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https://github.com/ZDoom/gzdoom.git
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- made AActor::__pos a genuine float vatiable.
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parent
3a598d672e
commit
8cdfbeea01
4 changed files with 36 additions and 42 deletions
60
src/actor.h
60
src/actor.h
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@ -1089,7 +1089,7 @@ public:
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// info for drawing
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// NOTE: The first member variable *must* be snext.
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AActor *snext, **sprev; // links in sector (if needed)
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fixedvec3 __pos; // double underscores so that it won't get used by accident. Access to this should be exclusively through the designated access functions.
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DVector3 __Pos; // double underscores so that it won't get used by accident. Access to this should be exclusively through the designated access functions.
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/*
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angle_t angle;
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@ -1382,36 +1382,36 @@ public:
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fixed_t _f_X() const
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{
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return __pos.x;
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return FLOAT2FIXED(__Pos.X);
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}
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fixed_t _f_Y() const
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{
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return __pos.y;
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return FLOAT2FIXED(__Pos.Y);
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}
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fixed_t _f_Z() const
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{
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return __pos.z;
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return FLOAT2FIXED(__Pos.Z);
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}
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fixedvec3 _f_Pos() const
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{
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return __pos;
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return{ _f_X(), _f_Y(), _f_Z() };
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}
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double X() const
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{
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return FIXED2DBL(__pos.x);
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return __Pos.X;
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}
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double Y() const
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{
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return FIXED2DBL(__pos.y);
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return __Pos.Y;
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}
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double Z() const
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{
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return FIXED2DBL(__pos.z);
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return __Pos.Z;
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}
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DVector3 Pos() const
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{
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return DVector3(X(), Y(), Z());
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return __Pos;
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}
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fixedvec3 _f_PosRelative(int grp) const;
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@ -1459,11 +1459,11 @@ public:
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}
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void _f_SetZ(fixed_t newz, bool moving = true)
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{
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__pos.z = newz;
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__Pos.Z = FIXED2DBL(newz);
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}
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void _f_AddZ(fixed_t newz, bool moving = true)
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{
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__pos.z += newz;
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__Pos.Z += FIXED2DBL(newz);
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}
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double Top() const
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{
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@ -1475,53 +1475,49 @@ public:
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}
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void SetZ(double newz, bool moving = true)
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{
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__pos.z = FLOAT2FIXED(newz);
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__Pos.Z = newz;
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}
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void AddZ(double newz, bool moving = true)
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{
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__pos.z += FLOAT2FIXED(newz);
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if (!moving) PrevZ = __pos.z;
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__Pos.Z += newz;
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if (!moving) PrevZ = _f_Z();
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}
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// These are not for general use as they do not link the actor into the world!
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void SetXY(fixed_t xx, fixed_t yy)
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{
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__pos.x = xx;
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__pos.y = yy;
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__Pos.X = FIXED2DBL(xx);
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__Pos.Y = FIXED2DBL(yy);
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}
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void SetXY(const fixedvec2 &npos)
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{
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__pos.x = npos.x;
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__pos.y = npos.y;
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__Pos.X = FIXED2DBL(npos.x);
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__Pos.Y = FIXED2DBL(npos.y);
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}
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void SetXY(const DVector2 &npos)
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{
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__pos.x = FLOAT2FIXED(npos.X);
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__pos.y = FLOAT2FIXED(npos.Y);
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__Pos.X = npos.X;
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__Pos.Y = npos.Y;
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}
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void SetXYZ(fixed_t xx, fixed_t yy, fixed_t zz)
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{
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__pos.x = xx;
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__pos.y = yy;
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__pos.z = zz;
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__Pos.X = FIXED2DBL(xx);
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__Pos.Y = FIXED2DBL(yy);
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__Pos.Z = FIXED2DBL(zz);
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}
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void SetXYZ(double xx, double yy, double zz)
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{
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__pos.x = FLOAT2FIXED(xx);
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__pos.y = FLOAT2FIXED(yy);
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__pos.z = FLOAT2FIXED(zz);
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__Pos = { xx,yy,zz };
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}
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void SetXYZ(const fixedvec3 &npos)
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{
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__pos.x = npos.x;
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__pos.y = npos.y;
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__pos.z = npos.z;
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__Pos.X = FIXED2DBL(npos.x);
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__Pos.Y = FIXED2DBL(npos.y);
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__Pos.Z = FIXED2DBL(npos.z);
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}
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void SetXYZ(const DVector3 &npos)
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{
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__pos.x = FLOAT2FIXED(npos.X);
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__pos.y = FLOAT2FIXED(npos.Y);
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__pos.z = FLOAT2FIXED(npos.Z);
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__Pos = npos;
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}
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double VelXYToSpeed() const
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@ -235,9 +235,7 @@ void AActor::Serialize(FArchive &arc)
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sprite = arc.ReadSprite();
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}
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arc << __pos.x
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<< __pos.y
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<< __pos.z
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arc << __Pos
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<< Angles.Yaw
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<< Angles.Pitch
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<< Angles.Roll
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@ -1336,22 +1336,22 @@ inline sector_t *P_PointInSector(const DVector2 &pos)
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inline fixedvec3 AActor::_f_PosRelative(int portalgroup) const
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{
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return __pos + Displacements.getOffset(Sector->PortalGroup, portalgroup);
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return _f_Pos() + Displacements.getOffset(Sector->PortalGroup, portalgroup);
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}
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inline fixedvec3 AActor::_f_PosRelative(const AActor *other) const
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{
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return __pos + Displacements.getOffset(Sector->PortalGroup, other->Sector->PortalGroup);
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return _f_Pos() + Displacements.getOffset(Sector->PortalGroup, other->Sector->PortalGroup);
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}
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inline fixedvec3 AActor::_f_PosRelative(sector_t *sec) const
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{
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return __pos + Displacements.getOffset(Sector->PortalGroup, sec->PortalGroup);
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return _f_Pos() + Displacements.getOffset(Sector->PortalGroup, sec->PortalGroup);
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}
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inline fixedvec3 AActor::_f_PosRelative(line_t *line) const
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{
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return __pos + Displacements.getOffset(Sector->PortalGroup, line->frontsector->PortalGroup);
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return _f_Pos() + Displacements.getOffset(Sector->PortalGroup, line->frontsector->PortalGroup);
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}
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inline fixedvec3 _f_PosRelative(const fixedvec3 &pos, line_t *line, sector_t *refsec = NULL)
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@ -632,9 +632,9 @@ void InitThingdef()
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symt.AddSymbol(new PField(NAME_TID, TypeSInt32, VARF_Native, myoffsetof(AActor,tid)));
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symt.AddSymbol(new PField(NAME_TIDtoHate, TypeSInt32, VARF_Native, myoffsetof(AActor,TIDtoHate)));
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symt.AddSymbol(new PField(NAME_WaterLevel, TypeSInt32, VARF_Native, myoffsetof(AActor,waterlevel)));
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symt.AddSymbol(new PField(NAME_X, TypeFixed, VARF_Native, myoffsetof(AActor,__pos.x))); // must remain read-only!
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symt.AddSymbol(new PField(NAME_Y, TypeFixed, VARF_Native, myoffsetof(AActor,__pos.y))); // must remain read-only!
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symt.AddSymbol(new PField(NAME_Z, TypeFixed, VARF_Native, myoffsetof(AActor,__pos.z))); // must remain read-only!
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symt.AddSymbol(new PField(NAME_X, TypeFloat64, VARF_Native, myoffsetof(AActor,__Pos.X))); // must remain read-only!
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symt.AddSymbol(new PField(NAME_Y, TypeFloat64, VARF_Native, myoffsetof(AActor,__Pos.Y))); // must remain read-only!
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symt.AddSymbol(new PField(NAME_Z, TypeFloat64, VARF_Native, myoffsetof(AActor,__Pos.Z))); // must remain read-only!
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symt.AddSymbol(new PField(NAME_VelX, TypeFloat64, VARF_Native, myoffsetof(AActor,Vel.X)));
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symt.AddSymbol(new PField(NAME_VelY, TypeFloat64, VARF_Native, myoffsetof(AActor, Vel.Y)));
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symt.AddSymbol(new PField(NAME_VelZ, TypeFloat64, VARF_Native, myoffsetof(AActor, Vel.Z)));
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