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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
- made several read-only actor functions accessible to UI code.
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5e91e79a4f
commit
7ce8009576
2 changed files with 25 additions and 25 deletions
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@ -450,13 +450,13 @@ class Actor : Thinker native
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native static int FindUniqueTid(int start = 0, int limit = 0);
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native static int FindUniqueTid(int start = 0, int limit = 0);
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native void SetShade(color col);
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native void SetShade(color col);
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native string GetTag(string defstr = "") const;
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native clearscope string GetTag(string defstr = "") const;
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native void SetTag(string defstr = "");
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native void SetTag(string defstr = "");
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native double GetBobOffset(double frac = 0);
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native double GetBobOffset(double frac = 0);
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native void ClearCounters();
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native void ClearCounters();
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native bool GiveBody (int num, int max=0);
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native bool GiveBody (int num, int max=0);
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native bool HitFloor();
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native bool HitFloor();
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native bool isTeammate(Actor other) const;
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native clearscope bool isTeammate(Actor other) const;
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native int PlayerNumber();
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native int PlayerNumber();
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native void SetFriendPlayer(PlayerInfo player);
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native void SetFriendPlayer(PlayerInfo player);
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native void SoundAlert(Actor target, bool splash = false, double maxdist = 0);
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native void SoundAlert(Actor target, bool splash = false, double maxdist = 0);
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@ -468,15 +468,15 @@ class Actor : Thinker native
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native bool UpdateWaterLevel (bool splash = true);
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native bool UpdateWaterLevel (bool splash = true);
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native bool IsZeroDamage();
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native bool IsZeroDamage();
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native void ClearInterpolation();
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native void ClearInterpolation();
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native Vector3 PosRelative(sector sec) const;
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native clearscope Vector3 PosRelative(sector sec) const;
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native void HandleSpawnFlags();
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native void HandleSpawnFlags();
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native void ExplodeMissile(line lin = null, Actor target = null, bool onsky = false);
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native void ExplodeMissile(line lin = null, Actor target = null, bool onsky = false);
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native void RestoreDamage();
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native void RestoreDamage();
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native int SpawnHealth() const;
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native clearscope int SpawnHealth() const;
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native void SetDamage(int dmg);
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native void SetDamage(int dmg);
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native double Distance2D(Actor other) const;
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native clearscope double Distance2D(Actor other) const;
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native double Distance3D(Actor other) const;
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native clearscope double Distance3D(Actor other) const;
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native void SetOrigin(vector3 newpos, bool moving);
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native void SetOrigin(vector3 newpos, bool moving);
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native void SetXYZ(vector3 newpos);
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native void SetXYZ(vector3 newpos);
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native Actor GetPointer(int aaptr);
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native Actor GetPointer(int aaptr);
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@ -511,7 +511,7 @@ class Actor : Thinker native
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native void BloodSplatter (Vector3 pos, double hitangle, bool axe = false);
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native void BloodSplatter (Vector3 pos, double hitangle, bool axe = false);
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native bool HitWater (sector sec, Vector3 pos, bool checkabove = false, bool alert = true, bool force = false);
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native bool HitWater (sector sec, Vector3 pos, bool checkabove = false, bool alert = true, bool force = false);
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native void PlaySpawnSound(Actor missile);
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native void PlaySpawnSound(Actor missile);
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native bool CountsAsKill() const;
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native clearscope bool CountsAsKill() const;
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native bool Teleport(Vector3 pos, double angle, int flags);
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native bool Teleport(Vector3 pos, double angle, int flags);
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native void TraceBleed(int damage, Actor missile);
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native void TraceBleed(int damage, Actor missile);
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@ -559,21 +559,21 @@ class Actor : Thinker native
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native void LinkToWorld(LinkContext ctx = null);
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native void LinkToWorld(LinkContext ctx = null);
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native void UnlinkFromWorld(out LinkContext ctx = null);
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native void UnlinkFromWorld(out LinkContext ctx = null);
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native bool CanSeek(Actor target);
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native bool CanSeek(Actor target);
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native double AngleTo(Actor target, bool absolute = false) const;
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native clearscope double AngleTo(Actor target, bool absolute = false) const;
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native void AddZ(double zadd, bool moving = true);
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native void AddZ(double zadd, bool moving = true);
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native void SetZ(double z);
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native void SetZ(double z);
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native vector2 Vec2To(Actor other) const;
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native clearscope vector2 Vec2To(Actor other) const;
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native vector3 Vec3To(Actor other) const;
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native clearscope vector3 Vec3To(Actor other) const;
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native vector3 Vec3Offset(double x, double y, double z, bool absolute = false) const;
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native clearscope vector3 Vec3Offset(double x, double y, double z, bool absolute = false) const;
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native vector3 Vec3Angle(double length, double angle, double z = 0, bool absolute = false) const;
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native clearscope vector3 Vec3Angle(double length, double angle, double z = 0, bool absolute = false) const;
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native vector2 Vec2Angle(double length, double angle, bool absolute = false) const;
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native clearscope vector2 Vec2Angle(double length, double angle, bool absolute = false) const;
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native vector2 Vec2Offset(double x, double y, bool absolute = false) const;
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native clearscope vector2 Vec2Offset(double x, double y, bool absolute = false) const;
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native vector3 Vec2OffsetZ(double x, double y, double atz, bool absolute = false) const;
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native clearscope vector3 Vec2OffsetZ(double x, double y, double atz, bool absolute = false) const;
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native void VelFromAngle(double speed = 0, double angle = 0) const;
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native void VelFromAngle(double speed = 0, double angle = 0);
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native void Vel3DFromAngle(double speed, double angle, double pitch) const;
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native void Vel3DFromAngle(double speed, double angle, double pitch);
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native void Thrust(double speed = 0, double angle = 0);
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native void Thrust(double speed = 0, double angle = 0);
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native bool isFriend(Actor other) const;
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native clearscope bool isFriend(Actor other) const;
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native bool isHostile(Actor other) const;
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native clearscope bool isHostile(Actor other) const;
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native void AdjustFloorClip();
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native void AdjustFloorClip();
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native DropItem GetDropItems();
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native DropItem GetDropItems();
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native void CopyFriendliness (Actor other, bool changeTarget, bool resetHealth = true);
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native void CopyFriendliness (Actor other, bool changeTarget, bool resetHealth = true);
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@ -588,8 +588,8 @@ class Actor : Thinker native
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native void Howl();
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native void Howl();
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native void DrawSplash (int count, double angle, int kind);
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native void DrawSplash (int count, double angle, int kind);
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native void GiveSecret(bool printmsg = true, bool playsound = true);
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native void GiveSecret(bool printmsg = true, bool playsound = true);
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native double GetCameraHeight() const;
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native clearscope double GetCameraHeight() const;
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native double GetGravity() const;
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native clearscope double GetGravity() const;
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native bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false);
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native bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false);
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native void AddInventory(Inventory inv);
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native void AddInventory(Inventory inv);
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@ -597,7 +597,7 @@ class Actor : Thinker native
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native void ClearInventory();
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native void ClearInventory();
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native bool GiveInventory(class<Inventory> type, int amount, bool givecheat = false);
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native bool GiveInventory(class<Inventory> type, int amount, bool givecheat = false);
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native bool TakeInventory(class<Inventory> itemclass, int amount, bool fromdecorate = false, bool notakeinfinite = false);
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native bool TakeInventory(class<Inventory> itemclass, int amount, bool fromdecorate = false, bool notakeinfinite = false);
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native Inventory FindInventory(class<Inventory> itemtype, bool subclass = false) const;
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native clearscope Inventory FindInventory(class<Inventory> itemtype, bool subclass = false) const;
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native Inventory GiveInventoryType(class<Inventory> itemtype);
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native Inventory GiveInventoryType(class<Inventory> itemtype);
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native Inventory DropInventory (Inventory item, int amt = -1);
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native Inventory DropInventory (Inventory item, int amt = -1);
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native bool UseInventory(Inventory item);
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native bool UseInventory(Inventory item);
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@ -613,7 +613,7 @@ class Actor : Thinker native
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native double GetDistance(bool checkz, int ptr = AAPTR_TARGET);
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native double GetDistance(bool checkz, int ptr = AAPTR_TARGET);
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native double GetAngle(int flags, int ptr = AAPTR_TARGET);
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native double GetAngle(int flags, int ptr = AAPTR_TARGET);
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native double GetZAt(double px = 0, double py = 0, double angle = 0, int flags = 0, int pick_pointer = AAPTR_DEFAULT);
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native double GetZAt(double px = 0, double py = 0, double angle = 0, int flags = 0, int pick_pointer = AAPTR_DEFAULT);
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native int GetSpawnHealth() const;
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native clearscope int GetSpawnHealth() const;
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native double GetCrouchFactor(int ptr = AAPTR_PLAYER1);
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native double GetCrouchFactor(int ptr = AAPTR_PLAYER1);
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native double GetCVar(string cvar);
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native double GetCVar(string cvar);
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native int GetPlayerInput(int inputnum, int ptr = AAPTR_DEFAULT);
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native int GetPlayerInput(int inputnum, int ptr = AAPTR_DEFAULT);
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@ -150,7 +150,7 @@ class PlayerPawn : Actor native
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}
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}
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// This is for SBARINFO.
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// This is for SBARINFO.
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int, int GetEffectTicsForItem(class<Inventory> item) const
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clearscope int, int GetEffectTicsForItem(class<Inventory> item) const
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{
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{
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let pg = (class<PowerupGiver>)(item);
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let pg = (class<PowerupGiver>)(item);
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if (pg != null)
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if (pg != null)
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@ -167,7 +167,7 @@ class PlayerPawn : Actor native
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return -1, -1;
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return -1, -1;
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}
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}
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native int GetMaxHealth(bool withupgrades = false) const;
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native clearscope int GetMaxHealth(bool withupgrades = false) const;
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native bool ResetAirSupply (bool playgasp = false);
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native bool ResetAirSupply (bool playgasp = false);
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native void CheckWeaponSwitch(class<Inventory> item);
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native void CheckWeaponSwitch(class<Inventory> item);
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native clearscope static String GetPrintableDisplayName(Class<Actor> cls);
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native clearscope static String GetPrintableDisplayName(Class<Actor> cls);
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