
|
||||
native readonly DropItem Next;
|
||||
native readonly name Name;
|
||||
native readonly int Probability;
|
||||
native readonly int Amount;
|
||||
}
|
||||
|
||||
struct LevelLocals native
|
||||
{
|
||||
enum EUDMF
|
||||
{
|
||||
UDMF_Line,
|
||||
UDMF_Side,
|
||||
UDMF_Sector,
|
||||
//UDMF_Thing // not implemented
|
||||
};
|
||||
|
||||
const CLUSTER_HUB = 0x00000001; // Cluster uses hub behavior
|
||||
|
||||
|
||||
native Array<@Sector> Sectors;
|
||||
native Array<@Line> Lines;
|
||||
native Array<@Side> Sides;
|
||||
native readonly Array<@Vertex> Vertexes;
|
||||
native internal Array<@SectorPortal> SectorPortals;
|
||||
|
||||
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 String F1Pic;
|
||||
native readonly int maptype;
|
||||
native readonly String AuthorName;
|
||||
native readonly String Music;
|
||||
native readonly int musicorder;
|
||||
native readonly TextureID skytexture1;
|
||||
native readonly TextureID skytexture2;
|
||||
native float skyspeed1;
|
||||
native float skyspeed2;
|
||||
native int total_secrets;
|
||||
native int found_secrets;
|
||||
native int total_items;
|
||||
native int found_items;
|
||||
native int total_monsters;
|
||||
native int killed_monsters;
|
||||
native play double gravity;
|
||||
native play double aircontrol;
|
||||
native play double airfriction;
|
||||
native play int airsupply;
|
||||
native readonly double teamdamage;
|
||||
native readonly bool noinventorybar;
|
||||
native readonly bool monsterstelefrag;
|
||||
native readonly bool actownspecial;
|
||||
native readonly bool sndseqtotalctrl;
|
||||
native bool allmap;
|
||||
native readonly bool missilesactivateimpact;
|
||||
native readonly bool monsterfallingdamage;
|
||||
native readonly bool checkswitchrange;
|
||||
native readonly bool polygrind;
|
||||
native readonly bool nomonsters;
|
||||
native readonly bool allowrespawn;
|
||||
deprecated("3.8", "Use Level.isFrozen() instead") native bool frozen;
|
||||
native readonly bool infinite_flight;
|
||||
native readonly bool no_dlg_freeze;
|
||||
native readonly bool keepfullinventory;
|
||||
native readonly bool removeitems;
|
||||
native readonly int fogdensity;
|
||||
native readonly int outsidefogdensity;
|
||||
native readonly int skyfog;
|
||||
native readonly float pixelstretch;
|
||||
native readonly float MusicVolume;
|
||||
native name deathsequence;
|
||||
native readonly int compatflags;
|
||||
native readonly int compatflags2;
|
||||
// level_info_t *info cannot be done yet.
|
||||
|
||||
native String GetUDMFString(int type, int index, Name key);
|
||||
native int GetUDMFInt(int type, int index, Name key);
|
||||
native double GetUDMFFloat(int type, int index, Name key);
|
||||
native play int ExecuteSpecial(int special, Actor activator, line linedef, bool lineside, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0, int arg5 = 0);
|
||||
native void GiveSecret(Actor activator, bool printmsg = true, bool playsound = true);
|
||||
native void StartSlideshow(Name whichone = 'none');
|
||||
native static void MakeScreenShot();
|
||||
native static void MakeAutoSave();
|
||||
native void WorldDone();
|
||||
deprecated("3.8", "This function does nothing") static void RemoveAllBots(bool fromlist) { /* intentionally left as no-op. */ }
|
||||
native ui Vector2 GetAutomapPosition();
|
||||
native void SetInterMusic(String nextmap);
|
||||
native String FormatMapName(int mapnamecolor);
|
||||
native bool IsJumpingAllowed() const;
|
||||
native bool IsCrouchingAllowed() const;
|
||||
native bool IsFreelookAllowed() const;
|
||||
native void StartIntermission(Name type, int state) const;
|
||||
native play SpotState GetSpotState(bool create = true);
|
||||
native int FindUniqueTid(int start = 0, int limit = 0);
|
||||
native uint GetSkyboxPortal(Actor actor);
|
||||
native void ReplaceTextures(String from, String to, int flags);
|
||||
clearscope native HealthGroup FindHealthGroup(int id);
|
||||
native vector3, int PickDeathmatchStart();
|
||||
native vector3, int PickPlayerStart(int pnum, int flags = 0);
|
||||
native int isFrozen() const;
|
||||
native void setFrozen(bool on);
|
||||
|
||||
native clearscope Sector PointInSector(Vector2 pt) const;
|
||||
|
||||
native clearscope bool IsPointInLevel(vector3 p) const;
|
||||
deprecated("3.8", "Use Level.IsPointInLevel() instead") clearscope static bool IsPointInMap(vector3 p)
|
||||
{
|
||||
return level.IsPointInLevel(p);
|
||||
}
|
||||
|
||||
native clearscope vector2 Vec2Diff(vector2 v1, vector2 v2) const;
|
||||
native clearscope vector3 Vec3Diff(vector3 v1, vector3 v2) const;
|
||||
native clearscope vector3 SphericalCoords(vector3 viewpoint, vector3 targetPos, vector2 viewAngles = (0, 0), bool absolute = false) const;
|
||||
|
||||
native clearscope vector2 Vec2Offset(vector2 pos, vector2 dir, bool absolute = false) const;
|
||||
native clearscope vector3 Vec2OffsetZ(vector2 pos, vector2 dir, double atz, bool absolute = false) const;
|
||||
native clearscope vector3 Vec3Offset(vector3 pos, vector3 dir, bool absolute = false) const;
|
||||
|
||||
native String GetChecksum() const;
|
||||
|
||||
native void ChangeSky(TextureID sky1, TextureID sky2 );
|
||||
|
||||
native SectorTagIterator CreateSectorTagIterator(int tag, line defline = null);
|
||||
native LineIdIterator CreateLineIdIterator(int tag);
|
||||
native ActorIterator CreateActorIterator(int tid, class<Actor> type = "Actor");
|
||||
|
||||
String TimeFormatted(bool totals = false)
|
||||
{
|
||||
int sec = Thinker.Tics2Seconds(totals? totaltime : time);
|
||||
return String.Format("%02d:%02d:%02d", sec / 3600, (sec % 3600) / 60, sec % 60);
|
||||
}
|
||||
|
||||
native play bool CreateCeiling(sector sec, int type, line ln, double speed, double speed2, double height = 0, int crush = -1, int silent = 0, int change = 0, int crushmode = 0 /*Floor.crushDoom*/);
|
||||
native play bool CreateFloor(sector sec, int floortype, line ln, double speed, double height = 0, int crush = -1, int change = 0, bool crushmode = false, bool hereticlower = false);
|
||||
|
||||
native void ExitLevel(int position, bool keepFacing);
|
||||
native void SecretExitLevel(int position);
|
||||
native void ChangeLevel(string levelname, int position = 0, int flags = 0, int skill = -1);
|
||||
}
|
||||
|
||||
struct StringTable native
|
||||
{
|
||||
native static String Localize(String val, bool prefixed = true);
|
||||
}
|
||||
|
||||
// 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 readonly int MaxSoulsphere;
|
||||
native readonly uint8 ExplosionStyle;
|
||||
native readonly double ExplosionAlpha;
|
||||
native readonly int NoAutofreeze;
|
||||
native readonly int BFGCells;
|
||||
native readonly int BlueAC;
|
||||
native readonly int MaxHealth;
|
||||
}
|
||||
|
||||
struct State native
|
||||
{
|
||||
native readonly State NextState;
|
||||
native readonly int sprite;
|
||||
native readonly int16 Tics;
|
||||
native readonly uint16 TicRange;
|
||||
native readonly uint8 Frame;
|
||||
native readonly uint8 UseFlags;
|
||||
native readonly int Misc1;
|
||||
native readonly int Misc2;
|
||||
native readonly uint16 bSlow;
|
||||
native readonly uint16 bFast;
|
||||
native readonly bool bFullbright;
|
||||
native readonly bool bNoDelay;
|
||||
native readonly bool bSameFrame;
|
||||
native readonly bool bCanRaise;
|
||||
native readonly bool bDehacked;
|
||||
|
||||
native int DistanceTo(state other);
|
||||
native bool ValidateSpriteFrame();
|
||||
native TextureID, bool, Vector2 GetSpriteTexture(int rotation, int skin = 0, Vector2 scale = (0,0));
|
||||
native bool InStateSequence(State base);
|
||||
}
|
||||
|
||||
struct Wads
|
||||
struct Wads // todo: make FileSystem an alias to 'Wads'
|
||||
{
|
||||
enum WadNamespace
|
||||
{
|
||||
|
@ -915,32 +614,6 @@ struct Wads
|
|||
native static int GetLumpNamespace(int lump);
|
||||
}
|
||||
|
||||
struct TerrainDef native
|
||||
{
|
||||
native Name TerrainName;
|
||||
native int Splash;
|
||||
native int DamageAmount;
|
||||
native Name DamageMOD;
|
||||
native int DamageTimeMask;
|
||||
native double FootClip;
|
||||
native float StepVolume;
|
||||
native int WalkStepTics;
|
||||
native int RunStepTics;
|
||||
native Sound LeftStepSound;
|
||||
native Sound RightStepSound;
|
||||
native bool IsLiquid;
|
||||
native bool AllowProtection;
|
||||
native bool DamageOnLand;
|
||||
native double Friction;
|
||||
native double MoveFactor;
|
||||
};
|
||||
|
||||
enum EPickStart
|
||||
{
|
||||
PPS_FORCERANDOM = 1,
|
||||
PPS_NOBLOCKINGCHECK = 2,
|
||||
}
|
||||
|
||||
enum EmptyTokenType
|
||||
{
|
||||
TOK_SKIPEMPTY = 0,
|
||||
|
@ -979,158 +652,3 @@ struct StringStruct native
|
|||
native int CodePointCount() const;
|
||||
native int, int GetNextCodePoint(int position) const;
|
||||
}
|
||||
|
||||
class SectorEffect : Thinker native
|
||||
{
|
||||
native protected Sector m_Sector;
|
||||
|
||||
native Sector GetSector();
|
||||
}
|
||||
|
||||
class Mover : SectorEffect native
|
||||
{}
|
||||
|
||||
class MovingFloor : Mover native
|
||||
{}
|
||||
|
||||
class MovingCeiling : Mover native
|
||||
{}
|
||||
|
||||
class Floor : MovingFloor native
|
||||
{
|
||||
// only here so that some constants and functions can be added. Not directly usable yet.
|
||||
enum EFloor
|
||||
{
|
||||
floorLowerToLowest,
|
||||
floorLowerToNearest,
|
||||
floorLowerToHighest,
|
||||
floorLowerByValue,
|
||||
floorRaiseByValue,
|
||||
floorRaiseToHighest,
|
||||
floorRaiseToNearest,
|
||||
floorRaiseAndCrush,
|
||||
floorRaiseAndCrushDoom,
|
||||
floorCrushStop,
|
||||
floorLowerInstant,
|
||||
floorRaiseInstant,
|
||||
floorMoveToValue,
|
||||
floorRaiseToLowestCeiling,
|
||||
floorRaiseByTexture,
|
||||
|
||||
floorLowerAndChange,
|
||||
floorRaiseAndChange,
|
||||
|
||||
floorRaiseToLowest,
|
||||
floorRaiseToCeiling,
|
||||
floorLowerToLowestCeiling,
|
||||
floorLowerByTexture,
|
||||
floorLowerToCeiling,
|
||||
|
||||
donutRaise,
|
||||
|
||||
buildStair,
|
||||
waitStair,
|
||||
resetStair,
|
||||
|
||||
// Not to be used as parameters to DoFloor()
|
||||
genFloorChg0,
|
||||
genFloorChgT,
|
||||
genFloorChg
|
||||
};
|
||||
|
||||
deprecated("3.8", "Use Level.CreateFloor() instead") static bool CreateFloor(sector sec, int floortype, line ln, double speed, double height = 0, int crush = -1, int change = 0, bool crushmode = false, bool hereticlower = false)
|
||||
{
|
||||
return level.CreateFloor(sec, floortype, ln, speed, height, crush, change, crushmode, hereticlower);
|
||||
}
|
||||
}
|
||||
|
||||
class Ceiling : MovingCeiling native
|
||||
{
|
||||
enum ECeiling
|
||||
{
|
||||
ceilLowerByValue,
|
||||
ceilRaiseByValue,
|
||||
ceilMoveToValue,
|
||||
ceilLowerToHighestFloor,
|
||||
ceilLowerInstant,
|
||||
ceilRaiseInstant,
|
||||
ceilCrushAndRaise,
|
||||
ceilLowerAndCrush,
|
||||
ceil_placeholder,
|
||||
ceilCrushRaiseAndStay,
|
||||
ceilRaiseToNearest,
|
||||
ceilLowerToLowest,
|
||||
ceilLowerToFloor,
|
||||
|
||||
// The following are only used by Generic_Ceiling
|
||||
ceilRaiseToHighest,
|
||||
ceilLowerToHighest,
|
||||
ceilRaiseToLowest,
|
||||
ceilLowerToNearest,
|
||||
ceilRaiseToHighestFloor,
|
||||
ceilRaiseToFloor,
|
||||
ceilRaiseByTexture,
|
||||
ceilLowerByTexture,
|
||||
|
||||
genCeilingChg0,
|
||||
genCeilingChgT,
|
||||
genCeilingChg
|
||||
}
|
||||
|
||||
enum ECrushMode
|
||||
{
|
||||
crushDoom = 0,
|
||||
crushHexen = 1,
|
||||
crushSlowdown = 2
|
||||
}
|
||||
|
||||
deprecated("3.8", "Use Level.CreateCeiling() instead") static bool CreateCeiling(sector sec, int type, line ln, double speed, double speed2, double height = 0, int crush = -1, int silent = 0, int change = 0, int crushmode = crushDoom)
|
||||
{
|
||||
return level.CreateCeiling(sec, type, ln, speed, speed2, height, crush, silent, change, crushmode);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
struct LookExParams
|
||||
{
|
||||
double Fov;
|
||||
double minDist;
|
||||
double maxDist;
|
||||
double maxHeardist;
|
||||
int flags;
|
||||
State seestate;
|
||||
};
|
||||
|
||||
class Lighting : SectorEffect native
|
||||
{
|
||||
}
|
||||
|
||||
struct Shader native
|
||||
{
|
||||
native clearscope static void SetEnabled(PlayerInfo player, string shaderName, bool enable);
|
||||
native clearscope static void SetUniform1f(PlayerInfo player, string shaderName, string uniformName, float value);
|
||||
native clearscope static void SetUniform2f(PlayerInfo player, string shaderName, string uniformName, vector2 value);
|
||||
native clearscope static void SetUniform3f(PlayerInfo player, string shaderName, string uniformName, vector3 value);
|
||||
native clearscope static void SetUniform1i(PlayerInfo player, string shaderName, string uniformName, int value);
|
||||
}
|
||||
|
||||
struct FRailParams
|
||||
{
|
||||
native int damage;
|
||||
native double offset_xy;
|
||||
native double offset_z;
|
||||
native int color1, color2;
|
||||
native double maxdiff;
|
||||
native int flags;
|
||||
native Class<Actor> puff;
|
||||
native double angleoffset;
|
||||
native double pitchoffset;
|
||||
native double distance;
|
||||
native int duration;
|
||||
native double sparsity;
|
||||
native double drift;
|
||||
native Class<Actor> spawnclass;
|
||||
native int SpiralOffset;
|
||||
native int limit;
|
||||
}; // [RH] Shoot a railgun
|
||||
|
||||
|
|
|
@ -400,51 +400,6 @@ enum ETakeFlags
|
|||
{
|
||||
TIF_NOTAKEINFINITE = 1
|
||||
};
|
||||
|
||||
// constants for A_PlaySound
|
||||
enum ESoundFlags
|
||||
{
|
||||
CHAN_AUTO = 0,
|
||||
CHAN_WEAPON = 1,
|
||||
CHAN_VOICE = 2,
|
||||
CHAN_ITEM = 3,
|
||||
CHAN_BODY = 4,
|
||||
CHAN_5 = 5,
|
||||
CHAN_6 = 6,
|
||||
CHAN_7 = 7,
|
||||
|
||||
// modifier flags
|
||||
CHAN_LISTENERZ = 8,
|
||||
CHAN_MAYBE_LOCAL = 16,
|
||||
CHAN_UI = 32,
|
||||
CHAN_NOPAUSE = 64,
|
||||
CHAN_LOOP = 256,
|
||||
CHAN_PICKUP = (CHAN_ITEM|CHAN_MAYBE_LOCAL), // Do not use this with A_StartSound! It would not do what is expected.
|
||||
CHAN_NOSTOP = 4096,
|
||||
CHAN_OVERLAP = 8192,
|
||||
|
||||
// Same as above, with an F appended to allow better distinction of channel and channel flags.
|
||||
CHANF_DEFAULT = 0, // just to make the code look better and avoid literal 0's.
|
||||
CHANF_LISTENERZ = 8,
|
||||
CHANF_MAYBE_LOCAL = 16,
|
||||
CHANF_UI = 32,
|
||||
CHANF_NOPAUSE = 64,
|
||||
CHANF_LOOP = 256,
|
||||
CHANF_NOSTOP = 4096,
|
||||
CHANF_OVERLAP = 8192,
|
||||
CHANF_LOCAL = 16384,
|
||||
|
||||
|
||||
CHANF_LOOPING = CHANF_LOOP | CHANF_NOSTOP, // convenience value for replicating the old 'looping' boolean.
|
||||
|
||||
};
|
||||
|
||||
// sound attenuation values
|
||||
const ATTN_NONE = 0;
|
||||
const ATTN_NORM = 1;
|
||||
const ATTN_IDLE = 1.001;
|
||||
const ATTN_STATIC = 3;
|
||||
|
||||
// For SetPlayerProperty action special
|
||||
enum EPlayerProperties
|
||||
{
|
||||
|
@ -851,31 +806,6 @@ enum EMaskRotationFlags
|
|||
VRF_NOANGLE = VRF_NOANGLESTART|VRF_NOANGLEEND,
|
||||
VRF_NOPITCH = VRF_NOPITCHSTART|VRF_NOPITCHEND,
|
||||
};
|
||||
|
||||
enum ERenderStyle
|
||||
{
|
||||
STYLE_None, // Do not draw
|
||||
STYLE_Normal, // Normal; just copy the image to the screen
|
||||
STYLE_Fuzzy, // Draw silhouette using "fuzz" effect
|
||||
STYLE_SoulTrans, // Draw translucent with amount in r_transsouls
|
||||
STYLE_OptFuzzy, // Draw as fuzzy or translucent, based on user preference
|
||||
STYLE_Stencil, // Fill image interior with alphacolor
|
||||
STYLE_Translucent, // Draw translucent
|
||||
STYLE_Add, // Draw additive
|
||||
STYLE_Shaded, // Treat patch data as alpha values for alphacolor
|
||||
STYLE_TranslucentStencil,
|
||||
STYLE_Shadow,
|
||||
STYLE_Subtract, // Actually this is 'reverse subtract' but this is what normal people would expect by 'subtract'.
|
||||
STYLE_AddStencil, // Fill image interior with alphacolor
|
||||
STYLE_AddShaded, // Treat patch data as alpha values for alphacolor
|
||||
STYLE_Multiply, // Multiply source with destination (HW renderer only.)
|
||||
STYLE_InverseMultiply, // Multiply source with inverse of destination (HW renderer only.)
|
||||
STYLE_ColorBlend, // Use color intensity as transparency factor
|
||||
STYLE_Source, // No blending (only used internally)
|
||||
STYLE_ColorAdd, // Use color intensity as transparency factor and blend additively.
|
||||
|
||||
};
|
||||
|
||||
// Type definition for the implicit 'callingstate' parameter that gets passed to action functions.
|
||||
enum EStateType
|
||||
{
|
||||
|
@ -1112,18 +1042,6 @@ enum PaletteFlashFlags
|
|||
PF_HAZARD = 8,
|
||||
};
|
||||
|
||||
enum EGameState
|
||||
{
|
||||
GS_LEVEL,
|
||||
GS_INTERMISSION,
|
||||
GS_FINALE,
|
||||
GS_DEMOSCREEN,
|
||||
GS_FULLCONSOLE,
|
||||
GS_HIDECONSOLE,
|
||||
GS_STARTUP,
|
||||
GS_TITLELEVEL,
|
||||
}
|
||||
|
||||
enum EGameAction
|
||||
{
|
||||
ga_nothing,
|
||||
|
@ -1189,40 +1107,6 @@ enum EPlayerCheats
|
|||
CF_INFINITEAMMO = 0,
|
||||
};
|
||||
|
||||
const TEXTCOLOR_BRICK = "\034A";
|
||||
const TEXTCOLOR_TAN = "\034B";
|
||||
const TEXTCOLOR_GRAY = "\034C";
|
||||
const TEXTCOLOR_GREY = "\034C";
|
||||
const TEXTCOLOR_GREEN = "\034D";
|
||||
const TEXTCOLOR_BROWN = "\034E";
|
||||
const TEXTCOLOR_GOLD = "\034F";
|
||||
const TEXTCOLOR_RED = "\034G";
|
||||
const TEXTCOLOR_BLUE = "\034H";
|
||||
const TEXTCOLOR_ORANGE = "\034I";
|
||||
const TEXTCOLOR_WHITE = "\034J";
|
||||
const TEXTCOLOR_YELLOW = "\034K";
|
||||
const TEXTCOLOR_UNTRANSLATED = "\034L";
|
||||
const TEXTCOLOR_BLACK = "\034M";
|
||||
const TEXTCOLOR_LIGHTBLUE = "\034N";
|
||||
const TEXTCOLOR_CREAM = "\034O";
|
||||
const TEXTCOLOR_OLIVE = "\034P";
|
||||
const TEXTCOLOR_DARKGREEN = "\034Q";
|
||||
const TEXTCOLOR_DARKRED = "\034R";
|
||||
const TEXTCOLOR_DARKBROWN = "\034S";
|
||||
const TEXTCOLOR_PURPLE = "\034T";
|
||||
const TEXTCOLOR_DARKGRAY = "\034U";
|
||||
const TEXTCOLOR_CYAN = "\034V";
|
||||
const TEXTCOLOR_ICE = "\034W";
|
||||
const TEXTCOLOR_FIRE = "\034X";
|
||||
const TEXTCOLOR_SAPPHIRE = "\034Y";
|
||||
const TEXTCOLOR_TEAL = "\034Z";
|
||||
|
||||
const TEXTCOLOR_NORMAL = "\034-";
|
||||
const TEXTCOLOR_BOLD = "\034+";
|
||||
|
||||
const TEXTCOLOR_CHAT = "\034*";
|
||||
const TEXTCOLOR_TEAMCHAT = "\034!";
|
||||
|
||||
enum EWeaponState
|
||||
{
|
||||
WF_WEAPONREADY = 1 << 0, // [RH] Weapon is in the ready state and can fire its primary attack
|
||||
|
@ -1372,25 +1256,3 @@ enum ECompatFlags
|
|||
COMPATF2_EXPLODE2 = 1 << 9, // Use original explosion code throughout.
|
||||
COMPATF2_RAILING = 1 << 10, // Bugged Strife railings.
|
||||
};
|
||||
|
||||
enum EMonospacing
|
||||
{
|
||||
Mono_Off = 0,
|
||||
Mono_CellLeft = 1,
|
||||
Mono_CellCenter = 2,
|
||||
Mono_CellRight = 3
|
||||
};
|
||||
|
||||
enum EPrintLevel
|
||||
{
|
||||
PRINT_LOW, // pickup messages
|
||||
PRINT_MEDIUM, // death messages
|
||||
PRINT_HIGH, // critical messages
|
||||
PRINT_CHAT, // chat messages
|
||||
PRINT_TEAMCHAT, // chat messages from a teammate
|
||||
PRINT_LOG, // only to logfile
|
||||
PRINT_BOLD = 200, // What Printf_Bold used
|
||||
PRINT_TYPES = 1023, // Bitmask.
|
||||
PRINT_NONOTIFY = 1024, // Flag - do not add to notify buffer
|
||||
PRINT_NOLOG = 2048, // Flag - do not print to log file
|
||||
};
|
||||
|
|
|
@ -22,3 +22,643 @@ extend struct _
|
|||
native play LevelLocals Level;
|
||||
|
||||
}
|
||||
|
||||
extend struct TexMan
|
||||
{
|
||||
native static void SetCameraToTexture(Actor viewpoint, String texture, double fov);
|
||||
deprecated("3.8", "Use Level.ReplaceTextures() instead") static void ReplaceTextures(String from, String to, int flags)
|
||||
{
|
||||
level.ReplaceTextures(from, to, flags);
|
||||
}
|
||||
}
|
||||
|
||||
extend struct Screen
|
||||
{
|
||||
native static void DrawFrame(int x, int y, int w, int h);
|
||||
// This is a leftover of the abandoned Inventory.DrawPowerup method.
|
||||
deprecated("2.5", "Use StatusBar.DrawTexture() instead") static ui void DrawHUDTexture(TextureID tex, double x, double y)
|
||||
{
|
||||
statusBar.DrawTexture(tex, (x, y), BaseStatusBar.DI_SCREEN_RIGHT_TOP, 1., (32, 32));
|
||||
}
|
||||
}
|
||||
|
||||
struct Translation version("2.4")
|
||||
{
|
||||
Color colors[256];
|
||||
|
||||
native int AddTranslation();
|
||||
native static bool SetPlayerTranslation(int group, int num, int plrnum, PlayerClass pclass);
|
||||
native static int GetID(Name transname);
|
||||
static int MakeID(int group, int num)
|
||||
{
|
||||
return (group << 16) + num;
|
||||
}
|
||||
}
|
||||
|
||||
struct DamageTypeDefinition native
|
||||
{
|
||||
native static bool IgnoreArmor(Name type);
|
||||
}
|
||||
|
||||
extend struct CVar
|
||||
{
|
||||
native static CVar GetCVar(Name name, PlayerInfo player = null);
|
||||
}
|
||||
|
||||
extend struct GameInfoStruct
|
||||
{
|
||||
// will be extended as needed.
|
||||
native Name backpacktype;
|
||||
native double Armor2Percent;
|
||||
native String ArmorIcon1;
|
||||
native String ArmorIcon2;
|
||||
native bool norandomplayerclass;
|
||||
native Array<Name> infoPages;
|
||||
native GIFont mStatscreenMapNameFont;
|
||||
native GIFont mStatscreenEnteringFont;
|
||||
native GIFont mStatscreenFinishedFont;
|
||||
native GIFont mStatscreenContentFont;
|
||||
native GIFont mStatscreenAuthorFont;
|
||||
native double gibfactor;
|
||||
native bool intermissioncounter;
|
||||
native Color defaultbloodcolor;
|
||||
native double telefogheight;
|
||||
native int defKickback;
|
||||
native int defaultdropstyle;
|
||||
native TextureID healthpic;
|
||||
native TextureID berserkpic;
|
||||
native double normforwardmove[2];
|
||||
native double normsidemove[2];
|
||||
}
|
||||
|
||||
extend class Object
|
||||
{
|
||||
private native static Object BuiltinNewDoom(Class<Object> cls, int outerclass, int compatibility);
|
||||
private native static int BuiltinCallLineSpecial(int special, Actor activator, int arg1, int arg2, int arg3, int arg4, int arg5);
|
||||
// These really should be global functions...
|
||||
native static String G_SkillName();
|
||||
native static int G_SkillPropertyInt(int p);
|
||||
native static double G_SkillPropertyFloat(int p);
|
||||
deprecated("3.8", "Use Level.PickDeathMatchStart() instead") static vector3, int G_PickDeathmatchStart()
|
||||
{
|
||||
return level.PickDeathmatchStart();
|
||||
}
|
||||
deprecated("3.8", "Use Level.PickPlayerStart() instead") static vector3, int G_PickPlayerStart(int pnum, int flags = 0)
|
||||
{
|
||||
return level.PickPlayerStart(pnum, flags);
|
||||
}
|
||||
deprecated("4.3", "Use S_StartSound() instead") native static void S_Sound (Sound sound_id, int channel, float volume = 1, float attenuation = ATTN_NORM, float pitch = 0.0);
|
||||
native static void S_StartSound (Sound sound_id, int channel, int flags = 0, float volume = 1, float attenuation = ATTN_NORM, float pitch = 0.0, float startTime = 0.0);
|
||||
native static void S_PauseSound (bool notmusic, bool notsfx);
|
||||
native static void S_ResumeSound (bool notsfx);
|
||||
native static bool S_ChangeMusic(String music_name, int order = 0, bool looping = true, bool force = false);
|
||||
native static float S_GetLength(Sound sound_id);
|
||||
native static void MarkSound(Sound snd);
|
||||
native static uint BAM(double angle);
|
||||
native static void SetMusicVolume(float vol);
|
||||
}
|
||||
|
||||
class Thinker : Object native play
|
||||
{
|
||||
enum EStatnums
|
||||
{
|
||||
// Thinkers that don't actually think
|
||||
STAT_INFO, // An info queue
|
||||
STAT_DECAL, // A decal
|
||||
STAT_AUTODECAL, // A decal that can be automatically deleted
|
||||
STAT_CORPSEPOINTER, // An entry in Hexen's corpse queue
|
||||
STAT_TRAVELLING, // An actor temporarily travelling to a new map
|
||||
STAT_STATIC,
|
||||
|
||||
// Thinkers that do think
|
||||
STAT_FIRST_THINKING=32,
|
||||
STAT_SCROLLER=STAT_FIRST_THINKING, // A DScroller thinker
|
||||
STAT_PLAYER, // A player actor
|
||||
STAT_BOSSTARGET, // A boss brain target
|
||||
STAT_LIGHTNING, // The lightning thinker
|
||||
STAT_DECALTHINKER, // An object that thinks for a decal
|
||||
STAT_INVENTORY, // An inventory item
|
||||
STAT_LIGHT, // A sector light effect
|
||||
STAT_LIGHTTRANSFER, // A sector light transfer. These must be ticked after the light effects.
|
||||
STAT_EARTHQUAKE, // Earthquake actors
|
||||
STAT_MAPMARKER, // Map marker actors
|
||||
STAT_DLIGHT, // Dynamic lights
|
||||
|
||||
STAT_USER = 70,
|
||||
STAT_USER_MAX = 90,
|
||||
|
||||
STAT_DEFAULT = 100, // Thinkers go here unless specified otherwise.
|
||||
STAT_SECTOREFFECT, // All sector effects that cause floor and ceiling movement
|
||||
STAT_ACTORMOVER, // actor movers
|
||||
STAT_SCRIPTS, // The ACS thinker. This is to ensure that it can't tick before all actors called PostBeginPlay
|
||||
STAT_BOT, // Bot thinker
|
||||
MAX_STATNUM = 127
|
||||
}
|
||||
|
||||
|
||||
native LevelLocals Level;
|
||||
|
||||
virtual native void Tick();
|
||||
virtual native void PostBeginPlay();
|
||||
native void ChangeStatNum(int stat);
|
||||
|
||||
static clearscope int Tics2Seconds(int tics)
|
||||
{
|
||||
return int(tics / TICRATE);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
class ThinkerIterator : Object native
|
||||
{
|
||||
native static ThinkerIterator Create(class<Object> type = "Actor", int statnum=Thinker.MAX_STATNUM+1);
|
||||
native Thinker Next(bool exact = false);
|
||||
native void Reinit();
|
||||
}
|
||||
|
||||
class ActorIterator : Object native
|
||||
{
|
||||
deprecated("3.8", "Use Level.CreateActorIterator() instead") static ActorIterator Create(int tid, class<Actor> type = "Actor")
|
||||
{
|
||||
return level.CreateActorIterator(tid, type);
|
||||
}
|
||||
native Actor Next();
|
||||
native void Reinit();
|
||||
}
|
||||
|
||||
class BlockThingsIterator : Object native
|
||||
{
|
||||
native Actor thing;
|
||||
native Vector3 position;
|
||||
native int portalflags;
|
||||
|
||||
native static BlockThingsIterator Create(Actor origin, double checkradius = -1, bool ignorerestricted = false);
|
||||
native static BlockThingsIterator CreateFromPos(double checkx, double checky, double checkz, double checkh, double checkradius, bool ignorerestricted);
|
||||
native bool Next();
|
||||
}
|
||||
|
||||
class BlockLinesIterator : Object native
|
||||
{
|
||||
native Line CurLine;
|
||||
native Vector3 position;
|
||||
native int portalflags;
|
||||
|
||||
native static BlockLinesIterator Create(Actor origin, double checkradius = -1);
|
||||
native static BlockLinesIterator CreateFromPos(Vector3 pos, double checkh, double checkradius, Sector sec = null);
|
||||
native bool Next();
|
||||
}
|
||||
|
||||
enum ETraceStatus
|
||||
{
|
||||
TRACE_Stop, // stop the trace, returning this hit
|
||||
TRACE_Continue, // continue the trace, returning this hit if there are none further along
|
||||
TRACE_Skip, // continue the trace; do not return this hit
|
||||
TRACE_Abort // stop the trace, returning no hits
|
||||
}
|
||||
|
||||
enum ETraceFlags
|
||||
{
|
||||
TRACE_NoSky = 0x0001, // Hitting the sky returns TRACE_HitNone
|
||||
//TRACE_PCross = 0x0002, // Trigger SPAC_PCROSS lines
|
||||
//TRACE_Impact = 0x0004, // Trigger SPAC_IMPACT lines
|
||||
TRACE_PortalRestrict = 0x0008, // Cannot go through portals without a static link offset.
|
||||
TRACE_ReportPortals = 0x0010, // Report any portal crossing to the TraceCallback
|
||||
//TRACE_3DCallback = 0x0020, // [ZZ] use TraceCallback to determine whether we need to go through a line to do 3D floor check, or not. without this, only line flag mask is used
|
||||
TRACE_HitSky = 0x0040 // Hitting the sky returns TRACE_HasHitSky
|
||||
}
|
||||
|
||||
|
||||
enum ETraceResult
|
||||
{
|
||||
TRACE_HitNone,
|
||||
TRACE_HitFloor,
|
||||
TRACE_HitCeiling,
|
||||
TRACE_HitWall,
|
||||
TRACE_HitActor,
|
||||
TRACE_CrossingPortal,
|
||||
TRACE_HasHitSky
|
||||
}
|
||||
|
||||
enum ELineTier
|
||||
{
|
||||
TIER_Middle,
|
||||
TIER_Upper,
|
||||
TIER_Lower,
|
||||
TIER_FFloor
|
||||
}
|
||||
|
||||
struct TraceResults native
|
||||
{
|
||||
native Sector HitSector; // originally called "Sector". cannot be named like this in ZScript.
|
||||
native TextureID HitTexture;
|
||||
native vector3 HitPos;
|
||||
native vector3 HitVector;
|
||||
native vector3 SrcFromTarget;
|
||||
native double SrcAngleFromTarget;
|
||||
|
||||
native double Distance;
|
||||
native double Fraction;
|
||||
|
||||
native Actor HitActor; // valid if hit an actor. // originally called "Actor".
|
||||
|
||||
native Line HitLine; // valid if hit a line // originally called "Line".
|
||||
native uint8 Side;
|
||||
native uint8 Tier; // see Tracer.ELineTier
|
||||
native bool unlinked; // passed through a portal without static offset.
|
||||
|
||||
native ETraceResult HitType;
|
||||
native F3DFloor ffloor;
|
||||
|
||||
native Sector CrossedWater; // For Boom-style, Transfer_Heights-based deep water
|
||||
native vector3 CrossedWaterPos; // remember the position so that we can use it for spawning the splash
|
||||
native Sector Crossed3DWater; // For 3D floor-based deep water
|
||||
native vector3 Crossed3DWaterPos;
|
||||
}
|
||||
|
||||
class LineTracer : Object native
|
||||
{
|
||||
native @TraceResults Results;
|
||||
native bool Trace(vector3 start, Sector sec, vector3 direction, double maxDist, ETraceFlags traceFlags);
|
||||
|
||||
virtual ETraceStatus TraceCallback()
|
||||
{
|
||||
// Normally you would examine Results.HitType (for ETraceResult), and determine either:
|
||||
// - stop tracing and return the entity that was found (return TRACE_Stop)
|
||||
// - ignore some object, like noclip, e.g. only count solid walls and floors, and ignore actors (return TRACE_Skip)
|
||||
// - find last object of some type (return TRACE_Continue)
|
||||
// - stop tracing entirely and assume we found nothing (return TRACE_Abort)
|
||||
// TRACE_Abort and TRACE_Continue are of limited use in scripting.
|
||||
|
||||
return TRACE_Stop; // default callback returns first hit, whatever it is.
|
||||
}
|
||||
}
|
||||
|
||||
struct DropItem native
|
||||
{
|
||||
native readonly DropItem Next;
|
||||
native readonly name Name;
|
||||
native readonly int Probability;
|
||||
native readonly int Amount;
|
||||
}
|
||||
|
||||
struct LevelLocals native
|
||||
{
|
||||
enum EUDMF
|
||||
{
|
||||
UDMF_Line,
|
||||
UDMF_Side,
|
||||
UDMF_Sector,
|
||||
//UDMF_Thing // not implemented
|
||||
};
|
||||
|
||||
const CLUSTER_HUB = 0x00000001; // Cluster uses hub behavior
|
||||
|
||||
|
||||
native Array<@Sector> Sectors;
|
||||
native Array<@Line> Lines;
|
||||
native Array<@Side> Sides;
|
||||
native readonly Array<@Vertex> Vertexes;
|
||||
native internal Array<@SectorPortal> SectorPortals;
|
||||
|
||||
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 String F1Pic;
|
||||
native readonly int maptype;
|
||||
native readonly String AuthorName;
|
||||
native readonly String Music;
|
||||
native readonly int musicorder;
|
||||
native readonly TextureID skytexture1;
|
||||
native readonly TextureID skytexture2;
|
||||
native float skyspeed1;
|
||||
native float skyspeed2;
|
||||
native int total_secrets;
|
||||
native int found_secrets;
|
||||
native int total_items;
|
||||
native int found_items;
|
||||
native int total_monsters;
|
||||
native int killed_monsters;
|
||||
native play double gravity;
|
||||
native play double aircontrol;
|
||||
native play double airfriction;
|
||||
native play int airsupply;
|
||||
native readonly double teamdamage;
|
||||
native readonly bool noinventorybar;
|
||||
native readonly bool monsterstelefrag;
|
||||
native readonly bool actownspecial;
|
||||
native readonly bool sndseqtotalctrl;
|
||||
native bool allmap;
|
||||
native readonly bool missilesactivateimpact;
|
||||
native readonly bool monsterfallingdamage;
|
||||
native readonly bool checkswitchrange;
|
||||
native readonly bool polygrind;
|
||||
native readonly bool nomonsters;
|
||||
native readonly bool allowrespawn;
|
||||
deprecated("3.8", "Use Level.isFrozen() instead") native bool frozen;
|
||||
native readonly bool infinite_flight;
|
||||
native readonly bool no_dlg_freeze;
|
||||
native readonly bool keepfullinventory;
|
||||
native readonly bool removeitems;
|
||||
native readonly int fogdensity;
|
||||
native readonly int outsidefogdensity;
|
||||
native readonly int skyfog;
|
||||
native readonly float pixelstretch;
|
||||
native readonly float MusicVolume;
|
||||
native name deathsequence;
|
||||
native readonly int compatflags;
|
||||
native readonly int compatflags2;
|
||||
// level_info_t *info cannot be done yet.
|
||||
|
||||
native String GetUDMFString(int type, int index, Name key);
|
||||
native int GetUDMFInt(int type, int index, Name key);
|
||||
native double GetUDMFFloat(int type, int index, Name key);
|
||||
native play int ExecuteSpecial(int special, Actor activator, line linedef, bool lineside, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0, int arg5 = 0);
|
||||
native void GiveSecret(Actor activator, bool printmsg = true, bool playsound = true);
|
||||
native void StartSlideshow(Name whichone = 'none');
|
||||
native static void MakeScreenShot();
|
||||
native static void MakeAutoSave();
|
||||
native void WorldDone();
|
||||
deprecated("3.8", "This function does nothing") static void RemoveAllBots(bool fromlist) { /* intentionally left as no-op. */ }
|
||||
native ui Vector2 GetAutomapPosition();
|
||||
native void SetInterMusic(String nextmap);
|
||||
native String FormatMapName(int mapnamecolor);
|
||||
native bool IsJumpingAllowed() const;
|
||||
native bool IsCrouchingAllowed() const;
|
||||
native bool IsFreelookAllowed() const;
|
||||
native void StartIntermission(Name type, int state) const;
|
||||
native play SpotState GetSpotState(bool create = true);
|
||||
native int FindUniqueTid(int start = 0, int limit = 0);
|
||||
native uint GetSkyboxPortal(Actor actor);
|
||||
native void ReplaceTextures(String from, String to, int flags);
|
||||
clearscope native HealthGroup FindHealthGroup(int id);
|
||||
native vector3, int PickDeathmatchStart();
|
||||
native vector3, int PickPlayerStart(int pnum, int flags = 0);
|
||||
native int isFrozen() const;
|
||||
native void setFrozen(bool on);
|
||||
|
||||
native clearscope Sector PointInSector(Vector2 pt) const;
|
||||
|
||||
native clearscope bool IsPointInLevel(vector3 p) const;
|
||||
deprecated("3.8", "Use Level.IsPointInLevel() instead") clearscope static bool IsPointInMap(vector3 p)
|
||||
{
|
||||
return level.IsPointInLevel(p);
|
||||
}
|
||||
|
||||
native clearscope vector2 Vec2Diff(vector2 v1, vector2 v2) const;
|
||||
native clearscope vector3 Vec3Diff(vector3 v1, vector3 v2) const;
|
||||
native clearscope vector3 SphericalCoords(vector3 viewpoint, vector3 targetPos, vector2 viewAngles = (0, 0), bool absolute = false) const;
|
||||
|
||||
native clearscope vector2 Vec2Offset(vector2 pos, vector2 dir, bool absolute = false) const;
|
||||
native clearscope vector3 Vec2OffsetZ(vector2 pos, vector2 dir, double atz, bool absolute = false) const;
|
||||
native clearscope vector3 Vec3Offset(vector3 pos, vector3 dir, bool absolute = false) const;
|
||||
|
||||
native String GetChecksum() const;
|
||||
|
||||
native void ChangeSky(TextureID sky1, TextureID sky2 );
|
||||
|
||||
native SectorTagIterator CreateSectorTagIterator(int tag, line defline = null);
|
||||
native LineIdIterator CreateLineIdIterator(int tag);
|
||||
native ActorIterator CreateActorIterator(int tid, class<Actor> type = "Actor");
|
||||
|
||||
String TimeFormatted(bool totals = false)
|
||||
{
|
||||
int sec = Thinker.Tics2Seconds(totals? totaltime : time);
|
||||
return String.Format("%02d:%02d:%02d", sec / 3600, (sec % 3600) / 60, sec % 60);
|
||||
}
|
||||
|
||||
native play bool CreateCeiling(sector sec, int type, line ln, double speed, double speed2, double height = 0, int crush = -1, int silent = 0, int change = 0, int crushmode = 0 /*Floor.crushDoom*/);
|
||||
native play bool CreateFloor(sector sec, int floortype, line ln, double speed, double height = 0, int crush = -1, int change = 0, bool crushmode = false, bool hereticlower = false);
|
||||
|
||||
native void ExitLevel(int position, bool keepFacing);
|
||||
native void SecretExitLevel(int position);
|
||||
native void ChangeLevel(string levelname, int position = 0, int flags = 0, int skill = -1);
|
||||
}
|
||||
|
||||
// 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 readonly int MaxSoulsphere;
|
||||
native readonly uint8 ExplosionStyle;
|
||||
native readonly double ExplosionAlpha;
|
||||
native readonly int NoAutofreeze;
|
||||
native readonly int BFGCells;
|
||||
native readonly int BlueAC;
|
||||
native readonly int MaxHealth;
|
||||
}
|
||||
|
||||
struct State native
|
||||
{
|
||||
native readonly State NextState;
|
||||
native readonly int sprite;
|
||||
native readonly int16 Tics;
|
||||
native readonly uint16 TicRange;
|
||||
native readonly uint8 Frame;
|
||||
native readonly uint8 UseFlags;
|
||||
native readonly int Misc1;
|
||||
native readonly int Misc2;
|
||||
native readonly uint16 bSlow;
|
||||
native readonly uint16 bFast;
|
||||
native readonly bool bFullbright;
|
||||
native readonly bool bNoDelay;
|
||||
native readonly bool bSameFrame;
|
||||
native readonly bool bCanRaise;
|
||||
native readonly bool bDehacked;
|
||||
|
||||
native int DistanceTo(state other);
|
||||
native bool ValidateSpriteFrame();
|
||||
native TextureID, bool, Vector2 GetSpriteTexture(int rotation, int skin = 0, Vector2 scale = (0,0));
|
||||
native bool InStateSequence(State base);
|
||||
}
|
||||
|
||||
struct TerrainDef native
|
||||
{
|
||||
native Name TerrainName;
|
||||
native int Splash;
|
||||
native int DamageAmount;
|
||||
native Name DamageMOD;
|
||||
native int DamageTimeMask;
|
||||
native double FootClip;
|
||||
native float StepVolume;
|
||||
native int WalkStepTics;
|
||||
native int RunStepTics;
|
||||
native Sound LeftStepSound;
|
||||
native Sound RightStepSound;
|
||||
native bool IsLiquid;
|
||||
native bool AllowProtection;
|
||||
native bool DamageOnLand;
|
||||
native double Friction;
|
||||
native double MoveFactor;
|
||||
};
|
||||
|
||||
enum EPickStart
|
||||
{
|
||||
PPS_FORCERANDOM = 1,
|
||||
PPS_NOBLOCKINGCHECK = 2,
|
||||
}
|
||||
|
||||
|
||||
class SectorEffect : Thinker native
|
||||
{
|
||||
native protected Sector m_Sector;
|
||||
|
||||
native Sector GetSector();
|
||||
}
|
||||
|
||||
class Mover : SectorEffect native
|
||||
{}
|
||||
|
||||
class MovingFloor : Mover native
|
||||
{}
|
||||
|
||||
class MovingCeiling : Mover native
|
||||
{}
|
||||
|
||||
class Floor : MovingFloor native
|
||||
{
|
||||
// only here so that some constants and functions can be added. Not directly usable yet.
|
||||
enum EFloor
|
||||
{
|
||||
floorLowerToLowest,
|
||||
floorLowerToNearest,
|
||||
floorLowerToHighest,
|
||||
floorLowerByValue,
|
||||
floorRaiseByValue,
|
||||
floorRaiseToHighest,
|
||||
floorRaiseToNearest,
|
||||
floorRaiseAndCrush,
|
||||
floorRaiseAndCrushDoom,
|
||||
floorCrushStop,
|
||||
floorLowerInstant,
|
||||
floorRaiseInstant,
|
||||
floorMoveToValue,
|
||||
floorRaiseToLowestCeiling,
|
||||
floorRaiseByTexture,
|
||||
|
||||
floorLowerAndChange,
|
||||
floorRaiseAndChange,
|
||||
|
||||
floorRaiseToLowest,
|
||||
floorRaiseToCeiling,
|
||||
floorLowerToLowestCeiling,
|
||||
floorLowerByTexture,
|
||||
floorLowerToCeiling,
|
||||
|
||||
donutRaise,
|
||||
|
||||
buildStair,
|
||||
waitStair,
|
||||
resetStair,
|
||||
|
||||
// Not to be used as parameters to DoFloor()
|
||||
genFloorChg0,
|
||||
genFloorChgT,
|
||||
genFloorChg
|
||||
};
|
||||
|
||||
deprecated("3.8", "Use Level.CreateFloor() instead") static bool CreateFloor(sector sec, int floortype, line ln, double speed, double height = 0, int crush = -1, int change = 0, bool crushmode = false, bool hereticlower = false)
|
||||
{
|
||||
return level.CreateFloor(sec, floortype, ln, speed, height, crush, change, crushmode, hereticlower);
|
||||
}
|
||||
}
|
||||
|
||||
class Ceiling : MovingCeiling native
|
||||
{
|
||||
enum ECeiling
|
||||
{
|
||||
ceilLowerByValue,
|
||||
ceilRaiseByValue,
|
||||
ceilMoveToValue,
|
||||
ceilLowerToHighestFloor,
|
||||
ceilLowerInstant,
|
||||
ceilRaiseInstant,
|
||||
ceilCrushAndRaise,
|
||||
ceilLowerAndCrush,
|
||||
ceil_placeholder,
|
||||
ceilCrushRaiseAndStay,
|
||||
ceilRaiseToNearest,
|
||||
ceilLowerToLowest,
|
||||
ceilLowerToFloor,
|
||||
|
||||
// The following are only used by Generic_Ceiling
|
||||
ceilRaiseToHighest,
|
||||
ceilLowerToHighest,
|
||||
ceilRaiseToLowest,
|
||||
ceilLowerToNearest,
|
||||
ceilRaiseToHighestFloor,
|
||||
ceilRaiseToFloor,
|
||||
ceilRaiseByTexture,
|
||||
ceilLowerByTexture,
|
||||
|
||||
genCeilingChg0,
|
||||
genCeilingChgT,
|
||||
genCeilingChg
|
||||
}
|
||||
|
||||
enum ECrushMode
|
||||
{
|
||||
crushDoom = 0,
|
||||
crushHexen = 1,
|
||||
crushSlowdown = 2
|
||||
}
|
||||
|
||||
deprecated("3.8", "Use Level.CreateCeiling() instead") static bool CreateCeiling(sector sec, int type, line ln, double speed, double speed2, double height = 0, int crush = -1, int silent = 0, int change = 0, int crushmode = crushDoom)
|
||||
{
|
||||
return level.CreateCeiling(sec, type, ln, speed, speed2, height, crush, silent, change, crushmode);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
struct LookExParams
|
||||
{
|
||||
double Fov;
|
||||
double minDist;
|
||||
double maxDist;
|
||||
double maxHeardist;
|
||||
int flags;
|
||||
State seestate;
|
||||
};
|
||||
|
||||
class Lighting : SectorEffect native
|
||||
{
|
||||
}
|
||||
|
||||
struct Shader native
|
||||
{
|
||||
native clearscope static void SetEnabled(PlayerInfo player, string shaderName, bool enable);
|
||||
native clearscope static void SetUniform1f(PlayerInfo player, string shaderName, string uniformName, float value);
|
||||
native clearscope static void SetUniform2f(PlayerInfo player, string shaderName, string uniformName, vector2 value);
|
||||
native clearscope static void SetUniform3f(PlayerInfo player, string shaderName, string uniformName, vector3 value);
|
||||
native clearscope static void SetUniform1i(PlayerInfo player, string shaderName, string uniformName, int value);
|
||||
}
|
||||
|
||||
struct FRailParams
|
||||
{
|
||||
native int damage;
|
||||
native double offset_xy;
|
||||
native double offset_z;
|
||||
native int color1, color2;
|
||||
native double maxdiff;
|
||||
native int flags;
|
||||
native Class<Actor> puff;
|
||||
native double angleoffset;
|
||||
native double pitchoffset;
|
||||
native double distance;
|
||||
native int duration;
|
||||
native double sparsity;
|
||||
native double drift;
|
||||
native Class<Actor> spawnclass;
|
||||
native int SpiralOffset;
|
||||
native int limit;
|
||||
}; // [RH] Shoot a railgun
|
||||
|
||||
|
|
Loading…
Reference in a new issue