diff --git a/src/playsim/actor.h b/src/playsim/actor.h index 51b7213857..6a33715654 100644 --- a/src/playsim/actor.h +++ b/src/playsim/actor.h @@ -996,10 +996,10 @@ public: double Floorclip; // value to use for floor clipping double radius, Height; // for movement checking - DAngle VisibleStartAngle; - DAngle VisibleStartPitch; - DAngle VisibleEndAngle; - DAngle VisibleEndPitch; + FAngle VisibleStartAngle; + FAngle VisibleStartPitch; + FAngle VisibleEndAngle; + FAngle VisibleEndPitch; DVector3 OldRenderPos; DVector3 Vel; @@ -1052,6 +1052,7 @@ public: int8_t visdir; int16_t movecount; // when 0, select a new dir int16_t strafecount; // for MF3_AVOIDMELEE + uint16_t SpawnAngle; TObjPtr target; // thing being chased/attacked (or NULL) // also the originator for missiles TObjPtr lastenemy; // Last known enemy -- killough 2/15/98 @@ -1064,11 +1065,10 @@ public: player_t *player; // only valid if type of PlayerPawn TObjPtr LastLookActor; // Actor last looked for (if TIDtoHate != 0) DVector3 SpawnPoint; // For nightmare respawn - uint16_t SpawnAngle; int StartHealth; uint8_t WeaveIndexXY; // Separated from special2 because it's used by globally accessible functions. uint8_t WeaveIndexZ; - int skillrespawncount; + uint16_t skillrespawncount; int TIDtoHate; // TID of things to hate (0 if none) FName Species; // For monster families TObjPtr alternative; // (Un)Morphed actors stored here. Those with the MF_UNMORPHED flag are the originals. @@ -1096,11 +1096,11 @@ public: double maxtargetrange; // any target farther away cannot be attacked double bouncefactor; // Strife's grenades use 50%, Hexen's Flechettes 70. double wallbouncefactor; // The bounce factor for walls can be different. - int bouncecount; // Strife's grenades only bounce twice before exploding double Gravity; // [GRB] Gravity factor double Friction; - int FastChaseStrafeCount; double pushfactor; + int bouncecount; // Strife's grenades only bounce twice before exploding + int FastChaseStrafeCount; int lastpush; int activationtype; // How the thing behaves when activated with USESPECIAL or BUMPSPECIAL int lastbump; // Last time the actor was bumped, used to control BUMPSPECIAL @@ -1139,8 +1139,8 @@ public: uint8_t smokecounter; uint8_t FloatBobPhase; - double FloatBobStrength; uint8_t FriendPlayer; // [RH] Player # + 1 this friendly monster works for (so 0 is no player, 1 is player 0, etc) + double FloatBobStrength; PalEntry BloodColor; uint32_t BloodTranslation; @@ -1175,14 +1175,14 @@ public: int RipLevelMin; int RipLevelMax; + int ConversationRoot; // THe root of the current dialogue + FStrifeDialogueNode* Conversation; // [RH] The dialogue to show when this actor is "used." + FState *SpawnState; FState *SeeState; FState *MeleeState; FState *MissileState; - - int ConversationRoot; // THe root of the current dialogue - FStrifeDialogueNode *Conversation; // [RH] The dialogue to show when this actor is "used." // [RH] Decal(s) this weapon/projectile generates on impact. FDecalBase *DecalGenerator; diff --git a/wadsrc/static/zscript/actors/actor.zs b/wadsrc/static/zscript/actors/actor.zs index ab3c70b8e7..54cd2fc66a 100644 --- a/wadsrc/static/zscript/actors/actor.zs +++ b/wadsrc/static/zscript/actors/actor.zs @@ -93,10 +93,10 @@ class Actor : Thinker native native vector2 SpriteOffset; native double spriteAngle; native double spriteRotation; - native double VisibleStartAngle; - native double VisibleStartPitch; - native double VisibleEndAngle; - native double VisibleEndPitch; + native float VisibleStartAngle; + native float VisibleStartPitch; + native float VisibleEndAngle; + native float VisibleEndPitch; native double Angle; native double Pitch; native double Roll; @@ -150,7 +150,7 @@ class Actor : Thinker native native int StartHealth; native uint8 WeaveIndexXY; native uint8 WeaveIndexZ; - native int skillrespawncount; + native uint16 skillrespawncount; native int Args[5]; native int Mass; native int Special;