mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-11 04:51:13 +00:00
194824f810
* it is now possible to switch back to the main intro loop from the fullscreen console. * do not distort the background of the fullscreen console. Always draw the console on top of what the main loop currently displays with a translucent black overlay. * do not use the CONPIC for the fullscreen console as it tends to be more of a distraction than an asset when filling the entire screen. * cleaned up c_console.cpp and moved several pieces of code unrelated to actual console management out of it.
682 lines
21 KiB
Text
682 lines
21 KiB
Text
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extend struct _
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{
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native readonly Array<class<Actor> > AllActorClasses;
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native readonly Array<@PlayerClass> PlayerClasses;
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native readonly Array<@PlayerSkin> PlayerSkins;
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native readonly Array<@Team> Teams;
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native int validcount;
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native play @DehInfo deh;
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native readonly bool automapactive;
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native readonly TextureID skyflatnum;
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native readonly int gametic;
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native readonly int Net_Arbitrator;
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native ui BaseStatusBar StatusBar;
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native readonly Weapon WP_NOCHANGE;
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deprecated("3.8", "Use Actor.isFrozen() or Level.isFrozen() instead") native readonly bool globalfreeze;
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native int LocalViewPitch;
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// sandbox state in multi-level setups:
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native play @PlayerInfo players[MAXPLAYERS];
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native readonly bool playeringame[MAXPLAYERS];
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native play LevelLocals Level;
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}
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extend struct TexMan
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{
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native static void SetCameraToTexture(Actor viewpoint, String texture, double fov);
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deprecated("3.8", "Use Level.ReplaceTextures() instead") static void ReplaceTextures(String from, String to, int flags)
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{
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level.ReplaceTextures(from, to, flags);
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}
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}
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extend struct Screen
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{
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native static void DrawFrame(int x, int y, int w, int h);
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// This is a leftover of the abandoned Inventory.DrawPowerup method.
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deprecated("2.5", "Use StatusBar.DrawTexture() instead") static ui void DrawHUDTexture(TextureID tex, double x, double y)
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{
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statusBar.DrawTexture(tex, (x, y), BaseStatusBar.DI_SCREEN_RIGHT_TOP, 1., (32, 32));
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}
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}
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extend struct Console
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{
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native static void MidPrint(Font fontname, string textlabel, bool bold = false);
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}
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extend struct Translation
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{
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Color colors[256];
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native int AddTranslation();
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native static bool SetPlayerTranslation(int group, int num, int plrnum, PlayerClass pclass);
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native static int GetID(Name transname);
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}
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// This is needed because Actor contains a field named 'translation' which shadows the above.
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struct Translate version("4.5")
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{
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static int MakeID(int group, int num)
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{
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return (group << 16) + num;
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}
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static bool SetPlayerTranslation(int group, int num, int plrnum, PlayerClass pclass)
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{
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return Translation.SetPlayerTranslation(group, num, plrnum, pclass);
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}
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static int GetID(Name transname)
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{
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return Translation.GetID(transname);
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}
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}
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struct DamageTypeDefinition native
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{
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native static bool IgnoreArmor(Name type);
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}
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extend struct CVar
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{
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native static CVar GetCVar(Name name, PlayerInfo player = null);
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}
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extend struct GameInfoStruct
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{
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// will be extended as needed.
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native Name backpacktype;
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native double Armor2Percent;
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native String ArmorIcon1;
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native String ArmorIcon2;
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native bool norandomplayerclass;
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native Array<Name> infoPages;
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native GIFont mStatscreenMapNameFont;
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native GIFont mStatscreenEnteringFont;
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native GIFont mStatscreenFinishedFont;
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native GIFont mStatscreenContentFont;
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native GIFont mStatscreenAuthorFont;
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native double gibfactor;
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native bool intermissioncounter;
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native Color defaultbloodcolor;
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native double telefogheight;
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native int defKickback;
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native int defaultdropstyle;
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native TextureID healthpic;
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native TextureID berserkpic;
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native double normforwardmove[2];
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native double normsidemove[2];
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}
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extend class Object
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{
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private native static Object BuiltinNewDoom(Class<Object> cls, int outerclass, int compatibility);
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private native static int BuiltinCallLineSpecial(int special, Actor activator, int arg1, int arg2, int arg3, int arg4, int arg5);
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// These really should be global functions...
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native static String G_SkillName();
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native static int G_SkillPropertyInt(int p);
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native static double G_SkillPropertyFloat(int p);
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deprecated("3.8", "Use Level.PickDeathMatchStart() instead") static vector3, int G_PickDeathmatchStart()
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{
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return level.PickDeathmatchStart();
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}
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deprecated("3.8", "Use Level.PickPlayerStart() instead") static vector3, int G_PickPlayerStart(int pnum, int flags = 0)
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{
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return level.PickPlayerStart(pnum, flags);
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}
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deprecated("4.3", "Use S_StartSound() instead") native static void S_Sound (Sound sound_id, int channel, float volume = 1, float attenuation = ATTN_NORM, float pitch = 0.0);
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native static void S_StartSound (Sound sound_id, int channel, int flags = 0, float volume = 1, float attenuation = ATTN_NORM, float pitch = 0.0, float startTime = 0.0);
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native static void S_PauseSound (bool notmusic, bool notsfx);
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native static void S_ResumeSound (bool notsfx);
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native static bool S_ChangeMusic(String music_name, int order = 0, bool looping = true, bool force = false);
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native static float S_GetLength(Sound sound_id);
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native static void MarkSound(Sound snd);
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native static uint BAM(double angle);
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native static void SetMusicVolume(float vol);
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}
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class Thinker : Object native play
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{
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enum EStatnums
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{
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// Thinkers that don't actually think
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STAT_INFO, // An info queue
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STAT_DECAL, // A decal
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STAT_AUTODECAL, // A decal that can be automatically deleted
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STAT_CORPSEPOINTER, // An entry in Hexen's corpse queue
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STAT_TRAVELLING, // An actor temporarily travelling to a new map
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STAT_STATIC,
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// Thinkers that do think
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STAT_FIRST_THINKING=32,
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STAT_SCROLLER=STAT_FIRST_THINKING, // A DScroller thinker
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STAT_PLAYER, // A player actor
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STAT_BOSSTARGET, // A boss brain target
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STAT_LIGHTNING, // The lightning thinker
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STAT_DECALTHINKER, // An object that thinks for a decal
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STAT_INVENTORY, // An inventory item
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STAT_LIGHT, // A sector light effect
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STAT_LIGHTTRANSFER, // A sector light transfer. These must be ticked after the light effects.
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STAT_EARTHQUAKE, // Earthquake actors
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STAT_MAPMARKER, // Map marker actors
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STAT_DLIGHT, // Dynamic lights
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STAT_USER = 70,
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STAT_USER_MAX = 90,
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STAT_DEFAULT = 100, // Thinkers go here unless specified otherwise.
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STAT_SECTOREFFECT, // All sector effects that cause floor and ceiling movement
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STAT_ACTORMOVER, // actor movers
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STAT_SCRIPTS, // The ACS thinker. This is to ensure that it can't tick before all actors called PostBeginPlay
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STAT_BOT, // Bot thinker
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MAX_STATNUM = 127
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}
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native LevelLocals Level;
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virtual native void Tick();
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virtual native void PostBeginPlay();
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native void ChangeStatNum(int stat);
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static clearscope int Tics2Seconds(int tics)
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{
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return int(tics / TICRATE);
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}
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}
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class ThinkerIterator : Object native
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{
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native static ThinkerIterator Create(class<Object> type = "Actor", int statnum=Thinker.MAX_STATNUM+1);
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native Thinker Next(bool exact = false);
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native void Reinit();
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}
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class ActorIterator : Object native
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{
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deprecated("3.8", "Use Level.CreateActorIterator() instead") static ActorIterator Create(int tid, class<Actor> type = "Actor")
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{
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return level.CreateActorIterator(tid, type);
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}
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native Actor Next();
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native void Reinit();
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}
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class BlockThingsIterator : Object native
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{
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native Actor thing;
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native Vector3 position;
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native int portalflags;
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native static BlockThingsIterator Create(Actor origin, double checkradius = -1, bool ignorerestricted = false);
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native static BlockThingsIterator CreateFromPos(double checkx, double checky, double checkz, double checkh, double checkradius, bool ignorerestricted);
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native bool Next();
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}
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class BlockLinesIterator : Object native
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{
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native Line CurLine;
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native Vector3 position;
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native int portalflags;
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native static BlockLinesIterator Create(Actor origin, double checkradius = -1);
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native static BlockLinesIterator CreateFromPos(Vector3 pos, double checkh, double checkradius, Sector sec = null);
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native bool Next();
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}
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enum ETraceStatus
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{
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TRACE_Stop, // stop the trace, returning this hit
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TRACE_Continue, // continue the trace, returning this hit if there are none further along
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TRACE_Skip, // continue the trace; do not return this hit
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TRACE_Abort // stop the trace, returning no hits
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}
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enum ETraceFlags
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{
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TRACE_NoSky = 0x0001, // Hitting the sky returns TRACE_HitNone
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//TRACE_PCross = 0x0002, // Trigger SPAC_PCROSS lines
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//TRACE_Impact = 0x0004, // Trigger SPAC_IMPACT lines
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TRACE_PortalRestrict = 0x0008, // Cannot go through portals without a static link offset.
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TRACE_ReportPortals = 0x0010, // Report any portal crossing to the TraceCallback
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//TRACE_3DCallback = 0x0020, // [ZZ] use TraceCallback to determine whether we need to go through a line to do 3D floor check, or not. without this, only line flag mask is used
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TRACE_HitSky = 0x0040 // Hitting the sky returns TRACE_HasHitSky
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}
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enum ETraceResult
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{
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TRACE_HitNone,
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TRACE_HitFloor,
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TRACE_HitCeiling,
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TRACE_HitWall,
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TRACE_HitActor,
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TRACE_CrossingPortal,
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TRACE_HasHitSky
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}
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enum ELineTier
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{
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TIER_Middle,
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TIER_Upper,
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TIER_Lower,
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TIER_FFloor
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}
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struct TraceResults native
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{
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native Sector HitSector; // originally called "Sector". cannot be named like this in ZScript.
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native TextureID HitTexture;
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native vector3 HitPos;
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native vector3 HitVector;
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native vector3 SrcFromTarget;
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native double SrcAngleFromTarget;
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native double Distance;
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native double Fraction;
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native Actor HitActor; // valid if hit an actor. // originally called "Actor".
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native Line HitLine; // valid if hit a line // originally called "Line".
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native uint8 Side;
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native uint8 Tier; // see Tracer.ELineTier
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native bool unlinked; // passed through a portal without static offset.
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native ETraceResult HitType;
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native F3DFloor ffloor;
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native Sector CrossedWater; // For Boom-style, Transfer_Heights-based deep water
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native vector3 CrossedWaterPos; // remember the position so that we can use it for spawning the splash
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native Sector Crossed3DWater; // For 3D floor-based deep water
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native vector3 Crossed3DWaterPos;
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}
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class LineTracer : Object native
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{
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native @TraceResults Results;
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native bool Trace(vector3 start, Sector sec, vector3 direction, double maxDist, ETraceFlags traceFlags);
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virtual ETraceStatus TraceCallback()
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{
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// Normally you would examine Results.HitType (for ETraceResult), and determine either:
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// - stop tracing and return the entity that was found (return TRACE_Stop)
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// - ignore some object, like noclip, e.g. only count solid walls and floors, and ignore actors (return TRACE_Skip)
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// - find last object of some type (return TRACE_Continue)
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// - stop tracing entirely and assume we found nothing (return TRACE_Abort)
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// TRACE_Abort and TRACE_Continue are of limited use in scripting.
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return TRACE_Stop; // default callback returns first hit, whatever it is.
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}
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}
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struct DropItem native
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{
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native readonly DropItem Next;
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native readonly name Name;
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native readonly int Probability;
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native readonly int Amount;
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}
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struct LevelLocals native
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{
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enum EUDMF
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{
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UDMF_Line,
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UDMF_Side,
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UDMF_Sector,
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//UDMF_Thing // not implemented
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};
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const CLUSTER_HUB = 0x00000001; // Cluster uses hub behavior
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native Array<@Sector> Sectors;
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native Array<@Line> Lines;
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native Array<@Side> Sides;
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native readonly Array<@Vertex> Vertexes;
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native internal Array<@SectorPortal> SectorPortals;
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native readonly int time;
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native readonly int maptime;
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native readonly int totaltime;
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native readonly int starttime;
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native readonly int partime;
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native readonly int sucktime;
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native readonly int cluster;
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native readonly int clusterflags;
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native readonly int levelnum;
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native readonly String LevelName;
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native readonly String MapName;
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native String NextMap;
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native String NextSecretMap;
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native readonly String F1Pic;
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native readonly int maptype;
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native readonly String AuthorName;
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native readonly String Music;
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native readonly int musicorder;
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native readonly TextureID skytexture1;
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native readonly TextureID skytexture2;
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native float skyspeed1;
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native float skyspeed2;
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native int total_secrets;
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native int found_secrets;
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native int total_items;
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native int found_items;
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native int total_monsters;
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native int killed_monsters;
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native play double gravity;
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native play double aircontrol;
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native play double airfriction;
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native play int airsupply;
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native readonly double teamdamage;
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native readonly bool noinventorybar;
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native readonly bool monsterstelefrag;
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native readonly bool actownspecial;
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native readonly bool sndseqtotalctrl;
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native bool allmap;
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native readonly bool missilesactivateimpact;
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native readonly bool monsterfallingdamage;
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native readonly bool checkswitchrange;
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native readonly bool polygrind;
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native readonly bool nomonsters;
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native readonly bool allowrespawn;
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deprecated("3.8", "Use Level.isFrozen() instead") native bool frozen;
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native readonly bool infinite_flight;
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native readonly bool no_dlg_freeze;
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native readonly bool keepfullinventory;
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native readonly bool removeitems;
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native readonly int fogdensity;
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native readonly int outsidefogdensity;
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native readonly int skyfog;
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native readonly float pixelstretch;
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native readonly float MusicVolume;
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native name deathsequence;
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native readonly int compatflags;
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native readonly int compatflags2;
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// level_info_t *info cannot be done yet.
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native String GetUDMFString(int type, int index, Name key);
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native int GetUDMFInt(int type, int index, Name key);
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native double GetUDMFFloat(int type, int index, Name key);
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native play int ExecuteSpecial(int special, Actor activator, line linedef, bool lineside, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0, int arg5 = 0);
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native void GiveSecret(Actor activator, bool printmsg = true, bool playsound = true);
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native void StartSlideshow(Name whichone = 'none');
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native static void MakeScreenShot();
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native static void MakeAutoSave();
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native void WorldDone();
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deprecated("3.8", "This function does nothing") static void RemoveAllBots(bool fromlist) { /* intentionally left as no-op. */ }
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native ui Vector2 GetAutomapPosition();
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native void SetInterMusic(String nextmap);
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native String FormatMapName(int mapnamecolor);
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native bool IsJumpingAllowed() const;
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native bool IsCrouchingAllowed() const;
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native bool IsFreelookAllowed() const;
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native void StartIntermission(Name type, int state) const;
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native play SpotState GetSpotState(bool create = true);
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native int FindUniqueTid(int start = 0, int limit = 0);
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native uint GetSkyboxPortal(Actor actor);
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native void ReplaceTextures(String from, String to, int flags);
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clearscope native HealthGroup FindHealthGroup(int id);
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native vector3, int PickDeathmatchStart();
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native vector3, int PickPlayerStart(int pnum, int flags = 0);
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native int isFrozen() const;
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native void setFrozen(bool on);
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native clearscope Sector PointInSector(Vector2 pt) const;
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native clearscope bool IsPointInLevel(vector3 p) const;
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deprecated("3.8", "Use Level.IsPointInLevel() instead") clearscope static bool IsPointInMap(vector3 p)
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{
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return level.IsPointInLevel(p);
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}
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native clearscope vector2 Vec2Diff(vector2 v1, vector2 v2) const;
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native clearscope vector3 Vec3Diff(vector3 v1, vector3 v2) const;
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native clearscope vector3 SphericalCoords(vector3 viewpoint, vector3 targetPos, vector2 viewAngles = (0, 0), bool absolute = false) const;
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native clearscope vector2 Vec2Offset(vector2 pos, vector2 dir, bool absolute = false) const;
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native clearscope vector3 Vec2OffsetZ(vector2 pos, vector2 dir, double atz, bool absolute = false) const;
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native clearscope vector3 Vec3Offset(vector3 pos, vector3 dir, bool absolute = false) const;
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native String GetChecksum() const;
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native void ChangeSky(TextureID sky1, TextureID sky2 );
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native SectorTagIterator CreateSectorTagIterator(int tag, line defline = null);
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native LineIdIterator CreateLineIdIterator(int tag);
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native ActorIterator CreateActorIterator(int tid, class<Actor> type = "Actor");
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String TimeFormatted(bool totals = false)
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{
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int sec = Thinker.Tics2Seconds(totals? totaltime : time);
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return String.Format("%02d:%02d:%02d", sec / 3600, (sec % 3600) / 60, sec % 60);
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}
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native play bool CreateCeiling(sector sec, int type, line ln, double speed, double speed2, double height = 0, int crush = -1, int silent = 0, int change = 0, int crushmode = 0 /*Floor.crushDoom*/);
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native play bool CreateFloor(sector sec, int floortype, line ln, double speed, double height = 0, int crush = -1, int change = 0, bool crushmode = false, bool hereticlower = false);
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native void ExitLevel(int position, bool keepFacing);
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native void SecretExitLevel(int position);
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native void ChangeLevel(string levelname, int position = 0, int flags = 0, int skill = -1);
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}
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// a few values of this need to be readable by the play code.
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// Most are handled at load time and are omitted here.
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struct DehInfo native
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{
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native readonly int MaxSoulsphere;
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native readonly uint8 ExplosionStyle;
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native readonly double ExplosionAlpha;
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native readonly int NoAutofreeze;
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native readonly int BFGCells;
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native readonly int BlueAC;
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native readonly int MaxHealth;
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}
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struct State native
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{
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native readonly State NextState;
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native readonly int sprite;
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native readonly int16 Tics;
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native readonly uint16 TicRange;
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native readonly uint8 Frame;
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native readonly uint8 UseFlags;
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native readonly int Misc1;
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native readonly int Misc2;
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native readonly uint16 bSlow;
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native readonly uint16 bFast;
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native readonly bool bFullbright;
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native readonly bool bNoDelay;
|
|
native readonly bool bSameFrame;
|
|
native readonly bool bCanRaise;
|
|
native readonly bool bDehacked;
|
|
|
|
native int DistanceTo(state other);
|
|
native bool ValidateSpriteFrame();
|
|
native TextureID, bool, Vector2 GetSpriteTexture(int rotation, int skin = 0, Vector2 scale = (0,0));
|
|
native bool InStateSequence(State base);
|
|
}
|
|
|
|
struct TerrainDef native
|
|
{
|
|
native Name TerrainName;
|
|
native int Splash;
|
|
native int DamageAmount;
|
|
native Name DamageMOD;
|
|
native int DamageTimeMask;
|
|
native double FootClip;
|
|
native float StepVolume;
|
|
native int WalkStepTics;
|
|
native int RunStepTics;
|
|
native Sound LeftStepSound;
|
|
native Sound RightStepSound;
|
|
native bool IsLiquid;
|
|
native bool AllowProtection;
|
|
native bool DamageOnLand;
|
|
native double Friction;
|
|
native double MoveFactor;
|
|
};
|
|
|
|
enum EPickStart
|
|
{
|
|
PPS_FORCERANDOM = 1,
|
|
PPS_NOBLOCKINGCHECK = 2,
|
|
}
|
|
|
|
|
|
class SectorEffect : Thinker native
|
|
{
|
|
native protected Sector m_Sector;
|
|
|
|
native Sector GetSector();
|
|
}
|
|
|
|
class Mover : SectorEffect native
|
|
{}
|
|
|
|
class MovingFloor : Mover native
|
|
{}
|
|
|
|
class MovingCeiling : Mover native
|
|
{}
|
|
|
|
class Floor : MovingFloor native
|
|
{
|
|
// only here so that some constants and functions can be added. Not directly usable yet.
|
|
enum EFloor
|
|
{
|
|
floorLowerToLowest,
|
|
floorLowerToNearest,
|
|
floorLowerToHighest,
|
|
floorLowerByValue,
|
|
floorRaiseByValue,
|
|
floorRaiseToHighest,
|
|
floorRaiseToNearest,
|
|
floorRaiseAndCrush,
|
|
floorRaiseAndCrushDoom,
|
|
floorCrushStop,
|
|
floorLowerInstant,
|
|
floorRaiseInstant,
|
|
floorMoveToValue,
|
|
floorRaiseToLowestCeiling,
|
|
floorRaiseByTexture,
|
|
|
|
floorLowerAndChange,
|
|
floorRaiseAndChange,
|
|
|
|
floorRaiseToLowest,
|
|
floorRaiseToCeiling,
|
|
floorLowerToLowestCeiling,
|
|
floorLowerByTexture,
|
|
floorLowerToCeiling,
|
|
|
|
donutRaise,
|
|
|
|
buildStair,
|
|
waitStair,
|
|
resetStair,
|
|
|
|
// Not to be used as parameters to DoFloor()
|
|
genFloorChg0,
|
|
genFloorChgT,
|
|
genFloorChg
|
|
};
|
|
|
|
deprecated("3.8", "Use Level.CreateFloor() instead") static bool CreateFloor(sector sec, int floortype, line ln, double speed, double height = 0, int crush = -1, int change = 0, bool crushmode = false, bool hereticlower = false)
|
|
{
|
|
return level.CreateFloor(sec, floortype, ln, speed, height, crush, change, crushmode, hereticlower);
|
|
}
|
|
}
|
|
|
|
class Ceiling : MovingCeiling native
|
|
{
|
|
enum ECeiling
|
|
{
|
|
ceilLowerByValue,
|
|
ceilRaiseByValue,
|
|
ceilMoveToValue,
|
|
ceilLowerToHighestFloor,
|
|
ceilLowerInstant,
|
|
ceilRaiseInstant,
|
|
ceilCrushAndRaise,
|
|
ceilLowerAndCrush,
|
|
ceil_placeholder,
|
|
ceilCrushRaiseAndStay,
|
|
ceilRaiseToNearest,
|
|
ceilLowerToLowest,
|
|
ceilLowerToFloor,
|
|
|
|
// The following are only used by Generic_Ceiling
|
|
ceilRaiseToHighest,
|
|
ceilLowerToHighest,
|
|
ceilRaiseToLowest,
|
|
ceilLowerToNearest,
|
|
ceilRaiseToHighestFloor,
|
|
ceilRaiseToFloor,
|
|
ceilRaiseByTexture,
|
|
ceilLowerByTexture,
|
|
|
|
genCeilingChg0,
|
|
genCeilingChgT,
|
|
genCeilingChg
|
|
}
|
|
|
|
enum ECrushMode
|
|
{
|
|
crushDoom = 0,
|
|
crushHexen = 1,
|
|
crushSlowdown = 2
|
|
}
|
|
|
|
deprecated("3.8", "Use Level.CreateCeiling() instead") static bool CreateCeiling(sector sec, int type, line ln, double speed, double speed2, double height = 0, int crush = -1, int silent = 0, int change = 0, int crushmode = crushDoom)
|
|
{
|
|
return level.CreateCeiling(sec, type, ln, speed, speed2, height, crush, silent, change, crushmode);
|
|
}
|
|
|
|
}
|
|
|
|
struct LookExParams
|
|
{
|
|
double Fov;
|
|
double minDist;
|
|
double maxDist;
|
|
double maxHeardist;
|
|
int flags;
|
|
State seestate;
|
|
};
|
|
|
|
class Lighting : SectorEffect native
|
|
{
|
|
}
|
|
|
|
struct Shader native
|
|
{
|
|
native clearscope static void SetEnabled(PlayerInfo player, string shaderName, bool enable);
|
|
native clearscope static void SetUniform1f(PlayerInfo player, string shaderName, string uniformName, float value);
|
|
native clearscope static void SetUniform2f(PlayerInfo player, string shaderName, string uniformName, vector2 value);
|
|
native clearscope static void SetUniform3f(PlayerInfo player, string shaderName, string uniformName, vector3 value);
|
|
native clearscope static void SetUniform1i(PlayerInfo player, string shaderName, string uniformName, int value);
|
|
}
|
|
|
|
struct FRailParams
|
|
{
|
|
native int damage;
|
|
native double offset_xy;
|
|
native double offset_z;
|
|
native int color1, color2;
|
|
native double maxdiff;
|
|
native int flags;
|
|
native Class<Actor> puff;
|
|
native double angleoffset;
|
|
native double pitchoffset;
|
|
native double distance;
|
|
native int duration;
|
|
native double sparsity;
|
|
native double drift;
|
|
native Class<Actor> spawnclass;
|
|
native int SpiralOffset;
|
|
native int limit;
|
|
}; // [RH] Shoot a railgun
|
|
|