mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-19 10:51:26 +00:00
ea4f160e35
to specific damage types. - Changed Dehacked parser to use the DECORATE symbol tables for code pointers instead of creating its own ones. - Removed the HandleNoSector hack and changed A_Look so that it uses the sector's sound target for actors with MF_NOSECTOR regardless of compatibility settings. - Moved initialization of weapon slots after the actor initialization. With default weapons exported to DECORATE it can't be done earlier. - Converted Doom weapons to DECORATE. - Changed backpack definition so that Doom's backpack is no longer the base class that implements its functionality. Now there is an abstract base class all backpack-like items derive from. Also moved the actual definition of Doom's backpack to DECORATE. SVN r519 (trunk)
45 lines
861 B
C++
45 lines
861 B
C++
#ifndef __A_DOOMGLOBAL_H__
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#define __A_DOOMGLOBAL_H__
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#include "dobject.h"
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#include "info.h"
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#include "d_player.h"
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class ABossBrain : public AActor
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{
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DECLARE_ACTOR (ABossBrain, AActor)
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};
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class AScriptedMarine : public AActor
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{
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DECLARE_ACTOR (AScriptedMarine, AActor)
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public:
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enum EMarineWeapon
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{
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WEAPON_Dummy,
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WEAPON_Fist,
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WEAPON_BerserkFist,
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WEAPON_Chainsaw,
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WEAPON_Pistol,
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WEAPON_Shotgun,
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WEAPON_SuperShotgun,
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WEAPON_Chaingun,
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WEAPON_RocketLauncher,
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WEAPON_PlasmaRifle,
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WEAPON_Railgun,
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WEAPON_BFG
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};
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void Activate (AActor *activator);
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void Deactivate (AActor *activator);
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void BeginPlay ();
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void Tick ();
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void SetWeapon (EMarineWeapon);
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void SetSprite (const PClass *source);
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void Serialize (FArchive &arc);
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protected:
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int SpriteOverride;
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};
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#endif //__A_DOOMGLOBAL_H__
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