gzdoom-gles/wadsrc/static/zscript/compatibility.zs

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// This file contains compatibility wrappers for DECORATE functions with bad parameters or other things that were refactored since the first release.
extend class Object
{
deprecated("2.4", "Use gameinfo.gametype instead") static int GameType()
{
return gameinfo.gametype;
}
deprecated("2.4", "Use Console.MidPrint() instead") static void C_MidPrint(string fontname, string textlabel, bool bold = false)
{
let f = Font.GetFont(fontname);
if (f == null) return;
Console.MidPrint(f, textlabel, bold);
}
}
extend class Actor
{
//==========================================================================
//
// CheckClass
//
// NON-ACTION function to check a pointer's class.
// deprecated because functionality is directly accessible.
//
//==========================================================================
deprecated("3.7", "Use GetClass(), type cast, or 'is' operator instead") bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false)
{
let check = GetPointer(ptr_select);
if (check == null || checkclass == null)
{
return false;
}
else if (match_superclass)
{
return check is checkclass;
}
else
{
return check.GetClass() == checkclass;
}
}
//==========================================================================
//
// GetDistance
//
// NON-ACTION function to get the distance in double.
// deprecated because it requires AAPTR to work.
//
//==========================================================================
deprecated("3.7", "Use Actor.Distance2D() or Actor.Distance3D() instead") double GetDistance(bool checkz, int ptr = AAPTR_TARGET) const
{
let target = GetPointer(ptr);
if (!target || target == self)
{
return 0;
}
else
{
let diff = Vec3To(target);
if (checkz)
diff.Z += (target.Height - self.Height) / 2;
else
diff.Z = 0.;
return diff.Length();
}
}
//==========================================================================
//
// GetAngle
//
// NON-ACTION function to get the angle in degrees (normalized to -180..180)
// deprecated because it requires AAPTR to work.
//
//==========================================================================
deprecated("3.7", "Use Actor.AngleTo() instead") double GetAngle(int flags, int ptr = AAPTR_TARGET)
{
let target = GetPointer(ptr);
if (!target || target == self)
{
return 0;
}
else
{
let angto = (flags & GAF_SWITCH) ? target.AngleTo(self) : self.AngleTo(target);
let yaw = (flags & GAF_SWITCH) ? target.Angle : self.Angle;
if (flags & GAF_RELATIVE) angto = deltaangle(yaw, angto);
return angto;
}
}
//==========================================================================
//
// GetSpriteAngle
//
// NON-ACTION function returns the sprite angle of a pointer.
// deprecated because direct access to the data is now possible.
//
//==========================================================================
deprecated("3.7", "Use Actor.SpriteAngle instead") double GetSpriteAngle(int ptr = AAPTR_DEFAULT)
{
let target = GetPointer(ptr);
return target? target.SpriteAngle : 0;
}
//==========================================================================
//
// GetSpriteRotation
//
// NON-ACTION function returns the sprite rotation of a pointer.
// deprecated because direct access to the data is now possible.
//
//==========================================================================
deprecated("3.7", "Use Actor.SpriteRotation instead") double GetSpriteRotation(int ptr = AAPTR_DEFAULT)
{
let target = GetPointer(ptr);
return target? target.SpriteRotation : 0;
}
deprecated("2.3", "Use A_SpawnProjectile() instead") void A_CustomMissile(class<Actor> missiletype, double spawnheight = 32, double spawnofs_xy = 0, double angle = 0, int flags = 0, double pitch = 0, int ptr = AAPTR_TARGET)
{
A_SpawnProjectile(missiletype, spawnheight, spawnofs_xy, angle, flags|CMF_BADPITCH, pitch, ptr);
}
}
extend class StateProvider
{
deprecated("2.3", "Use A_FireProjectile() instead") action void A_FireCustomMissile(class<Actor> missiletype, double angle = 0, bool useammo = true, double spawnofs_xy = 0, double spawnheight = 0, int flags = 0, double pitch = 0)
{
A_FireProjectile(missiletype, angle, useammo, spawnofs_xy, spawnheight, flags, -pitch);
}
}