class Actor : Thinker native { const DEFAULT_HEALTH = 1000; Default { Scale 1; Health DEFAULT_HEALTH; Reactiontime 8; Radius 20; Height 16; Mass 100; RenderStyle 'Normal'; Alpha 1; MinMissileChance 200; MeleeRange 64 - 20; MaxDropoffHeight 24; MaxStepHeight 24; BounceFactor 0.7; WallBounceFactor 0.75; BounceCount -1; FloatSpeed 4; FloatBobPhase -1; // randomly initialize by default Gravity 1; Friction 1; DamageFactor 1.0; // damage multiplier as target of damage. DamageMultiply 1.0; // damage multiplier as source of damage. PushFactor 0.25; WeaveIndexXY 0; WeaveIndexZ 16; DesignatedTeam 255; PainType "Normal"; DeathType "Normal"; TeleFogSourceType "TeleportFog"; TeleFogDestType 'TeleportFog'; RipperLevel 0; RipLevelMin 0; RipLevelMax 0; DefThreshold 100; BloodType "Blood", "BloodSplatter", "AxeBlood"; ExplosionDamage 128; MissileHeight 32; SpriteAngle 0; SpriteRotation 0; StencilColor "00 00 00"; VisibleAngles 0, 0; VisiblePitch 0, 0; DefaultStateUsage SUF_ACTOR|SUF_OVERLAY; } // Functions bool IsPointerEqual(int ptr_select1, int ptr_select2) { return GetPointer(ptr_select1) == GetPointer(ptr_select2); } static double BobSin(double fb) { return sin(fb * (180./32)) * 8; } native static readonly GetDefaultByType(class cls); native static float deltaangle(float ang1, float ang2); native static float absangle(float ang1, float ang2); native static float GetDefaultSpeed(class type); native void RemoveFromHash(); native string GetTag(string defstr = ""); native float GetBobOffset(float frac = 0); native void SetDamage(int dmg); native static bool isDehState(state st); native double Distance2D(Actor other); native void SetOrigin(vector3 newpos, bool moving); native void SetXYZ(vector3 newpos); native Actor GetPointer(int aaptr); native void FaceMovementDirection(); native Actor AimTarget(); native static Actor Spawn(class type, vector3 pos = (0,0,0), int replace = NO_REPLACE); native Actor SpawnMissile(Actor dest, class type, Actor owner = null); native Actor SpawnMissileZ (double z, Actor dest, class type); native Actor SpawnMissileAngleZSpeed (double z, class type, float angle, double vz, double speed, Actor owner = null, bool checkspawn = true); native void A_Light(int extralight); void A_Light0() { A_Light(0); } void A_Light1() { A_Light(1); } void A_Light2() { A_Light(2); } void A_LightInverse() { A_Light(0x80000000); } native Actor OldSpawnMissile(Actor dest, class type, Actor owner = null); native Actor SpawnPuff(class pufftype, vector3 pos, float hitdir, float particledir, int updown, int flags = 0, Actor vict = null); native void TraceBleed(int damage, Actor missile); native bool CheckMeleeRange(); native int DamageMobj(Actor inflictor, Actor source, int damage, Name mod, int flags = 0, double angle = 0); native double AimLineAttack(double angle, double distance, out FTranslatedLineTarget pLineTarget = null, double vrange = 0., int flags = 0, Actor target = null, Actor friender = null); native Actor, int LineAttack(double angle, double distance, double pitch, int damage, Name damageType, class pufftype, int flags = 0, out FTranslatedLineTarget victim = null); native bool CheckSight(Actor target, int flags = 0); native bool HitFriend(); native bool MonsterMove(); native bool TryMove(vector2 newpos, int dropoff); native void NewChaseDir(); native bool CheckMissileRange(); native bool SetState(state st, bool nofunction = false); native state FindState(statelabel st); // do we need exact later? bool SetStateLabel(statelabel st, bool nofunction = false) { return SetState(FindState(st), nofunction); } native action state ResolveState(statelabel st); // this one, unlike FindState, is context aware. native void LinkToWorld(); native void UnlinkFromWorld(); native bool CanSeek(Actor target); native double AngleTo(Actor target, bool absolute = false); native void AddZ(float zadd, bool moving = true); native void SetZ(float z); native vector3 Vec3Offset(float x, float y, float z, bool absolute = false); native vector3 Vec3Angle(float length, float angle, float z = 0, bool absolute = false); native vector3 Vec2OffsetZ(float x, float y, float atz, bool absolute = false); native void VelFromAngle(float speed = 0, float angle = 0); native void Thrust(float speed = 0, float angle = 0); native bool isFriend(Actor other); native void AdjustFloorClip(); native DropItem GetDropItems(); native void CopyFriendliness (Actor other, bool changeTarget, bool resetHealth = true); native bool LookForPlayers(bool allaround); native bool TeleportMove(Vector3 pos, bool telefrag, bool modifyactor = true); native double DistanceBySpeed(Actor other, double speed); native name GetSpecies(); native void PlayActiveSound(); // DECORATE compatible functions native bool CheckClass(class checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false); native int CountInv(class itemtype, int ptr_select = AAPTR_DEFAULT); native float GetDistance(bool checkz, int ptr = AAPTR_TARGET); native float GetAngle(int flags, int ptr = AAPTR_DEFAULT); native float GetZAt(float px = 0, float py = 0, float angle = 0, int flags = 0, int pick_pointer = AAPTR_DEFAULT); native int GetSpawnHealth(); native int GetGibHealth(); native float GetCrouchFactor(int ptr = AAPTR_PLAYER1); native float GetCVar(string cvar); native int GetPlayerInput(int inputnum, int ptr = AAPTR_DEFAULT); native int CountProximity(class classname, float distance, int flags = 0, int ptr = AAPTR_DEFAULT); native float GetSpriteAngle(int ptr = AAPTR_DEFAULT); native float GetSpriteRotation(int ptr = AAPTR_DEFAULT); native int GetMissileDamage(int mask, int add, int ptr = AAPTR_DEFAULT); action native int OverlayID(); action native float OverlayX(int layer = 0); action native float OverlayY(int layer = 0); // DECORATE setters - it probably makes more sense to set these values directly now... void A_SetMass(int newmass) { mass = newmass; } void A_SetInvulnerable() { bInvulnerable = true; } void A_UnSetInvulnerable() { bInvulnerable = false; } void A_SetReflective() { bReflective = true; } void A_UnSetReflective() { bReflective = false; } void A_SetReflectiveInvulnerable() { bInvulnerable = true; bReflective = true; } void A_UnSetReflectiveInvulnerable() { bInvulnerable = false; bReflective = false; } void A_SetShootable() { bShootable = true; bNonShootable = false; } void A_UnSetShootable() { bShootable = false; bNonShootable = true; } void A_NoGravity() { bNoGravity = true; } void A_Gravity() { bNoGravity = false; Gravity = 1; } void A_LowGravity() { bNoGravity = false; Gravity = 0.125; } void A_SetGravity(float newgravity) { gravity = clamp(newgravity, 0., 10.); } void A_SetFloorClip() { bFloorClip = true; AdjustFloorClip(); } void A_UnSetFloorClip() { bFloorClip = false; FloorClip = 0; } void A_HideThing() { bInvisible = true; } void A_UnHideThing() { bInvisible = false; } void A_SetArg(int arg, int val) { if (arg >= 0 && arg < 5) args[arg] = val; } void A_Turn(float turn = 0) { angle += turn; } void A_SetDamageType(name newdamagetype) { damagetype = newdamagetype; } void A_SetSolid() { bSolid = true; } void A_UnsetSolid() { bSolid = false; } void A_SetFloat() { bFloat = true; } void A_UnsetFloat() { bFloat = false; } void A_SetFloatBobPhase(int bob) { if (bob >= 0 && bob <= 63) FloatBobPhase = bob; } void A_SetRipperLevel(int level) { RipperLevel = level; } void A_SetRipMin(int minimum) { RipLevelMin = minimum; } void A_SetRipMax(int maximum) { RipLevelMax = maximum; } void A_ScreamAndUnblock() { A_Scream(); A_NoBlocking(); } void A_ActiveAndUnblock() { A_ActiveSound(); A_NoBlocking(); } //--------------------------------------------------------------------------- // // FUNC P_SpawnMissileAngle // // Returns NULL if the missile exploded immediately, otherwise returns // a mobj_t pointer to the missile. // //--------------------------------------------------------------------------- Actor SpawnMissileAngle (class type, float angle, double vz) { return SpawnMissileAngleZSpeed (pos.z + 32 + GetBobOffset(), type, angle, vz, GetDefaultSpeed (type)); } Actor SpawnMissileAngleZ (double z, class type, double angle, double vz) { return SpawnMissileAngleZSpeed (z, type, angle, vz, GetDefaultSpeed (type)); } void A_SetScale(float scalex, float scaley = 0, int ptr = AAPTR_DEFAULT, bool usezero = false) { Actor aptr = GetPointer(ptr); if (aptr) { aptr.Scale.X = scalex; aptr.Scale.Y = scaley != 0 || usezero? scaley : scalex; // use scalex here, too, if only one parameter. } } void A_SetSpeed(float speed, int ptr = AAPTR_DEFAULT) { Actor aptr = GetPointer(ptr); if (aptr) aptr.Speed = speed; } void A_SetFloatSpeed(float speed, int ptr = AAPTR_DEFAULT) { Actor aptr = GetPointer(ptr); if (aptr) aptr.FloatSpeed = speed; } void A_SetPainThreshold(int threshold, int ptr = AAPTR_DEFAULT) { Actor aptr = GetPointer(ptr); if (aptr) aptr.PainThreshold = threshold; } bool A_SetSpriteAngle(float angle = 0, int ptr = AAPTR_DEFAULT) { Actor aptr = GetPointer(ptr); if (!aptr) return false; aptr.SpriteAngle = angle; return true; } bool A_SetSpriteRotation(float angle = 0, int ptr = AAPTR_DEFAULT) { Actor aptr = GetPointer(ptr); if (!aptr) return false; aptr.SpriteRotation = angle; return true; } deprecated void A_FaceConsolePlayer(float MaxTurnAngle = 0) {} void A_SetSpecial(int spec, int arg0 = 0, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0) { special = spec; args[0] = arg0; args[1] = arg1; args[2] = arg2; args[3] = arg3; args[4] = arg4; } void A_ClearTarget() { target = null; lastheard = null; lastenemy = null; } void A_ChangeLinkFlags(int blockmap = FLAG_NO_CHANGE, int sector = FLAG_NO_CHANGE) { UnlinkFromWorld(); if (blockmap != FLAG_NO_CHANGE) bNoBlockmap = blockmap; if (sector != FLAG_NO_CHANGE) bNoSector = sector; LinkToWorld(); } // killough 11/98: kill an object void A_Die(name damagetype = "none") { DamageMobj(null, null, health, damagetype, DMG_FORCED); } void SpawnDirt (double radius) { class dtype; switch (random[Dirt](0, 5)) { case 0: dtype = "Dirt1"; break; case 1: dtype = "Dirt2"; break; case 2: dtype = "Dirt3"; break; case 3: dtype = "Dirt4"; break; case 4: dtype = "Dirt5"; break; default: dtype = "Dirt6"; break; } double zo = random[Dirt]() / 128. + 1; Vector3 pos = Vec3Angle(radius, random[Dirt]() * (360./256), zo); Actor mo = Spawn (dtype, pos, ALLOW_REPLACE); if (mo) { mo.Vel.Z = random[Dirt]() / 64.; } } // // A_SinkMobj // Sink a mobj incrementally into the floor // bool SinkMobj (double speed) { if (Floorclip < Height) { Floorclip += speed; return false; } return true; } // // A_RaiseMobj // Raise a mobj incrementally from the floor to // bool RaiseMobj (double speed) { // Raise a mobj from the ground if (Floorclip > 0) { Floorclip -= speed; if (Floorclip <= 0) { Floorclip = 0; return true; } else { return false; } } return true; } native void A_Face(Actor faceto, float max_turn = 0, float max_pitch = 270, float ang_offset = 0, float pitch_offset = 0, int flags = 0, float z_ofs = 0); void A_FaceTarget(float max_turn = 0, float max_pitch = 270, float ang_offset = 0, float pitch_offset = 0, int flags = 0, float z_ofs = 0) { A_Face(target, max_turn, max_pitch, ang_offset, pitch_offset, flags, z_ofs); } void A_FaceTracer(float max_turn = 0, float max_pitch = 270, float ang_offset = 0, float pitch_offset = 0, int flags = 0, float z_ofs = 0) { A_Face(tracer, max_turn, max_pitch, ang_offset, pitch_offset, flags, z_ofs); } void A_FaceMaster(float max_turn = 0, float max_pitch = 270, float ang_offset = 0, float pitch_offset = 0, int flags = 0, float z_ofs = 0) { A_Face(master, max_turn, max_pitch, ang_offset, pitch_offset, flags, z_ofs); } // Action functions // Meh, MBF redundant functions. Only for DeHackEd support. native bool A_LineEffect(int boomspecial = 0, int tag = 0); // End of MBF redundant functions. native void A_MonsterRail(); native void A_BFGSpray(class spraytype = "BFGExtra", int numrays = 40, int damagecount = 15, float angle = 90, float distance = 16*64, float vrange = 32, int damage = 0, int flags = 0); native void A_Pain(); native void A_NoBlocking(bool drop = true); void A_Fall() { A_NoBlocking(); } native void A_XScream(); native void A_Look(); native void A_Chase(statelabel melee = null, statelabel missile = null, int flags = 0); native void A_Scream(); native void A_VileChase(); native void A_BossDeath(); native void A_Detonate(); native bool A_CallSpecial(int special, int arg1=0, int arg2=0, int arg3=0, int arg4=0, int arg5=0); native void A_M_Saw(sound fullsound = "weapons/sawfull", sound hitsound = "weapons/sawhit", int damage = 2, class pufftype = "BulletPuff"); native void A_ActiveSound(); native void A_FastChase(); native void A_FreezeDeath(); native void A_FreezeDeathChunks(); native void A_GenericFreezeDeath(); native void A_IceGuyDie(); native void A_CStaffMissileSlither(); native void A_PlayerScream(); native void A_SkullPop(class skulltype = "BloodySkull"); native void A_CheckPlayerDone(); native void A_Wander(int flags = 0); native void A_Look2(); native void A_TossGib(); native void A_SentinelBob(); native void A_SentinelRefire(); native void A_Tracer2(); native void A_SetShadow(); native void A_ClearShadow(); native void A_GetHurt(); native void A_TurretLook(); native void A_KlaxonBlare(); native void A_Countdown(); native void A_AlertMonsters(float maxdist = 0, int flags = 0); native void A_ClearSoundTarget(); native void A_CheckTerrain(); deprecated native void A_MissileAttack(); deprecated native void A_MeleeAttack(); deprecated native void A_ComboAttack(); deprecated native void A_BulletAttack(); native void A_WolfAttack(int flags = 0, sound whattoplay = "weapons/pistol", float snipe = 1.0, int maxdamage = 64, int blocksize = 128, int pointblank = 2, int longrange = 4, float runspeed = 160.0, class pufftype = "BulletPuff"); native void A_PlaySound(sound whattoplay = "weapons/pistol", int slot = CHAN_BODY, float volume = 1.0, bool looping = false, float attenuation = ATTN_NORM, bool local = false); deprecated void A_PlayWeaponSound(sound whattoplay) { A_PlaySound(whattoplay, CHAN_WEAPON); } native void A_FLoopActiveSound(); native void A_LoopActiveSound(); native void A_StopSound(int slot = CHAN_VOICE); // Bad default but that's what is originally was... deprecated native void A_PlaySoundEx(sound whattoplay, name slot, bool looping = false, int attenuation = 0); deprecated native void A_StopSoundEx(name slot); native void A_SeekerMissile(int threshold, int turnmax, int flags = 0, int chance = 50, int distance = 10); native action state A_Jump(int chance, statelabel label, ...); native void A_CustomMissile(class missiletype, float spawnheight = 32, float spawnofs_xy = 0, float angle = 0, int flags = 0, float pitch = 0, int ptr = AAPTR_TARGET); native void A_CustomBulletAttack(float spread_xy, float spread_z, int numbullets, int damageperbullet, class pufftype = "BulletPuff", float range = 0, int flags = 0, int ptr = AAPTR_TARGET, class missile = null, float Spawnheight = 32, float Spawnofs_xy = 0); native void A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = 0, color color2 = 0, int flags = 0, int aim = 0, float maxdiff = 0, class pufftype = "BulletPuff", float spread_xy = 0, float spread_z = 0, float range = 0, int duration = 0, float sparsity = 1.0, float driftspeed = 1.0, class spawnclass = null, float spawnofs_z = 0, int spiraloffset = 270, int limit = 0); native bool A_SetInventory(class itemtype, int amount, int ptr = AAPTR_DEFAULT, bool beyondMax = false); native bool A_GiveInventory(class itemtype, int amount = 0, int giveto = AAPTR_DEFAULT); native bool A_TakeInventory(class itemtype, int amount = 0, int flags = 0, int giveto = AAPTR_DEFAULT); action native bool A_SpawnItem(class itemtype = "Unknown", float distance = 0, float zheight = 0, bool useammo = true, bool transfer_translation = false); native bool A_SpawnItemEx(class itemtype, float xofs = 0, float yofs = 0, float zofs = 0, float xvel = 0, float yvel = 0, float zvel = 0, float angle = 0, int flags = 0, int failchance = 0, int tid=0); native void A_Print(string whattoprint, float time = 0, name fontname = "none"); native void A_PrintBold(string whattoprint, float time = 0, name fontname = "none"); native void A_Log(string whattoprint); native void A_LogInt(int whattoprint); native void A_LogFloat(float whattoprint); native void A_SetTranslucent(float alpha, int style = 0); native void A_SetRenderStyle(float alpha, int style); native void A_FadeIn(float reduce = 0.1, int flags = 0); native void A_FadeOut(float reduce = 0.1, int flags = 1); //bool remove == true native void A_FadeTo(float target, float amount = 0.1, int flags = 0); native void A_SpawnDebris(class spawntype, bool transfer_translation = false, float mult_h = 1, float mult_v = 1); native void A_SpawnParticle(color color1, int flags = 0, int lifetime = 35, float size = 1, float angle = 0, float xoff = 0, float yoff = 0, float zoff = 0, float velx = 0, float vely = 0, float velz = 0, float accelx = 0, float accely = 0, float accelz = 0, float startalphaf = 1, float fadestepf = -1, float sizestep = 0); native void A_ExtChase(bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false); native void A_DropInventory(class itemtype); native void A_SetBlend(color color1, float alpha, int tics, color color2 = 0); deprecated native void A_ChangeFlag(string flagname, bool value); native void A_ChangeCountFlags(int kill = FLAG_NO_CHANGE, int item = FLAG_NO_CHANGE, int secret = FLAG_NO_CHANGE); native void A_RaiseMaster(bool copy = 0); native void A_RaiseChildren(bool copy = 0); native void A_RaiseSiblings(bool copy = 0); deprecated native void A_BasicAttack(int meleedamage, sound meleesound, class missiletype, float missileheight); action native bool A_ThrowGrenade(class itemtype, float zheight = 0, float xyvel = 0, float zvel = 0, bool useammo = true); native void A_Weave(int xspeed, int yspeed, float xdist, float ydist); action native state, bool A_Teleport(statelabel teleportstate = null, class targettype = "BossSpot", class fogtype = "TeleportFog", int flags = 0, float mindist = 0, float maxdist = 128, int ptr = AAPTR_DEFAULT); action native state, bool A_Warp(int ptr_destination, float xofs = 0, float yofs = 0, float zofs = 0, float angle = 0, int flags = 0, statelabel success_state = null, float heightoffset = 0, float radiusoffset = 0, float pitch = 0); native void A_CountdownArg(int argnum, statelabel targstate = null); native state A_MonsterRefire(int chance, statelabel label); native void A_LookEx(int flags = 0, float minseedist = 0, float maxseedist = 0, float maxheardist = 0, float fov = 0, statelabel label = null); native void A_Recoil(float xyvel); native bool A_GiveToTarget(class itemtype, int amount = 0, int forward_ptr = AAPTR_DEFAULT); native bool A_TakeFromTarget(class itemtype, int amount = 0, int flags = 0, int forward_ptr = AAPTR_DEFAULT); native int A_RadiusGive(class itemtype, float distance, int flags, int amount = 0, class filter = null, name species = "None", float mindist = 0, int limit = 0); native void A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true); native void A_CustomComboAttack(class missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true); native void A_Burst(class chunktype); action native void A_Blast(int flags = 0, float strength = 255, float radius = 255, float speed = 20, class blasteffect = "BlastEffect", sound blastsound = "BlastRadius"); native void A_RadiusThrust(int force = 128, int distance = -1, int flags = RTF_AFFECTSOURCE, int fullthrustdistance = 0); native void A_RadiusDamageSelf(int damage = 128, float distance = 128, int flags = 0, class flashtype = null); native int A_Explode(int damage = -1, int distance = -1, int flags = XF_HURTSOURCE, bool alert = false, int fulldamagedistance = 0, int nails = 0, int naildamage = 10, class pufftype = "BulletPuff", name damagetype = "none"); native void A_Stop(); native void A_Respawn(int flags = 1); native void A_QueueCorpse(); native void A_DeQueueCorpse(); native void A_ClearLastHeard(); native bool A_SelectWeapon(class whichweapon, int flags = 0); action native void A_Punch(); native void A_Feathers(); native void A_ClassBossHealth(); native void A_ShootGun(); native void A_RocketInFlight(); native void A_Bang4Cloud(); native void A_DropFire(); native void A_GiveQuestItem(int itemno); native void A_RemoveForcefield(); native void A_DropWeaponPieces(class p1, class p2, class p3); native void A_PigPain (); native void A_SetAngle(float angle = 0, int flags = 0, int ptr = AAPTR_DEFAULT); native void A_SetPitch(float pitch, int flags = 0, int ptr = AAPTR_DEFAULT); native void A_SetRoll(float roll, int flags = 0, int ptr = AAPTR_DEFAULT); native void A_ScaleVelocity(float scale, int ptr = AAPTR_DEFAULT); native void A_ChangeVelocity(float x = 0, float y = 0, float z = 0, int flags = 0, int ptr = AAPTR_DEFAULT); deprecated native void A_SetUserVar(name varname, int value); deprecated native void A_SetUserArray(name varname, int index, int value); deprecated native void A_SetUserVarFloat(name varname, float value); deprecated native void A_SetUserArrayFloat(name varname, int index, float value); native void A_Quake(int intensity, int duration, int damrad, int tremrad, sound sfx = "world/quake"); native void A_QuakeEx(int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, sound sfx = "world/quake", int flags = 0, float mulWaveX = 1, float mulWaveY = 1, float mulWaveZ = 1, int falloff = 0, int highpoint = 0, float rollIntensity = 0, float rollWave = 0); action native void A_SetTics(int tics); native void A_DropItem(class item, int dropamount = -1, int chance = 256); native void A_DamageSelf(int amount, name damagetype = "none", int flags = 0, class filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT); native void A_DamageTarget(int amount, name damagetype = "none", int flags = 0, class filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT); native void A_DamageMaster(int amount, name damagetype = "none", int flags = 0, class filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT); native void A_DamageTracer(int amount, name damagetype = "none", int flags = 0, class filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT); native void A_DamageChildren(int amount, name damagetype = "none", int flags = 0, class filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT); native void A_DamageSiblings(int amount, name damagetype = "none", int flags = 0, class filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT); native void A_KillTarget(name damagetype = "none", int flags = 0, class filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT); native void A_KillMaster(name damagetype = "none", int flags = 0, class filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT); native void A_KillTracer(name damagetype = "none", int flags = 0, class filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT); native void A_KillChildren(name damagetype = "none", int flags = 0, class filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT); native void A_KillSiblings(name damagetype = "none", int flags = 0, class filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT); native void A_RemoveTarget(int flags = 0, class filter = null, name species = "None"); native void A_RemoveMaster(int flags = 0, class filter = null, name species = "None"); native void A_RemoveTracer(int flags = 0, class filter = null, name species = "None"); native void A_RemoveChildren(bool removeall = false, int flags = 0, class filter = null, name species = "None"); native void A_RemoveSiblings(bool removeall = false, int flags = 0, class filter = null, name species = "None"); native void A_Remove(int removee, int flags = 0, class filter = null, name species = "None"); native int A_GiveToChildren(class itemtype, int amount = 0); native int A_GiveToSiblings(class itemtype, int amount = 0); native int A_TakeFromChildren(class itemtype, int amount = 0); native int A_TakeFromSiblings(class itemtype, int amount = 0); native void A_SetTeleFog(class oldpos, class newpos); native void A_SwapTeleFog(); native void A_SetHealth(int health, int ptr = AAPTR_DEFAULT); native void A_ResetHealth(int ptr = AAPTR_DEFAULT); native void A_SetSpecies(name species, int ptr = AAPTR_DEFAULT); native void A_SetChaseThreshold(int threshold, bool def = false, int ptr = AAPTR_DEFAULT); native bool A_FaceMovementDirection(float offset = 0, float anglelimit = 0, float pitchlimit = 0, int flags = 0, int ptr = AAPTR_DEFAULT); native int A_ClearOverlays(int sstart = 0, int sstop = 0, bool safety = true); native bool A_CopySpriteFrame(int from, int to, int flags = 0); native bool A_SetVisibleRotation(float anglestart = 0, float angleend = 0, float pitchstart = 0, float pitchend = 0, int flags = 0, int ptr = AAPTR_DEFAULT); native void A_SetTranslation(string transname); native void A_RearrangePointers(int newtarget, int newmaster = AAPTR_DEFAULT, int newtracer = AAPTR_DEFAULT, int flags=0); native void A_TransferPointer(int ptr_source, int ptr_recepient, int sourcefield, int recepientfield=AAPTR_DEFAULT, int flags=0); native void A_CopyFriendliness(int ptr_source = AAPTR_MASTER); action native bool A_Overlay(int layer, statelabel start = null, bool nooverride = false); native void A_WeaponOffset(float wx = 0, float wy = 32, int flags = 0); action native void A_OverlayOffset(int layer = PSP_WEAPON, float wx = 0, float wy = 32, int flags = 0); action native void A_OverlayFlags(int layer, int flags, bool set); int ACS_NamedExecute(name script, int mapnum=0, int arg1=0, int arg2=0, int arg3=0) { return ACS_Execute(-int(script), mapnum, arg1, arg2, arg3); } int ACS_NamedSuspend(name script, int mapnum=0) { return ACS_Suspend(-int(script), mapnum); } int ACS_NamedTerminate(name script, int mapnum=0) { return ACS_Terminate(-int(script), mapnum); } int ACS_NamedLockedExecute(name script, int mapnum=0, int arg1=0, int arg2=0, int lock=0) { return ACS_LockedExecute(-int(script), mapnum, arg1, arg2, lock); } int ACS_NamedLockedExecuteDoor(name script, int mapnum=0, int arg1=0, int arg2=0, int lock=0) { return ACS_LockedExecuteDoor(-int(script), mapnum, arg1, arg2, lock); } int ACS_NamedExecuteWithResult(name script, int arg1=0, int arg2=0, int arg3=0, int arg4=0) { return ACS_ExecuteWithResult(-int(script), arg1, arg2, arg3, arg4); } int ACS_NamedExecuteAlways(name script, int mapnum=0, int arg1=0, int arg2=0, int arg3=0) { return ACS_ExecuteAlways(-int(script), mapnum, arg1, arg2, arg3); } States(Actor, Overlay, Weapon, Item) { Spawn: TNT1 A -1; Stop; Null: TNT1 A 1; Stop; GenericFreezeDeath: // Generic freeze death frames. Woo! #### # 5 A_GenericFreezeDeath; ---- A 1 A_FreezeDeathChunks; Wait; GenericCrush: POL5 A -1; Stop; } // Internal functions deprecated private native int __decorate_internal_int__(int i); deprecated private native bool __decorate_internal_bool__(bool b); deprecated private native float __decorate_internal_float__(float f); }