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make various getter and pure-math methods clearscope, and where applicable, const
Original PR: https://github.com/coelckers/gzdoom/pull/532 Status of the original PR 1. Actor - [already in] deltaangle - [already in] absangle - [already in] AngleToVector - [already in] RotateVector - [already in] Normalize180 - [already in] BobSin - [already in] GetDefaultSpeed - [this PR] GetBobOffset - [this PR] InStateSequence - [already in] FindState - [already in] GetDropItems - [this PR] DistanceBySpeed - [this PR] AccuracyFactor - [not in original PR, for PlayerInfo.isTotallyFrozen] isFrozen 2. PlayerInfo - [this PR] GetUserName - [this PR] GetColor - [this PR] GetDisplayColor - [this PR] GetColorSet - [this PR] GetPlayerClassNum - [this PR] GetSkin - [this PR] GetNeverSwitch - [this PR] GetGender - [this PR] GetTeam - [this PR] GetAutoaim - [this PR] GetNoAutostartMap - [this PR] GetClassicFlight - [this PR] IsTotallyFrozen 3. C++ methods, to match ZScript: - [scriptified] AActor::AccuracyFactor() to Actor.AccuracyFactor - [this PR] AActor::DistanceBySpeed(AActor *, double) — it is a combination of getter and pure math - [this PR] AActor::Distance2D(AActor *, bool) — called by DistanceBySpeed - [this PR] AActor::Distance2D(AActor *, double, double, bool) — called by DistanceBySpeed - [not in original PR, for PlayerInfo.isTotallyFrozen] AActor::isFrozen
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4 changed files with 23 additions and 23 deletions
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@ -857,7 +857,7 @@ public:
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return (Pos().XY() - otherpos).LengthSquared();
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return (Pos().XY() - otherpos).LengthSquared();
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}
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}
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double Distance2D(AActor *other, bool absolute = false)
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double Distance2D(AActor *other, bool absolute = false) const
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{
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{
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DVector2 otherpos = absolute ? other->Pos() : other->PosRelative(this);
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DVector2 otherpos = absolute ? other->Pos() : other->PosRelative(this);
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return (Pos().XY() - otherpos).Length();
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return (Pos().XY() - otherpos).Length();
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@ -868,7 +868,7 @@ public:
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return DVector2(X() - x, Y() - y).Length();
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return DVector2(X() - x, Y() - y).Length();
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}
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}
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double Distance2D(AActor *other, double xadd, double yadd, bool absolute = false)
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double Distance2D(AActor *other, double xadd, double yadd, bool absolute = false) const
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{
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{
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DVector3 otherpos = absolute ? other->Pos() : other->PosRelative(this);
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DVector3 otherpos = absolute ? other->Pos() : other->PosRelative(this);
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return DVector2(X() - otherpos.X + xadd, Y() - otherpos.Y + yadd).Length();
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return DVector2(X() - otherpos.X + xadd, Y() - otherpos.Y + yadd).Length();
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@ -1433,7 +1433,7 @@ public:
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// This is used by many vertical velocity calculations.
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// This is used by many vertical velocity calculations.
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// Better have it in one place, if something needs to be changed about the formula.
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// Better have it in one place, if something needs to be changed about the formula.
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double DistanceBySpeed(AActor *dest, double speed)
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double DistanceBySpeed(AActor *dest, double speed) const
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{
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{
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return MAX(1., Distance2D(dest) / speed);
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return MAX(1., Distance2D(dest) / speed);
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}
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}
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@ -1441,7 +1441,7 @@ public:
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int ApplyDamageFactor(FName damagetype, int damage) const;
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int ApplyDamageFactor(FName damagetype, int damage) const;
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int GetModifiedDamage(FName damagetype, int damage, bool passive, AActor *inflictor, AActor *source, int flags = 0);
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int GetModifiedDamage(FName damagetype, int damage, bool passive, AActor *inflictor, AActor *source, int flags = 0);
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void DeleteAttachedLights();
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void DeleteAttachedLights();
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bool isFrozen();
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bool isFrozen() const;
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bool hasmodel;
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bool hasmodel;
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};
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};
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@ -157,7 +157,7 @@ inline DVector3 AActor::Vec3Angle(double length, DAngle angle, double dz, bool a
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}
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}
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}
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}
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inline bool AActor::isFrozen()
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inline bool AActor::isFrozen() const
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{
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{
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if (!(flags5 & MF5_NOTIMEFREEZE))
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if (!(flags5 & MF5_NOTIMEFREEZE))
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{
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{
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@ -450,7 +450,7 @@ class Actor : Thinker native
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return sin(fb * (180./32)) * 8;
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return sin(fb * (180./32)) * 8;
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}
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}
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native bool isFrozen();
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native clearscope bool isFrozen() const;
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virtual native void BeginPlay();
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virtual native void BeginPlay();
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virtual native void Activate(Actor activator);
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virtual native void Activate(Actor activator);
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virtual native void Deactivate(Actor activator);
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virtual native void Deactivate(Actor activator);
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@ -607,7 +607,7 @@ class Actor : Thinker native
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native clearscope string GetTag(string defstr = "") const;
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native clearscope string GetTag(string defstr = "") const;
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native void SetTag(string defstr = "");
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native void SetTag(string defstr = "");
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native double GetBobOffset(double frac = 0);
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native clearscope double GetBobOffset(double frac = 0) const;
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native void ClearCounters();
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native void ClearCounters();
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native bool GiveBody (int num, int max=0);
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native bool GiveBody (int num, int max=0);
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native bool HitFloor();
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native bool HitFloor();
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@ -703,7 +703,7 @@ class Actor : Thinker native
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native void FindFloorCeiling(int flags = 0);
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native void FindFloorCeiling(int flags = 0);
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native double, double GetFriction();
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native double, double GetFriction();
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native bool, Actor TestMobjZ(bool quick = false);
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native bool, Actor TestMobjZ(bool quick = false);
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native static bool InStateSequence(State newstate, State basestate);
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native clearscope static bool InStateSequence(State newstate, State basestate);
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bool TryWalk ()
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bool TryWalk ()
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{
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{
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@ -751,7 +751,7 @@ class Actor : Thinker native
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native bool LookForEnemies(bool allaround, LookExParams params = null);
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native bool LookForEnemies(bool allaround, LookExParams params = null);
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native bool LookForPlayers(bool allaround, LookExParams params = null);
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native bool LookForPlayers(bool allaround, LookExParams params = null);
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native bool TeleportMove(Vector3 pos, bool telefrag, bool modifyactor = true);
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native bool TeleportMove(Vector3 pos, bool telefrag, bool modifyactor = true);
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native double DistanceBySpeed(Actor other, double speed);
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native clearscope double DistanceBySpeed(Actor other, double speed) const;
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native name GetSpecies();
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native name GetSpecies();
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native void PlayActiveSound();
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native void PlayActiveSound();
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native void Howl();
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native void Howl();
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@ -787,7 +787,7 @@ class Actor : Thinker native
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return level.totaltime - SpawnTime;
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return level.totaltime - SpawnTime;
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}
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}
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double AccuracyFactor()
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clearscope double AccuracyFactor() const
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{
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{
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return 1. / (1 << (accuracy * 5 / 100));
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return 1. / (1 << (accuracy * 5 / 100));
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}
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}
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@ -2698,23 +2698,23 @@ struct PlayerInfo native play // self is what internally is known as player_t
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native void SetSubtitleNumber (int text, Sound sound_id = 0);
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native void SetSubtitleNumber (int text, Sound sound_id = 0);
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native bool Resurrect();
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native bool Resurrect();
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native String GetUserName() const;
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native clearscope String GetUserName() const;
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native Color GetColor() const;
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native clearscope Color GetColor() const;
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native Color GetDisplayColor() const;
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native clearscope Color GetDisplayColor() const;
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native int GetColorSet() const;
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native clearscope int GetColorSet() const;
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native int GetPlayerClassNum() const;
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native clearscope int GetPlayerClassNum() const;
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native int GetSkin() const;
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native clearscope int GetSkin() const;
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native bool GetNeverSwitch() const;
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native clearscope bool GetNeverSwitch() const;
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native int GetGender() const;
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native clearscope int GetGender() const;
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native int GetTeam() const;
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native clearscope int GetTeam() const;
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native float GetAutoaim() const;
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native clearscope float GetAutoaim() const;
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native bool GetNoAutostartMap() const;
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native clearscope bool GetNoAutostartMap() const;
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native double GetWBobSpeed() const;
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native double GetWBobSpeed() const;
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native double GetWBobFire() const;
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native double GetWBobFire() const;
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native double GetMoveBob() const;
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native double GetMoveBob() const;
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native double GetStillBob() const;
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native double GetStillBob() const;
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native void SetFOV(float fov);
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native void SetFOV(float fov);
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native bool GetClassicFlight() const;
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native clearscope bool GetClassicFlight() const;
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native void SendPitchLimits();
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native void SendPitchLimits();
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native clearscope bool HasWeaponsInSlot(int slot) const;
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native clearscope bool HasWeaponsInSlot(int slot) const;
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@ -2751,7 +2751,7 @@ struct PlayerInfo native play // self is what internally is known as player_t
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if (mo) mo.BringUpWeapon();
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if (mo) mo.BringUpWeapon();
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}
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}
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bool IsTotallyFrozen()
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clearscope bool IsTotallyFrozen() const
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{
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{
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return
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return
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gamestate == GS_TITLELEVEL ||
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gamestate == GS_TITLELEVEL ||
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