gzdoom/wadsrc/static/zscript/shared/player.txt

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