mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 15:22:15 +00:00
934 lines
41 KiB
Text
934 lines
41 KiB
Text
struct FCheckPosition
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{
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// in
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native Actor thing;
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native Vector3 pos;
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// out
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native Sector cursector;
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native double floorz;
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native double ceilingz;
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native double dropoffz;
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native TextureID floorpic;
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native int floorterrain;
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native Sector floorsector;
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native TextureID ceilingpic;
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native Sector ceilingsector;
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native bool touchmidtex;
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native bool abovemidtex;
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native bool floatok;
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native bool FromPMove;
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native line ceilingline;
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native Actor stepthing;
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native bool DoRipping;
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native bool portalstep;
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native int PushTime;
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native void ClearLastRipped();
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}
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struct LinkContext
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{
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voidptr sector_list; // really msecnode but that's not exported yet.
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voidptr render_list;
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}
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class Actor : Thinker native
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{
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const DEFAULT_HEALTH = 1000;
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const ONFLOORZ = -2147483648.0;
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const ONCEILINGZ = 2147483647.0;
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const FLOATRANDZ = ONCEILINGZ-1;
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const TELEFRAG_DAMAGE = 1000000;
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const MinVel = 1./65536;
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const LARGE_MASS = 10000000; // not INT_MAX on purpose
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// flags are not defined here, the native fields for those get synthesized from the internal tables.
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// for some comments on these fields, see their native representations in actor.h.
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native readonly Actor snext; // next in sector list.
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native PlayerInfo Player;
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native readonly vector3 Pos;
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native vector3 Prev;
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native double spriteAngle;
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native double spriteRotation;
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native double VisibleStartAngle;
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native double VisibleStartPitch;
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native double VisibleEndAngle;
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native double VisibleEndPitch;
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native double Angle;
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native double Pitch;
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native double Roll;
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native vector3 Vel;
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native double Speed;
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native double FloatSpeed;
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native SpriteID sprite;
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native uint8 frame;
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native vector2 Scale;
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native TextureID picnum;
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native double Alpha;
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native readonly color fillcolor; // must be set with SetShade to initialize correctly.
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native Sector CurSector;
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native double CeilingZ;
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native double FloorZ;
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native double DropoffZ;
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native Sector floorsector;
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native TextureID floorpic;
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native int floorterrain;
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native Sector ceilingsector;
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native TextureID ceilingpic;
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native double Height;
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native readonly double Radius;
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native readonly double RenderRadius;
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native double projectilepassheight;
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native int tics;
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native readonly State CurState;
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native readonly int Damage;
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native int projectilekickback;
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native int special1;
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native int special2;
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native double specialf1;
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native double specialf2;
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native int weaponspecial;
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native int Health;
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native uint8 movedir;
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native int8 visdir;
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native int16 movecount;
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native int16 strafecount;
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native Actor Target;
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native Actor Master;
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native Actor Tracer;
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native Actor LastHeard;
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native Actor LastEnemy;
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native Actor LastLookActor;
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native int ReactionTime;
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native int Threshold;
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native readonly int DefThreshold;
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native vector3 SpawnPoint;
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native uint16 SpawnAngle;
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native int StartHealth;
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native uint8 WeaveIndexXY;
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native uint8 WeaveIndexZ;
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native int skillrespawncount;
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native int Args[5];
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native int Mass;
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native int Special;
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native readonly int TID;
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native readonly int TIDtoHate;
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native readonly int WaterLevel;
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native int Score;
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native int Accuracy;
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native int Stamina;
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native double MeleeRange;
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native int PainThreshold;
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native double Gravity;
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native double FloorClip;
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native name DamageType;
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native name DamageTypeReceived;
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native uint8 FloatBobPhase;
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native int RipperLevel;
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native int RipLevelMin;
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native int RipLevelMax;
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native name Species;
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native Actor Alternative;
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native Actor goal;
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native uint8 MinMissileChance;
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native int8 LastLookPlayerNumber;
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native uint SpawnFlags;
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native double meleethreshold;
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native double maxtargetrange;
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native double bouncefactor;
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native double wallbouncefactor;
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native int bouncecount;
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native double friction;
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native int FastChaseStrafeCount;
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native double pushfactor;
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native int lastpush;
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native int activationtype;
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native int lastbump;
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native int DesignatedTeam;
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native Actor BlockingMobj;
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native Line BlockingLine;
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native int PoisonDamage;
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native name PoisonDamageType;
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native int PoisonDuration;
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native int PoisonPeriod;
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native int PoisonDamageReceived;
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native name PoisonDamageTypeReceived;
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native int PoisonDurationReceived;
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native int PoisonPeriodReceived;
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native Actor Poisoner;
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native Inventory Inv;
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native uint8 smokecounter;
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native uint8 FriendPlayer;
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native uint Translation;
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native sound AttackSound;
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native sound DeathSound;
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native sound SeeSound;
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native sound PainSound;
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native sound ActiveSound;
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native sound UseSound;
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native sound BounceSound;
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native sound WallBounceSound;
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native sound CrushPainSound;
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native double MaxDropoffHeight;
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native double MaxStepHeight;
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native int16 PainChance;
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native name PainType;
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native name DeathType;
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native double DamageFactor;
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native double DamageMultiply;
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native Class<Actor> TelefogSourceType;
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native Class<Actor> TelefogDestType;
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native readonly State SpawnState;
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native readonly State SeeState;
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native State MeleeState;
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native State MissileState;
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native voidptr /*DecalBase*/ DecalGenerator;
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native uint8 fountaincolor;
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native meta String Obituary; // Player was killed by this actor
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native meta String HitObituary; // Player was killed by this actor in melee
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native meta double DeathHeight; // Height on normal death
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native meta double BurnHeight; // Height on burning death
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native meta color BloodColor; // Colorized blood
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native meta int GibHealth; // Negative health below which this monster dies an extreme death
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native meta int WoundHealth; // Health needed to enter wound state
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native meta double FastSpeed; // speed in fast mode
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native meta double RDFactor; // Radius damage factor
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native meta double CameraHeight; // Height of camera when used as such
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native meta Sound HowlSound; // Sound being played when electrocuted or poisoned
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native meta Name BloodType; // Blood replacement type
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native meta Name BloodType2; // Bloopsplatter replacement type
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native meta Name BloodType3; // AxeBlood replacement type
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native meta bool DontHurtShooter;
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native meta int ExplosionRadius;
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native meta int ExplosionDamage;
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native meta int MeleeDamage;
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native meta Sound MeleeSound;
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native meta Name MissileName;
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native meta double MissileHeight;
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// need some definition work first
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//FRenderStyle RenderStyle;
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//int ConversationRoot; // THe root of the current dialogue
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// deprecated things.
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native readonly deprecated double X;
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native readonly deprecated double Y;
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native readonly deprecated double Z;
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native readonly deprecated double VelX;
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native readonly deprecated double VelY;
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native readonly deprecated double VelZ;
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native readonly deprecated double MomX;
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native readonly deprecated double MomY;
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native readonly deprecated double MomZ;
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native deprecated double ScaleX;
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native deprecated double ScaleY;
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//FStrifeDialogueNode *Conversation; // [RH] The dialogue to show when this actor is used.;
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Default
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{
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Scale 1;
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Health DEFAULT_HEALTH;
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Reactiontime 8;
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Radius 20;
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RenderRadius 0;
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Height 16;
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Mass 100;
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RenderStyle 'Normal';
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Alpha 1;
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MinMissileChance 200;
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MeleeRange 64 - 20;
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MaxDropoffHeight 24;
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MaxStepHeight 24;
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BounceFactor 0.7;
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WallBounceFactor 0.75;
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BounceCount -1;
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FloatSpeed 4;
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FloatBobPhase -1; // randomly initialize by default
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Gravity 1;
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Friction 1;
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DamageFactor 1.0; // damage multiplier as target of damage.
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DamageMultiply 1.0; // damage multiplier as source of damage.
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PushFactor 0.25;
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WeaveIndexXY 0;
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WeaveIndexZ 16;
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DesignatedTeam 255;
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PainType "Normal";
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DeathType "Normal";
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TeleFogSourceType "TeleportFog";
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TeleFogDestType 'TeleportFog';
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RipperLevel 0;
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RipLevelMin 0;
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RipLevelMax 0;
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DefThreshold 100;
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BloodType "Blood", "BloodSplatter", "AxeBlood";
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ExplosionDamage 128;
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MissileHeight 32;
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SpriteAngle 0;
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SpriteRotation 0;
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StencilColor "00 00 00";
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VisibleAngles 0, 0;
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VisiblePitch 0, 0;
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DefaultStateUsage SUF_ACTOR|SUF_OVERLAY;
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}
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// Functions
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// 'parked' global functions.
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native static double deltaangle(double ang1, double ang2);
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native static double absangle(double ang1, double ang2);
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native static Vector2 AngleToVector(double angle, double length = 1);
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native static Vector2 RotateVector(Vector2 vec, double angle);
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native static double Normalize180(double ang);
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bool IsPointerEqual(int ptr_select1, int ptr_select2)
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{
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return GetPointer(ptr_select1) == GetPointer(ptr_select2);
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}
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static double BobSin(double fb)
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{
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return sin(fb * (180./32)) * 8;
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}
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virtual native void BeginPlay();
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virtual native void Activate(Actor activator);
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virtual native void Deactivate(Actor activator);
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virtual native int DoSpecialDamage (Actor target, int damage, Name damagetype);
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virtual native int TakeSpecialDamage (Actor inflictor, Actor source, int damage, Name damagetype);
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virtual native void Die(Actor source, Actor inflictor, int dmgflags = 0);
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virtual native bool Slam(Actor victim);
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virtual native void Touch(Actor toucher);
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virtual native void MarkPrecacheSounds();
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// Called by PIT_CheckThing to check if two actos actually can collide.
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virtual bool CanCollideWith(Actor other, bool passive)
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{
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return true;
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}
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// Called when an actor is to be reflected by a disc of repulsion.
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// Returns true to continue normal blast processing.
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virtual bool SpecialBlastHandling (Actor source, double strength)
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{
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return true;
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}
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// This is called before a missile gets exploded.
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virtual int SpecialMissileHit (Actor victim)
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{
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return -1;
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}
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// Called when the player presses 'use' and an actor is found
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virtual bool Used(Actor user)
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{
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return false;
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}
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native static class<Actor> GetReplacement(class<Actor> cls);
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native static class<Actor> GetReplacee(class<Actor> cls);
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native static int GetSpriteIndex(name sprt);
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native static double GetDefaultSpeed(class<Actor> type);
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native static class<Actor> GetSpawnableType(int spawnnum);
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native static int ApplyDamageFactors(class<Inventory> itemcls, Name damagetype, int damage, int defdamage);
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native void RemoveFromHash();
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native void ChangeTid(int newtid);
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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 string GetTag(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 void ClearCounters();
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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 isTeammate(Actor other);
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native int PlayerNumber();
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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 DaggerAlert(Actor target);
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native void ClearBounce();
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native TerrainDef GetFloorTerrain();
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native bool CheckLocalView(int consoleplayer);
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native bool CheckNoDelay();
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native bool UpdateWaterLevel (bool splash = true);
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native bool IsZeroDamage();
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native void ClearInterpolation();
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native Vector3 PosRelative(sector sec);
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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 RestoreDamage();
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native int SpawnHealth();
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native void SetDamage(int dmg);
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native double Distance2D(Actor other);
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native double Distance3D(Actor other);
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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 Actor GetPointer(int aaptr);
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native double BulletSlope(out FTranslatedLineTarget pLineTarget = null, int aimflags = 0);
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native bool CheckMissileSpawn(double maxdist);
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native bool CheckPosition(Vector2 pos, bool actorsonly = false, FCheckPosition tm = null);
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native bool TestMobjLocation();
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native static Actor Spawn(class<Actor> type, vector3 pos = (0,0,0), int replace = NO_REPLACE);
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native Actor SpawnMissile(Actor dest, class<Actor> type, Actor owner = null);
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native Actor SpawnMissileXYZ(Vector3 pos, Actor dest, Class<Actor> type, bool checkspawn = true, Actor owner = null);
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native Actor SpawnMissileZ (double z, Actor dest, class<Actor> type);
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native Actor SpawnMissileAngleZSpeed (double z, class<Actor> type, double angle, double vz, double speed, Actor owner = null, bool checkspawn = true);
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native Actor SpawnMissileZAimed (double z, Actor dest, Class<Actor> type);
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native Actor SpawnSubMissile(Class<Actor> type, Actor target);
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native Actor, Actor SpawnPlayerMissile(class<Actor> type, double angle = 0, double x = 0, double y = 0, double z = 0, out FTranslatedLineTarget pLineTarget = null, bool nofreeaim = false, bool noautoaim = false, int aimflags = 0);
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native void SpawnTeleportFog(Vector3 pos, bool beforeTele, bool setTarget);
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native Actor RoughMonsterSearch(int distance, bool onlyseekable = false, bool frontonly = false);
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native int ApplyDamageFactor(Name damagetype, int damage);
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native int GetModifiedDamage(Name damagetype, int damage, bool passive);
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native bool CheckBossDeath();
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void A_Light(int extralight) { if (player) player.extralight = clamp(extralight, -20, 20); }
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void A_Light0() { if (player) player.extralight = 0; }
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void A_Light1() { if (player) player.extralight = 1; }
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void A_Light2() { if (player) player.extralight = 2; }
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void A_LightInverse() { if (player) player.extralight = 0x80000000; }
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native Actor OldSpawnMissile(Actor dest, class<Actor> type, Actor owner = null);
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native Actor SpawnPuff(class<Actor> pufftype, vector3 pos, double hitdir, double particledir, int updown, int flags = 0, Actor victim = null);
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native void SpawnBlood (Vector3 pos1, double dir, int damage);
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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 void PlaySpawnSound(Actor missile);
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native bool CountsAsKill();
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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 TraceBleedAngle(int damage, double angle, double pitch);
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native void SetIdle(bool nofunction = false);
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native bool CheckMeleeRange();
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native bool CheckMeleeRange2();
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native virtual int DamageMobj(Actor inflictor, Actor source, int damage, Name mod, int flags = 0, double angle = 0);
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native void PoisonMobj (Actor inflictor, Actor source, int damage, int duration, int period, Name type);
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native double AimLineAttack(double angle, double distance, out FTranslatedLineTarget pLineTarget = null, double vrange = 0., int flags = 0, Actor target = null, Actor friender = null);
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native Actor, int LineAttack(double angle, double distance, double pitch, int damage, Name damageType, class<Actor> pufftype, int flags = 0, out FTranslatedLineTarget victim = null);
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native bool CheckSight(Actor target, int flags = 0);
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native bool IsVisible(Actor other, bool allaround, LookExParams params = null);
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native bool HitFriend();
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native bool MonsterMove();
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native SeqNode StartSoundSequenceID (int sequence, int type, int modenum, bool nostop = false);
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native SeqNode StartSoundSequence (Name seqname, int modenum);
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native void StopSoundSequence();
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native void FindFloorCeiling(int flags = 0);
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native double, double GetFriction();
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native bool, Actor TestMobjZ(bool quick = false);
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native bool InStateSequence(State newstate, State basestate);
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bool TryWalk ()
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{
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if (!MonsterMove ())
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{
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return false;
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}
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movecount = random[TryWalk]() & 15;
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return true;
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}
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native bool TryMove(vector2 newpos, int dropoff, bool missilecheck = false, FCheckPosition tm = null);
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native void NewChaseDir();
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native void RandomChaseDir();
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native bool CheckMissileRange();
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native bool SetState(state st, bool nofunction = false);
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native state FindState(statelabel st, bool exact = false);
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bool SetStateLabel(statelabel st, bool nofunction = false) { return SetState(FindState(st), nofunction); }
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native action state ResolveState(statelabel st); // this one, unlike FindState, is context aware.
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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 bool CanSeek(Actor target);
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native double AngleTo(Actor target, bool absolute = false);
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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 vector2 Vec2To(Actor other);
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native vector3 Vec3To(Actor other);
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native vector3 Vec3Offset(double x, double y, double z, bool absolute = false);
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native vector3 Vec3Angle(double length, double angle, double z = 0, bool absolute = false);
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native vector2 Vec2Angle(double length, double angle, bool absolute = false);
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native vector2 Vec2Offset(double x, double y, bool absolute = false);
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native vector3 Vec2OffsetZ(double x, double y, double atz, bool absolute = false);
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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);
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native void Thrust(double speed = 0, double angle = 0);
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native bool isFriend(Actor other);
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native bool isHostile(Actor other);
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native void AdjustFloorClip();
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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 bool LookForMonsters();
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native bool LookForTid(bool allaround, LookExParams params = null);
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native bool LookForEnemies(bool allaround, LookExParams params = null);
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native bool LookForPlayers(bool allaround, LookExParams params = null);
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native bool TeleportMove(Vector3 pos, bool telefrag, bool modifyactor = true);
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native double DistanceBySpeed(Actor other, double speed);
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native name GetSpecies();
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native void PlayActiveSound();
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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 GiveSecret(bool printmsg = true, bool playsound = true);
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native double GetCameraHeight();
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native double GetGravity();
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native bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false);
|
|
native void AddInventory(Inventory inv);
|
|
native void RemoveInventory(Inventory inv);
|
|
native void ClearInventory();
|
|
native bool GiveInventory(class<Inventory> type, int amount, bool givecheat = false);
|
|
native bool TakeInventory(class<Inventory> itemclass, int amount, bool fromdecorate = false, bool notakeinfinite = false);
|
|
native Inventory FindInventory(class<Inventory> itemtype, bool subclass = false);
|
|
native Inventory GiveInventoryType(class<Inventory> itemtype);
|
|
native Inventory DropInventory (Inventory item, int amt = -1);
|
|
native bool UseInventory(Inventory item);
|
|
native void ObtainInventory(Actor other);
|
|
native bool GiveAmmo (Class<Ammo> type, int amount);
|
|
native bool UsePuzzleItem(int PuzzleItemType);
|
|
native float AccuracyFactor();
|
|
native bool MorphMonster (Class<Actor> spawntype, int duration, int style, Class<Actor> enter_flash, Class<Actor> exit_flash);
|
|
action native void SetCamera(Actor cam, bool revert = false);
|
|
|
|
// DECORATE compatible functions
|
|
native int CountInv(class<Inventory> itemtype, int ptr_select = AAPTR_DEFAULT);
|
|
native double GetDistance(bool checkz, int ptr = AAPTR_TARGET);
|
|
native double GetAngle(int flags, int ptr = AAPTR_TARGET);
|
|
native double GetZAt(double px = 0, double py = 0, double angle = 0, int flags = 0, int pick_pointer = AAPTR_DEFAULT);
|
|
native int GetSpawnHealth();
|
|
native int GetGibHealth();
|
|
native double GetCrouchFactor(int ptr = AAPTR_PLAYER1);
|
|
native double GetCVar(string cvar);
|
|
native int GetPlayerInput(int inputnum, int ptr = AAPTR_DEFAULT);
|
|
native int CountProximity(class<Actor> classname, double distance, int flags = 0, int ptr = AAPTR_DEFAULT);
|
|
native double GetSpriteAngle(int ptr = AAPTR_DEFAULT);
|
|
native double GetSpriteRotation(int ptr = AAPTR_DEFAULT);
|
|
native int GetMissileDamage(int mask, int add, int ptr = AAPTR_DEFAULT);
|
|
action native int OverlayID();
|
|
action native double OverlayX(int layer = 0);
|
|
action native double 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(double 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(double 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<Actor> type, double angle, double vz)
|
|
{
|
|
return SpawnMissileAngleZSpeed (pos.z + 32 + GetBobOffset(), type, angle, vz, GetDefaultSpeed (type));
|
|
}
|
|
|
|
Actor SpawnMissileAngleZ (double z, class<Actor> type, double angle, double vz)
|
|
{
|
|
return SpawnMissileAngleZSpeed (z, type, angle, vz, GetDefaultSpeed (type));
|
|
}
|
|
|
|
|
|
void A_SetScale(double scalex, double 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(double speed, int ptr = AAPTR_DEFAULT)
|
|
{
|
|
Actor aptr = GetPointer(ptr);
|
|
if (aptr) aptr.Speed = speed;
|
|
}
|
|
void A_SetFloatSpeed(double 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(double angle = 0, int ptr = AAPTR_DEFAULT)
|
|
{
|
|
Actor aptr = GetPointer(ptr);
|
|
if (!aptr) return false;
|
|
aptr.SpriteAngle = angle;
|
|
return true;
|
|
}
|
|
bool A_SetSpriteRotation(double angle = 0, int ptr = AAPTR_DEFAULT)
|
|
{
|
|
Actor aptr = GetPointer(ptr);
|
|
if (!aptr) return false;
|
|
aptr.SpriteRotation = angle;
|
|
return true;
|
|
}
|
|
|
|
deprecated void A_FaceConsolePlayer(double 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)
|
|
{
|
|
static const class<Actor> chunks[] = { "Dirt1", "Dirt2", "Dirt3", "Dirt4", "Dirt5", "Dirt6" };
|
|
double zo = random[Dirt]() / 128. + 1;
|
|
Vector3 pos = Vec3Angle(radius, random[Dirt]() * (360./256), zo);
|
|
|
|
Actor mo = Spawn (chunks[random[Dirt](0, 5)], 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;
|
|
}
|
|
|
|
Actor AimTarget()
|
|
{
|
|
FTranslatedLineTarget t;
|
|
BulletSlope(t, ALF_PORTALRESTRICT);
|
|
return t.linetarget;
|
|
}
|
|
|
|
native void A_Face(Actor faceto, double max_turn = 0, double max_pitch = 270, double ang_offset = 0, double pitch_offset = 0, int flags = 0, double z_ofs = 0);
|
|
|
|
void A_FaceTarget(double max_turn = 0, double max_pitch = 270, double ang_offset = 0, double pitch_offset = 0, int flags = 0, double z_ofs = 0)
|
|
{
|
|
A_Face(target, max_turn, max_pitch, ang_offset, pitch_offset, flags, z_ofs);
|
|
}
|
|
void A_FaceTracer(double max_turn = 0, double max_pitch = 270, double ang_offset = 0, double pitch_offset = 0, int flags = 0, double z_ofs = 0)
|
|
{
|
|
A_Face(tracer, max_turn, max_pitch, ang_offset, pitch_offset, flags, z_ofs);
|
|
}
|
|
void A_FaceMaster(double max_turn = 0, double max_pitch = 270, double ang_offset = 0, double pitch_offset = 0, int flags = 0, double 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_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();
|
|
bool A_CallSpecial(int special, int arg1=0, int arg2=0, int arg3=0, int arg4=0, int arg5=0)
|
|
{
|
|
return Level.ExecuteSpecial(special, self, null, false, arg1, arg2, arg3, arg4, arg5);
|
|
}
|
|
|
|
|
|
native void A_ActiveSound();
|
|
|
|
native void A_FastChase();
|
|
native void A_PlayerScream();
|
|
native void A_SkullPop(class<PlayerChunk> skulltype = "BloodySkull");
|
|
native void A_CheckPlayerDone();
|
|
native void A_CheckTerrain();
|
|
|
|
native void A_Wander(int flags = 0);
|
|
native void A_Look2();
|
|
|
|
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", double snipe = 1.0, int maxdamage = 64, int blocksize = 128, int pointblank = 2, int longrange = 4, double runspeed = 160.0, class<Actor> pufftype = "BulletPuff");
|
|
native void A_PlaySound(sound whattoplay = "weapons/pistol", int slot = CHAN_BODY, double volume = 1.0, bool looping = false, double attenuation = ATTN_NORM, bool local = false);
|
|
deprecated void A_PlayWeaponSound(sound whattoplay) { A_PlaySound(whattoplay, CHAN_WEAPON); }
|
|
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 Actor A_SpawnProjectile(class<Actor> missiletype, double spawnheight = 32, double spawnofs_xy = 0, double angle = 0, int flags = 0, double pitch = 0, int ptr = AAPTR_TARGET);
|
|
native void A_CustomBulletAttack(double spread_xy, double spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", double range = 0, int flags = 0, int ptr = AAPTR_TARGET, class<Actor> missile = null, double Spawnheight = 32, double 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, double maxdiff = 0, class<Actor> pufftype = "BulletPuff", double spread_xy = 0, double spread_z = 0, double range = 0, int duration = 0, double sparsity = 1.0, double driftspeed = 1.0, class<Actor> spawnclass = null, double spawnofs_z = 0, int spiraloffset = 270, int limit = 0, double veleffect = 3);
|
|
native bool A_SetInventory(class<Inventory> itemtype, int amount, int ptr = AAPTR_DEFAULT, bool beyondMax = false);
|
|
native bool A_GiveInventory(class<Inventory> itemtype, int amount = 0, int giveto = AAPTR_DEFAULT);
|
|
native bool A_TakeInventory(class<Inventory> itemtype, int amount = 0, int flags = 0, int giveto = AAPTR_DEFAULT);
|
|
action native bool, Actor A_SpawnItem(class<Actor> itemtype = "Unknown", double distance = 0, double zheight = 0, bool useammo = true, bool transfer_translation = false);
|
|
native bool, Actor A_SpawnItemEx(class<Actor> itemtype, double xofs = 0, double yofs = 0, double zofs = 0, double xvel = 0, double yvel = 0, double zvel = 0, double angle = 0, int flags = 0, int failchance = 0, int tid=0);
|
|
native void A_Print(string whattoprint, double time = 0, name fontname = "none");
|
|
native void A_PrintBold(string whattoprint, double time = 0, name fontname = "none");
|
|
native void A_Log(string whattoprint, bool local = false);
|
|
native void A_LogInt(int whattoprint, bool local = false);
|
|
native void A_LogFloat(double whattoprint, bool local = false);
|
|
native void A_SetTranslucent(double alpha, int style = 0);
|
|
native void A_SetRenderStyle(double alpha, int style);
|
|
native void A_FadeIn(double reduce = 0.1, int flags = 0);
|
|
native void A_FadeOut(double reduce = 0.1, int flags = 1); //bool remove == true
|
|
native void A_FadeTo(double target, double amount = 0.1, int flags = 0);
|
|
native void A_SpawnDebris(class<Actor> spawntype, bool transfer_translation = false, double mult_h = 1, double mult_v = 1);
|
|
native void A_SpawnParticle(color color1, int flags = 0, int lifetime = 35, double size = 1, double angle = 0, double xoff = 0, double yoff = 0, double zoff = 0, double velx = 0, double vely = 0, double velz = 0, double accelx = 0, double accely = 0, double accelz = 0, double startalphaf = 1, double fadestepf = -1, double sizestep = 0);
|
|
native void A_ExtChase(bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false);
|
|
native void A_DropInventory(class<Inventory> itemtype, int amount = -1);
|
|
native void A_SetBlend(color color1, double 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(int flags = 0);
|
|
native void A_RaiseChildren(int flags = 0);
|
|
native void A_RaiseSiblings(int flags = 0);
|
|
deprecated native void A_BasicAttack(int meleedamage, sound meleesound, class<actor> missiletype, double missileheight);
|
|
action native bool, Actor A_ThrowGrenade(class<Actor> itemtype, double zheight = 0, double xyvel = 0, double zvel = 0, bool useammo = true);
|
|
native void A_Weave(int xspeed, int yspeed, double xdist, double ydist);
|
|
|
|
|
|
action native state, bool A_Teleport(statelabel teleportstate = null, class<SpecialSpot> targettype = "BossSpot", class<Actor> fogtype = "TeleportFog", int flags = 0, double mindist = 128, double maxdist = 0, int ptr = AAPTR_DEFAULT);
|
|
action native state, bool A_Warp(int ptr_destination, double xofs = 0, double yofs = 0, double zofs = 0, double angle = 0, int flags = 0, statelabel success_state = null, double heightoffset = 0, double radiusoffset = 0, double 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, double minseedist = 0, double maxseedist = 0, double maxheardist = 0, double fov = 0, statelabel label = null);
|
|
|
|
native void A_Recoil(double xyvel);
|
|
native bool A_GiveToTarget(class<Inventory> itemtype, int amount = 0, int forward_ptr = AAPTR_DEFAULT);
|
|
native bool A_TakeFromTarget(class<Inventory> itemtype, int amount = 0, int flags = 0, int forward_ptr = AAPTR_DEFAULT);
|
|
native int A_RadiusGive(class<Inventory> itemtype, double distance, int flags, int amount = 0, class<Actor> filter = null, name species = "None", double 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<Actor> missiletype, double spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true);
|
|
native void A_Burst(class<Actor> chunktype);
|
|
native void A_RadiusThrust(int force = 128, int distance = -1, int flags = RTF_AFFECTSOURCE, int fullthrustdistance = 0);
|
|
native void A_RadiusDamageSelf(int damage = 128, double distance = 128, int flags = 0, class<Actor> 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<Actor> pufftype = "BulletPuff", name damagetype = "none");
|
|
native void A_Stop();
|
|
native void A_Respawn(int flags = 1);
|
|
native void A_RestoreSpecialPosition();
|
|
native void A_QueueCorpse();
|
|
native void A_DeQueueCorpse();
|
|
native void A_ClearLastHeard();
|
|
native bool A_SelectWeapon(class<Weapon> whichweapon, int flags = 0);
|
|
native void A_ClassBossHealth();
|
|
native void A_SetAngle(double angle = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
|
|
native void A_SetPitch(double pitch, int flags = 0, int ptr = AAPTR_DEFAULT);
|
|
native void A_SetRoll(double roll, int flags = 0, int ptr = AAPTR_DEFAULT);
|
|
native void A_ScaleVelocity(double scale, int ptr = AAPTR_DEFAULT);
|
|
native void A_ChangeVelocity(double x = 0, double y = 0, double 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, double value);
|
|
deprecated native void A_SetUserArrayFloat(name varname, int index, double 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, double mulWaveX = 1, double mulWaveY = 1, double mulWaveZ = 1, int falloff = 0, int highpoint = 0, double rollIntensity = 0, double rollWave = 0);
|
|
action native void A_SetTics(int tics);
|
|
native void A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);
|
|
native void A_DamageSelf(int amount, name damagetype = "none", int flags = 0, class<Actor> 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<Actor> 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<Actor> filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
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native void A_DamageTracer(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
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native void A_DamageChildren(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
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native void A_DamageSiblings(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
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native void A_KillTarget(name damagetype = "none", int flags = 0, class<Actor> filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
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native void A_KillMaster(name damagetype = "none", int flags = 0, class<Actor> filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
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native void A_KillTracer(name damagetype = "none", int flags = 0, class<Actor> filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
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native void A_KillChildren(name damagetype = "none", int flags = 0, class<Actor> filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
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native void A_KillSiblings(name damagetype = "none", int flags = 0, class<Actor> filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
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native void A_RemoveTarget(int flags = 0, class<Actor> filter = null, name species = "None");
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native void A_RemoveMaster(int flags = 0, class<Actor> filter = null, name species = "None");
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native void A_RemoveTracer(int flags = 0, class<Actor> filter = null, name species = "None");
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native void A_RemoveChildren(bool removeall = false, int flags = 0, class<Actor> filter = null, name species = "None");
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native void A_RemoveSiblings(bool removeall = false, int flags = 0, class<Actor> filter = null, name species = "None");
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native void A_Remove(int removee, int flags = 0, class<Actor> filter = null, name species = "None");
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native int A_GiveToChildren(class<Inventory> itemtype, int amount = 0);
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native int A_GiveToSiblings(class<Inventory> itemtype, int amount = 0);
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native int A_TakeFromChildren(class<Inventory> itemtype, int amount = 0);
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|
native int A_TakeFromSiblings(class<Inventory> itemtype, int amount = 0);
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|
native void A_SetTeleFog(class<Actor> oldpos, class<Actor> newpos);
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|
native void A_SwapTeleFog();
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|
native void A_SetHealth(int health, int ptr = AAPTR_DEFAULT);
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|
native void A_ResetHealth(int ptr = AAPTR_DEFAULT);
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|
native void A_SetSpecies(name species, int ptr = AAPTR_DEFAULT);
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|
native void A_SetChaseThreshold(int threshold, bool def = false, int ptr = AAPTR_DEFAULT);
|
|
native bool A_FaceMovementDirection(double offset = 0, double anglelimit = 0, double pitchlimit = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
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|
native int A_ClearOverlays(int sstart = 0, int sstop = 0, bool safety = true);
|
|
native bool A_CopySpriteFrame(int from, int to, int flags = 0);
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|
native bool A_SetVisibleRotation(double anglestart = 0, double angleend = 0, double pitchstart = 0, double pitchend = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
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|
native void A_SetTranslation(name transname);
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|
native bool A_SetSize(double newradius, double newheight = -1, bool testpos = false);
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|
native void A_SprayDecal(String name);
|
|
native void A_SetMugshotState(String name);
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|
|
|
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);
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|
native void A_WeaponOffset(double wx = 0, double wy = 32, int flags = 0);
|
|
action native void A_OverlayOffset(int layer = PSP_WEAPON, double wx = 0, double 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 double __decorate_internal_float__(double f);
|
|
}
|