mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 21:51:09 +00:00
324 lines
8 KiB
Text
324 lines
8 KiB
Text
class PlayerPawn : Actor native
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{
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native int crouchsprite;
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native int MaxHealth;
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native int MugShotMaxHealth;
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native int RunHealth;
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native int PlayerFlags;
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native Inventory InvFirst; // first inventory item displayed on inventory bar
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native Inventory InvSel; // selected inventory item
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native meta String DisplayName; // Display name (used in menus, etc.)
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native /*meta*/ Name SoundClass; // Sound class
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native /*meta*/ Name Face; // Doom status bar face (when used)
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native /*meta*/ Name Portrait;
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native /*meta*/ Name Slot[10];
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native /*meta*/ Name InvulMode;
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native /*meta*/ Name HealingRadiusType;
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native /*meta*/ double HexenArmor[5];
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native /*meta*/ uint8 ColorRangeStart; // Skin color range
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native /*meta*/ uint8 ColorRangeEnd;
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// [GRB] Player class properties
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native double JumpZ;
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native double GruntSpeed;
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native double FallingScreamMinSpeed, FallingScreamMaxSpeed;
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native double ViewHeight;
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native double ForwardMove1, ForwardMove2;
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native double SideMove1, SideMove2;
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native TextureID ScoreIcon;
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native int SpawnMask;
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native Name MorphWeapon;
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native double AttackZOffset; // attack height, relative to player center
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native double UseRange; // [NS] Distance at which player can +use
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native double AirCapacity; // Multiplier for air supply underwater.
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native Class<Actor> FlechetteType;
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native color DamageFade; // [CW] Fades for when you are being damaged.
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native double ViewBob; // [SP] ViewBob Multiplier
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native double FullHeight;
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Default
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{
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Health 100;
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Radius 16;
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Height 56;
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Mass 100;
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Painchance 255;
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Speed 1;
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+SOLID
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+SHOOTABLE
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+DROPOFF
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+PICKUP
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+NOTDMATCH
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+FRIENDLY
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+SLIDESONWALLS
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+CANPASS
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+CANPUSHWALLS
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+FLOORCLIP
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+WINDTHRUST
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+TELESTOMP
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+NOBLOCKMONST
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Player.AttackZOffset 8;
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Player.JumpZ 8;
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Player.GruntSpeed 12;
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Player.FallingScreamSpeed 35,40;
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Player.ViewHeight 41;
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Player.UseRange 64;
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Player.ForwardMove 1,1;
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Player.SideMove 1,1;
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Player.ColorRange 0,0;
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Player.SoundClass "player";
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Player.DamageScreenColor "ff 00 00";
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Player.MugShotMaxHealth 0;
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Player.FlechetteType "ArtiPoisonBag3";
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Player.AirCapacity 1;
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Player.ViewBob 1;
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Obituary "$OB_MPDEFAULT";
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}
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virtual void PlayIdle ()
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{
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if (InStateSequence(CurState, SeeState))
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SetState (SpawnState);
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}
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virtual void PlayRunning ()
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{
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if (InStateSequence(CurState, SpawnState) && SeeState != NULL)
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SetState (SeeState);
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}
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virtual void PlayAttacking ()
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{
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if (MissileState != null) SetState (MissileState);
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}
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virtual void PlayAttacking2 ()
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{
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if (MeleeState != null) SetState (MeleeState);
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}
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virtual void MorphPlayerThink()
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{
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}
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virtual void OnRespawn()
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{
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if (sv_respawnprotect && (multiplayer || alwaysapplydmflags))
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{
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let invul = Powerup(Spawn("PowerInvulnerable"));
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invul.EffectTics = 3 * TICRATE;
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invul.BlendColor = 0; // don't mess with the view
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invul.bUndroppable = true; // Don't drop this
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bRespawnInvul = true; // [RH] special effect
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}
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}
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// This is for SBARINFO.
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int, int GetEffectTicsForItem(class<Inventory> item)
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{
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let pg = (class<PowerupGiver>)(item);
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if (pg != null)
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{
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let powerupType = (class<Powerup>)(GetDefaultByType(pg).PowerupType);
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let powerup = Powerup(FindInventory(powerupType));
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if(powerup != null)
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{
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let maxtics = GetDefaultByType(pg).EffectTics;
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if (maxtics == 0) maxtics = powerup.default.EffectTics;
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return powerup.EffectTics, maxtics;
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}
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}
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return 0, 0;
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}
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native int GetMaxHealth();
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native bool ResetAirSupply (bool playgasp = false);
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native void CheckWeaponSwitch(class<Inventory> item);
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}
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class PlayerChunk : PlayerPawn
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{
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Default
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{
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+NOSKIN
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-SOLID
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-SHOOTABLE
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-PICKUP
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-NOTDMATCH
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-FRIENDLY
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-SLIDESONWALLS
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-CANPUSHWALLS
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-FLOORCLIP
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-WINDTHRUST
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-TELESTOMP
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}
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}
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class PSprite : Object native
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{
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enum PSPLayers
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{
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STRIFEHANDS = -1,
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WEAPON = 1,
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FLASH = 1000,
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TARGETCENTER = 0x7fffffff - 2,
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TARGETLEFT,
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TARGETRIGHT,
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};
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native readonly State CurState;
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native Actor Caller;
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native readonly PSprite Next;
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native readonly PlayerInfo Owner;
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native SpriteID Sprite;
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native int Frame;
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native readonly int ID;
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native Bool processPending;
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native double x;
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native double y;
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native double oldx;
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native double oldy;
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native Bool firstTic;
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native int Tics;
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native bool bAddWeapon;
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native bool bAddBob;
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native bool bPowDouble;
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native bool bCVarFast;
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native bool bFlip;
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native void SetState(State newstate, bool pending = false);
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}
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enum EPlayerState
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{
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PST_LIVE, // Playing or camping.
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PST_DEAD, // Dead on the ground, view follows killer.
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PST_REBORN, // Ready to restart/respawn???
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PST_ENTER, // [BC] Entered the game
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PST_GONE // Player has left the game
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}
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struct PlayerInfo native // this is what internally is known as player_t
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{
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// technically engine constants but the only part of the playsim using them is the player.
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const NOFIXEDCOLORMAP = -1;
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const NUMCOLORMAPS = 32;
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native PlayerPawn mo;
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native uint8 playerstate;
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native uint original_oldbuttons;
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native readonly Class<PlayerPawn> cls;
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native float DesiredFOV;
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native float FOV;
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native double viewz;
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native double viewheight;
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native double deltaviewheight;
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native double bob;
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native vector2 vel;
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native bool centering;
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native uint8 turnticks;
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native bool attackdown;
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native bool usedown;
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native uint oldbuttons;
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native int health;
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native int inventorytics;
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native uint8 CurrentPlayerClass;
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native int frags[MAXPLAYERS];
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native int fragcount;
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native int lastkilltime;
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native uint8 multicount;
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native uint8 spreecount;
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native uint16 WeaponState;
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native Weapon ReadyWeapon;
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native Weapon PendingWeapon;
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native PSprite psprites;
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native int cheats;
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native int timefreezer;
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native int16 refire;
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native int16 inconsistent;
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native bool waiting;
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native int killcount;
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native int itemcount;
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native int secretcount;
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native int damagecount;
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native int bonuscount;
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native int hazardcount;
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native int hazardinterval;
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native Name hazardtype;
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native int poisoncount;
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native Name poisontype;
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native Name poisonpaintype;
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native Actor poisoner;
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native Actor attacker;
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native int extralight;
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native int16 fixedcolormap;
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native int16 fixedlightlevel;
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native int morphtics;
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native Class<PlayerPawn>MorphedPlayerClass;
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native int MorphStyle;
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native Class<Actor> MorphExitFlash;
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native Class<Weapon> PremorphWeapon;
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native int chickenPeck;
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native int jumpTics;
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native bool onground;
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native int respawn_time;
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native Actor camera;
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native int air_finished;
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native Name LastDamageType;
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native Actor MUSINFOactor;
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native int8 MUSINFOtics;
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native bool settings_controller;
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native int8 crouching;
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native int8 crouchdir;
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native Bot bot;
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native float BlendR;
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native float BlendG;
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native float BlendB;
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native float BlendA;
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native String LogText;
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native double MinPitch;
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native double MaxPitch;
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native double crouchfactor;
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native double crouchoffset;
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native double crouchviewdelta;
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native Actor ConversationNPC;
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native Actor ConversationPC;
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native double ConversationNPCAngle;
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native bool ConversationFaceTalker;
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//native WeaponSlots weapons; <- defined internally
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/* these are not doable yet
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ticcmd_t cmd;
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usercmd_t original_cmd;
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userinfo_t userinfo;
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*/
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native bool MorphPlayer(playerinfo p, Class<PlayerPawn> spawntype, int duration, int style, Class<Actor> enter_flash = null, Class<Actor> exit_flash = null);
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native bool UndoPlayerMorph(playerinfo player, int unmorphflag = 0, bool force = false);
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native bool PoisonPlayer(Actor poisoner, Actor source, int poison);
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native void PoisonDamage(Actor source, int damage, bool playPainSound);
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native void SetPsprite(int id, State stat, bool pending = false);
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native void SetSafeFlash(Weapon weap, State flashstate, int index);
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native PSprite GetPSprite(int id);
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native PSprite FindPSprite(int id);
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native void SetLogNumber (int text);
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native void SetLogText (String text);
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native String GetUserName();
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native bool GetNeverSwitch();
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native void DropWeapon();
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native void BringUpWeapon();
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}
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struct PlayerClass native
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{
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native class<Actor> Type;
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native uint Flags;
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native Array<int> Skins;
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native bool CheckSkin(int skin);
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}
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