mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-15 06:41:27 +00:00
617 lines
20 KiB
Text
617 lines
20 KiB
Text
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struct SectorPortal native play
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{
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enum EType
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{
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TYPE_SKYVIEWPOINT = 0, // a regular skybox
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TYPE_STACKEDSECTORTHING, // stacked sectors with the thing method
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TYPE_PORTAL, // stacked sectors with Sector_SetPortal
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TYPE_LINKEDPORTAL, // linked portal (interactive)
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TYPE_PLANE, // EE-style plane portal (not implemented in SW renderer)
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TYPE_HORIZON, // EE-style horizon portal (not implemented in SW renderer)
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};
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enum EFlags
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{
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FLAG_SKYFLATONLY = 1, // portal is only active on skyflatnum
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FLAG_INSKYBOX = 2, // to avoid recursion
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};
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native int mType;
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native int mFlags;
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native uint mPartner;
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native int mPlane;
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native Sector mOrigin;
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native Sector mDestination;
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native Vector2 mDisplacement;
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native double mPlaneZ;
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native Actor mSkybox;
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};
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struct Vertex native play
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{
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native readonly Vector2 p;
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native clearscope int Index();
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}
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struct Side native play
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{
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enum ETexpart
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{
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top=0,
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mid=1,
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bottom=2
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};
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enum EColorPos
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{
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walltop = 0,
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wallbottom = 1
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}
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enum EWallFlags
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{
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WALLF_ABSLIGHTING = 1, // Light is absolute instead of relative
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WALLF_NOAUTODECALS = 2, // Do not attach impact decals to this wall
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WALLF_NOFAKECONTRAST = 4, // Don't do fake contrast for this wall in side_t::GetLightLevel
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WALLF_SMOOTHLIGHTING = 8, // Similar to autocontrast but applies to all angles.
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WALLF_CLIP_MIDTEX = 16, // Like the line counterpart, but only for this side.
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WALLF_WRAP_MIDTEX = 32, // Like the line counterpart, but only for this side.
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WALLF_POLYOBJ = 64, // This wall belongs to a polyobject.
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WALLF_LIGHT_FOG = 128, // This wall's Light is used even in fog.
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};
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enum EPartFlags
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{
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NoGradient = 1,
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FlipGradient = 2,
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ClampGradient = 4,
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UseOwnSpecialColors = 8,
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UseOwnAdditiveColor = 16,
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};
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native readonly Sector sector; // Sector the SideDef is facing.
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//DBaseDecal* AttachedDecals; // [RH] Decals bound to the wall
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native readonly Line linedef;
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native int16 Light;
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native uint16 Flags;
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native TextureID GetTexture(int which);
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native void SetTexture(int which, TextureID tex);
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native void SetTextureXOffset(int which, double offset);
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native double GetTextureXOffset(int which);
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native void AddTextureXOffset(int which, double delta);
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native void SetTextureYOffset(int which, double offset);
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native double GetTextureYOffset(int which);
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native void AddTextureYOffset(int which, double delta);
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native void SetTextureXScale(int which, double scale);
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native double GetTextureXScale(int which);
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native void MultiplyTextureXScale(int which, double delta);
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native void SetTextureYScale(int which, double scale);
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native double GetTextureYScale(int which);
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native void MultiplyTextureYScale(int which, double delta);
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native int GetTextureFlags(int tier);
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native void ChangeTextureFlags(int tier, int And, int Or);
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native void SetSpecialColor(int tier, int position, Color scolor, bool useowncolor = true);
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native Color GetAdditiveColor(int tier);
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native void SetAdditiveColor(int tier, Color color);
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native void EnableAdditiveColor(int tier, bool enable);
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native void SetColorization(int tier, Name cname);
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//native DInterpolation *SetInterpolation(int position);
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//native void StopInterpolation(int position);
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native clearscope Vertex V1();
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native clearscope Vertex V2();
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native clearscope int Index();
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int GetUDMFInt(Name nm)
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{
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return Level.GetUDMFInt(LevelLocals.UDMF_Side, Index(), nm);
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}
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double GetUDMFFloat(Name nm)
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{
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return Level.GetUDMFFloat(LevelLocals.UDMF_Side, Index(), nm);
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}
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String GetUDMFString(Name nm)
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{
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return Level.GetUDMFString(LevelLocals.UDMF_Side, Index(), nm);
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}
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};
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struct Line native play
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{
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enum ESide
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{
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front=0,
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back=1
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}
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enum ELineFlags
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{
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ML_BLOCKING =0x00000001, // solid, is an obstacle
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ML_BLOCKMONSTERS =0x00000002, // blocks monsters only
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ML_TWOSIDED =0x00000004, // backside will not be present at all if not two sided
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ML_DONTPEGTOP = 0x00000008, // upper texture unpegged
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ML_DONTPEGBOTTOM = 0x00000010, // lower texture unpegged
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ML_SECRET = 0x00000020, // don't map as two sided: IT'S A SECRET!
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ML_SOUNDBLOCK = 0x00000040, // don't let sound cross two of these
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ML_DONTDRAW = 0x00000080, // don't draw on the automap
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ML_MAPPED = 0x00000100, // set if already drawn in automap
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ML_REPEAT_SPECIAL = 0x00000200, // special is repeatable
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ML_ADDTRANS = 0x00000400, // additive translucency (can only be set internally)
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// Extended flags
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ML_MONSTERSCANACTIVATE = 0x00002000, // [RH] Monsters (as well as players) can activate the line
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ML_BLOCK_PLAYERS = 0x00004000,
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ML_BLOCKEVERYTHING = 0x00008000, // [RH] Line blocks everything
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ML_ZONEBOUNDARY = 0x00010000,
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ML_RAILING = 0x00020000,
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ML_BLOCK_FLOATERS = 0x00040000,
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ML_CLIP_MIDTEX = 0x00080000, // Automatic for every Strife line
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ML_WRAP_MIDTEX = 0x00100000,
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ML_3DMIDTEX = 0x00200000,
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ML_CHECKSWITCHRANGE = 0x00400000,
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ML_FIRSTSIDEONLY = 0x00800000, // activated only when crossed from front side
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ML_BLOCKPROJECTILE = 0x01000000,
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ML_BLOCKUSE = 0x02000000, // blocks all use actions through this line
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ML_BLOCKSIGHT = 0x04000000, // blocks monster line of sight
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ML_BLOCKHITSCAN = 0x08000000, // blocks hitscan attacks
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ML_3DMIDTEX_IMPASS = 0x10000000, // [TP] if 3D midtex, behaves like a height-restricted ML_BLOCKING
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};
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native readonly vertex v1, v2; // vertices, from v1 to v2
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native readonly Vector2 delta; // precalculated v2 - v1 for side checking
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native uint flags;
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native uint activation; // activation type
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native int special;
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native int args[5]; // <--- hexen-style arguments (expanded to ZDoom's full width)
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native double alpha; // <--- translucency (0=invisible, 1.0=opaque)
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native readonly Side sidedef[2];
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native readonly double bbox[4]; // bounding box, for the extent of the LineDef.
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native readonly Sector frontsector, backsector;
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native int validcount; // if == validcount, already checked
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native int locknumber; // [Dusk] lock number for special
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native readonly uint portalindex;
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native readonly uint portaltransferred;
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native readonly int health;
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native readonly int healthgroup;
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native bool isLinePortal();
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native bool isVisualPortal();
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native Line getPortalDestination();
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native int getPortalAlignment();
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native clearscope int Index();
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native bool Activate(Actor activator, int side, int type);
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native bool RemoteActivate(Actor activator, int side, int type, Vector3 pos);
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int GetUDMFInt(Name nm)
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{
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return Level.GetUDMFInt(LevelLocals.UDMF_Line, Index(), nm);
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}
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double GetUDMFFloat(Name nm)
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{
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return Level.GetUDMFFloat(LevelLocals.UDMF_Line, Index(), nm);
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}
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String GetUDMFString(Name nm)
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{
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return Level.GetUDMFString(LevelLocals.UDMF_Line, Index(), nm);
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}
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native clearscope int GetHealth();
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native void SetHealth(int newhealth);
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}
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struct SecPlane native play
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{
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native Vector3 Normal;
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native double D;
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native double negiC;
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native bool isSlope() const;
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native int PointOnSide(Vector3 pos) const;
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native clearscope double ZatPoint (Vector2 v) const;
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native double ZatPointDist(Vector2 v, double dist) const;
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native bool isEqual(Secplane other) const;
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native void ChangeHeight(double hdiff);
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native double GetChangedHeight(double hdiff) const;
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native double HeightDiff(double oldd, double newd = 1e37) const;
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native double PointToDist(Vector2 xy, double z) const;
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}
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struct F3DFloor native play
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{
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enum EF3DFloorFlags
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{
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FF_EXISTS = 0x1, //MAKE SURE IT'S VALID
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FF_SOLID = 0x2, //Does it clip things?
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FF_RENDERSIDES = 0x4, //Render the sides?
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FF_RENDERPLANES = 0x8, //Render the floor/ceiling?
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FF_RENDERALL = 0xC, //Render everything?
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FF_SWIMMABLE = 0x10, //Can we swim?
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FF_NOSHADE = 0x20, //Does it mess with the lighting?
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FF_BOTHPLANES = 0x200, //Render both planes all the time?
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FF_TRANSLUCENT = 0x800, //See through!
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FF_FOG = 0x1000, //Fog "brush"?
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FF_INVERTPLANES = 0x2000, //Reverse the plane visibility rules?
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FF_ALLSIDES = 0x4000, //Render inside and outside sides?
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FF_INVERTSIDES = 0x8000, //Only render inside sides?
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FF_DOUBLESHADOW = 0x10000,//Make two lightlist entries to reset light?
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FF_UPPERTEXTURE = 0x20000,
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FF_LOWERTEXTURE = 0x40000,
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FF_THINFLOOR = 0x80000, // EDGE
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FF_SCROLLY = 0x100000, // old leftover definition
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FF_NODAMAGE = 0x100000, // no damage transfers
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FF_FIX = 0x200000, // use floor of model sector as floor and floor of real sector as ceiling
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FF_INVERTSECTOR = 0x400000, // swap meaning of sector planes
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FF_DYNAMIC = 0x800000, // created by partitioning another 3D-floor due to overlap
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FF_CLIPPED = 0x1000000, // split into several dynamic ffloors
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FF_SEETHROUGH = 0x2000000,
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FF_SHOOTTHROUGH = 0x4000000,
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FF_FADEWALLS = 0x8000000, // Applies real fog to walls and doesn't blend the view
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FF_ADDITIVETRANS = 0x10000000, // Render this floor with additive translucency
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FF_FLOOD = 0x20000000, // extends towards the next lowest flooding or solid 3D floor or the bottom of the sector
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FF_THISINSIDE = 0x40000000, // hack for software 3D with FF_BOTHPLANES
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FF_RESET = 0x80000000, // light effect is completely reset, once interrupted
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};
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native readonly secplane bottom;
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native readonly secplane top;
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native readonly uint flags;
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native readonly Line master;
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native readonly Sector model;
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native readonly Sector target;
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native readonly int alpha;
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native TextureID GetTexture(int pos);
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}
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// This encapsulates all info Doom's original 'special' field contained - for saving and transferring.
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struct SecSpecial play
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{
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Name damagetype;
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int damageamount;
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short special;
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short damageinterval;
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short leakydamage;
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int Flags;
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}
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struct FColormap
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{
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Color LightColor;
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Color FadeColor;
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uint8 Desaturation;
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uint8 BlendFactor;
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uint16 FogDensity;
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}
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struct Sector native play
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{
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native readonly FColormap ColorMap;
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native readonly Color SpecialColors[5];
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native readonly Color AdditiveColors[5];
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native Actor SoundTarget;
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native int16 special;
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native int16 lightlevel;
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native int16 seqType;
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native int sky;
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native Name SeqName;
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native readonly Vector2 centerspot;
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native int validcount;
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native Actor thinglist;
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native double friction, movefactor;
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native int terrainnum[2];
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// thinker_t for reversable actions
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native SectorEffect floordata;
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native SectorEffect ceilingdata;
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native SectorEffect lightingdata;
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enum EPlane
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{
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floor,
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ceiling,
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// only used for specialcolors array
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walltop,
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wallbottom,
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sprites
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};
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enum EInterpolationType
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{
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CeilingMove,
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FloorMove,
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CeilingScroll,
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FloorScroll
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};
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//Interpolation interpolations[4];
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native uint8 soundtraversed;
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native int8 stairlock;
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native int prevsec;
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native int nextsec;
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native readonly Array<Line> lines;
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native readonly @secplane floorplane;
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native readonly @secplane ceilingplane;
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native readonly Sector heightsec;
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native uint bottommap, midmap, topmap;
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//struct msecnode_t *touching_thinglist;
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//struct msecnode_t *sectorportal_thinglist;
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native double gravity;
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native Name damagetype;
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native int damageamount;
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native int16 damageinterval;
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native int16 leakydamage;
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native readonly uint16 ZoneNumber;
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native readonly int healthceiling;
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native readonly int healthfloor;
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native readonly int healthceilinggroup;
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native readonly int healthfloorgroup;
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enum ESectorMoreFlags
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{
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SECMF_FAKEFLOORONLY = 2, // when used as heightsec in R_FakeFlat, only copies floor
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SECMF_CLIPFAKEPLANES = 4, // as a heightsec, clip planes to target sector's planes
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SECMF_NOFAKELIGHT = 8, // heightsec does not change lighting
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SECMF_IGNOREHEIGHTSEC= 16, // heightsec is only for triggering sector actions
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SECMF_UNDERWATER = 32, // sector is underwater
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SECMF_FORCEDUNDERWATER= 64, // sector is forced to be underwater
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SECMF_UNDERWATERMASK = 32+64,
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SECMF_DRAWN = 128, // sector has been drawn at least once
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SECMF_HIDDEN = 256, // Do not draw on textured automap
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}
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native uint16 MoreFlags;
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enum ESectorFlags
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{
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SECF_SILENT = 1, // actors in sector make no noise
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SECF_NOFALLINGDAMAGE= 2, // No falling damage in this sector
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SECF_FLOORDROP = 4, // all actors standing on this floor will remain on it when it lowers very fast.
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SECF_NORESPAWN = 8, // players can not respawn in this sector
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SECF_FRICTION = 16, // sector has friction enabled
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SECF_PUSH = 32, // pushers enabled
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SECF_SILENTMOVE = 64, // Sector movement makes mo sound (Eternity got this so this may be useful for an extended cross-port standard.)
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SECF_DMGTERRAINFX = 128, // spawns terrain splash when inflicting damage
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SECF_ENDGODMODE = 256, // getting damaged by this sector ends god mode
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SECF_ENDLEVEL = 512, // ends level when health goes below 10
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SECF_HAZARD = 1024, // Change to Strife's delayed damage handling.
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SECF_NOATTACK = 2048, // monsters cannot start attacks in this sector.
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SECF_WASSECRET = 1 << 30, // a secret that was discovered
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SECF_SECRET = 1 << 31, // a secret sector
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SECF_DAMAGEFLAGS = SECF_ENDGODMODE|SECF_ENDLEVEL|SECF_DMGTERRAINFX|SECF_HAZARD,
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SECF_NOMODIFY = SECF_SECRET|SECF_WASSECRET, // not modifiable by Sector_ChangeFlags
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SECF_SPECIALFLAGS = SECF_DAMAGEFLAGS|SECF_FRICTION|SECF_PUSH, // these flags originate from 'special and must be transferrable by floor thinkers
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}
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enum EMoveResult
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{
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MOVE_OK,
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MOVE_CRUSHED,
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MOVE_PASTDEST
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};
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native uint Flags;
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native SectorAction SecActTarget;
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native internal uint Portals[2];
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native readonly int PortalGroup;
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native readonly int sectornum;
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native clearscope int Index();
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native double, Sector, F3DFloor NextHighestCeilingAt(double x, double y, double bottomz, double topz, int flags = 0);
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native double, Sector, F3DFloor NextLowestFloorAt(double x, double y, double z, int flags = 0, double steph = 0);
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native F3DFloor Get3DFloor(int index);
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native int Get3DFloorCount();
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native Sector GetAttached(int index);
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native int GetAttachedCount();
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native void RemoveForceField();
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deprecated("3.8", "Use Level.PointInSector instead") static clearscope Sector PointInSector(Vector2 pt)
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{
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return level.PointInSector(pt);
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}
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native bool PlaneMoving(int pos);
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native int GetFloorLight();
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native int GetCeilingLight();
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native Sector GetHeightSec();
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native void TransferSpecial(Sector model);
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native void GetSpecial(out SecSpecial spec);
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native void SetSpecial( SecSpecial spec);
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native int GetTerrain(int pos);
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native void CheckPortalPlane(int plane);
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native double, Sector HighestCeilingAt(Vector2 a);
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native double, Sector LowestFloorAt(Vector2 a);
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native double, double GetFriction(int plane);
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native void SetXOffset(int pos, double o);
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native void AddXOffset(int pos, double o);
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native double GetXOffset(int pos);
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native void SetYOffset(int pos, double o);
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native void AddYOffset(int pos, double o);
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native double GetYOffset(int pos, bool addbase = true);
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native void SetXScale(int pos, double o);
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native double GetXScale(int pos);
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native void SetYScale(int pos, double o);
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native double GetYScale(int pos);
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native void SetAngle(int pos, double o);
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native double GetAngle(int pos, bool addbase = true);
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native void SetBase(int pos, double y, double o);
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native void SetAlpha(int pos, double o);
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native double GetAlpha(int pos);
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native int GetFlags(int pos);
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native int GetVisFlags(int pos);
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native void ChangeFlags(int pos, int And, int Or);
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native int GetPlaneLight(int pos);
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native void SetPlaneLight(int pos, int level);
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native void SetColor(color c, int desat = 0);
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native void SetFade(color c);
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native void SetFogDensity(int dens);
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native double GetGlowHeight(int pos);
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native color GetGlowColor(int pos);
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native void SetGlowHeight(int pos, double height);
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native void SetGlowColor(int pos, color color);
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native void SetSpecialColor(int pos, color color);
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native void SetAdditiveColor(int pos, Color color);
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native void SetColorization(int tier, Name cname);
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native TextureID GetTexture(int pos);
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native void SetTexture(int pos, TextureID tex, bool floorclip = true);
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native double GetPlaneTexZ(int pos);
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native void SetPlaneTexZ(int pos, double val, bool dirtify = false); // This mainly gets used by init code. The only place where it must set the vertex to dirty is the interpolation code.
|
|
native void ChangeLightLevel(int newval);
|
|
native void SetLightLevel(int newval);
|
|
native int GetLightLevel();
|
|
native void AdjustFloorClip();
|
|
native bool IsLinked(Sector other, bool ceiling);
|
|
|
|
native bool PortalBlocksView(int plane);
|
|
native bool PortalBlocksSight(int plane);
|
|
native bool PortalBlocksMovement(int plane);
|
|
native bool PortalBlocksSound(int plane);
|
|
native bool PortalIsLinked(int plane);
|
|
native void ClearPortal(int plane);
|
|
native double GetPortalPlaneZ(int plane);
|
|
native Vector2 GetPortalDisplacement(int plane);
|
|
native int GetPortalType(int plane);
|
|
native int GetOppositePortalGroup(int plane);
|
|
native double CenterFloor();
|
|
native double CenterCeiling();
|
|
|
|
native int MoveFloor(double speed, double dest, int crush, int direction, bool hexencrush, bool instant = false);
|
|
native int MoveCeiling(double speed, double dest, int crush, int direction, bool hexencrush);
|
|
|
|
native Sector NextSpecialSector(int type, Sector prev);
|
|
native double, Vertex FindLowestFloorSurrounding();
|
|
native double, Vertex FindHighestFloorSurrounding();
|
|
native double, Vertex FindNextHighestFloor();
|
|
native double, Vertex FindNextLowestFloor();
|
|
native double, Vertex FindLowestCeilingSurrounding();
|
|
native double, Vertex FindHighestCeilingSurrounding();
|
|
native double, Vertex FindNextLowestCeiling();
|
|
native double, Vertex FindNextHighestCeiling();
|
|
|
|
native double FindShortestTextureAround();
|
|
native double FindShortestUpperAround();
|
|
native Sector FindModelFloorSector(double floordestheight);
|
|
native Sector FindModelCeilingSector(double floordestheight);
|
|
native int FindMinSurroundingLight(int max);
|
|
native double, Vertex FindLowestCeilingPoint();
|
|
native double, Vertex FindHighestFloorPoint();
|
|
|
|
native void SetEnvironment(String env);
|
|
native void SetEnvironmentID(int envnum);
|
|
|
|
native SeqNode StartSoundSequenceID (int chan, int sequence, int type, int modenum, bool nostop = false);
|
|
native SeqNode StartSoundSequence (int chan, Name seqname, int modenum);
|
|
native SeqNode CheckSoundSequence (int chan);
|
|
native void StopSoundSequence(int chan);
|
|
native bool IsMakingLoopingSound ();
|
|
|
|
bool isSecret()
|
|
{
|
|
return !!(Flags & SECF_SECRET);
|
|
}
|
|
|
|
bool wasSecret()
|
|
{
|
|
return !!(Flags & SECF_WASSECRET);
|
|
}
|
|
|
|
void ClearSecret()
|
|
{
|
|
Flags &= ~SECF_SECRET;
|
|
}
|
|
|
|
int GetUDMFInt(Name nm)
|
|
{
|
|
return Level.GetUDMFInt(LevelLocals.UDMF_Sector, Index(), nm);
|
|
}
|
|
double GetUDMFFloat(Name nm)
|
|
{
|
|
return Level.GetUDMFFloat(LevelLocals.UDMF_Sector, Index(), nm);
|
|
}
|
|
String GetUDMFString(Name nm)
|
|
{
|
|
return Level.GetUDMFString(LevelLocals.UDMF_Sector, Index(), nm);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
bool TriggerSectorActions(Actor thing, int activation)
|
|
{
|
|
let act = SecActTarget;
|
|
bool res = false;
|
|
|
|
while (act != null)
|
|
{
|
|
Actor next = act.tracer;
|
|
|
|
if (act.TriggerAction(thing, activation))
|
|
{
|
|
if (act.bStandStill)
|
|
{
|
|
act.Destroy();
|
|
}
|
|
res = true;
|
|
}
|
|
act = SectorAction(next);
|
|
}
|
|
return res;
|
|
}
|
|
|
|
|
|
native clearscope int GetHealth(SectorPart part);
|
|
native void SetHealth(SectorPart part, int newhealth);
|
|
}
|
|
|
|
class SectorTagIterator : Object native
|
|
{
|
|
deprecated("3.8", "Use Level.CreateSectorTagIterator() instead") static SectorTagIterator Create(int tag, line defline = null)
|
|
{
|
|
return level.CreateSectorTagIterator(tag, defline);
|
|
}
|
|
native int Next();
|
|
native int NextCompat(bool compat, int secnum);
|
|
}
|
|
|
|
class LineIdIterator : Object native
|
|
{
|
|
deprecated("3.8", "Use Level.CreateLineIdIterator() instead") static LineIdIterator Create(int tag)
|
|
{
|
|
return level.CreateLineIdIterator(tag);
|
|
}
|
|
native int Next();
|
|
}
|