Changed all of the isometric functionality to mapinfo and playerinfo variables. Retained function of most of the CVars.

This commit is contained in:
Dileep V. Reddy 2024-01-19 22:30:31 -07:00 committed by Rachael Alexanderson
parent 08b03e6b19
commit d3405837ce
15 changed files with 101 additions and 34 deletions

View File

@ -146,16 +146,16 @@ float VREyeInfo::getShift() const
return vr_swap_eyes ? -res : res; return vr_swap_eyes ? -res : res;
} }
VSMatrix VREyeInfo::GetProjection(float fov, float aspectRatio, float fovRatio, bool isocam) const VSMatrix VREyeInfo::GetProjection(float fov, float aspectRatio, float fovRatio, bool iso_ortho) const
{ {
VSMatrix result; VSMatrix result;
if (isocam) // Orthographic projection for isometric viewpoint if (iso_ortho) // Orthographic projection for isometric viewpoint
{ {
double zNear = -1.0; // screen->GetZNear(); double zNear = -1.0; // screen->GetZNear();
double zFar = screen->GetZFar(); double zFar = screen->GetZFar();
double fH = r_iso_dist * tan(DEG2RAD(fov) / 2) / fovRatio; double fH = tan(DEG2RAD(fov) / 2) / fovRatio;
double fW = fH * aspectRatio * mScaleFactor; double fW = fH * aspectRatio * mScaleFactor;
double left = -fW; double left = -fW;
double right = fW; double right = fW;

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@ -27,7 +27,7 @@ struct VREyeInfo
float mShiftFactor; float mShiftFactor;
float mScaleFactor; float mScaleFactor;
VSMatrix GetProjection(float fov, float aspectRatio, float fovRatio, bool isocam) const; VSMatrix GetProjection(float fov, float aspectRatio, float fovRatio, bool iso_ortho) const;
DVector3 GetViewShift(float yaw) const; DVector3 GetViewShift(float yaw) const;
private: private:
float getShift() const; float getShift() const;

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@ -1803,6 +1803,8 @@ void FLevelLocals::Init()
flags3 = 0; flags3 = 0;
ImpactDecalCount = 0; ImpactDecalCount = 0;
frozenstate = 0; frozenstate = 0;
isocam_pitch = 30.f;
iso_dist = 300.f;
info = FindLevelInfo (MapName.GetChars()); info = FindLevelInfo (MapName.GetChars());
@ -1833,6 +1835,12 @@ void FLevelLocals::Init()
if (info->gravity == DBL_MAX) gravity = 0; if (info->gravity == DBL_MAX) gravity = 0;
else gravity = info->gravity * 35/TICRATE; else gravity = info->gravity * 35/TICRATE;
} }
if (info->isocam_pitch < 0.f) isocam_pitch = 0.f;
else if (info->isocam_pitch > 89.f) isocam_pitch = 89.f;
else isocam_pitch = info->isocam_pitch;
if (info->iso_dist < 1.f) iso_dist = 1.f;
if (info->iso_dist > 1000.f) iso_dist = 1000.f;
else iso_dist = info->iso_dist;
if (info->aircontrol != 0.f) if (info->aircontrol != 0.f)
{ {
aircontrol = info->aircontrol; aircontrol = info->aircontrol;

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@ -664,6 +664,8 @@ public:
double airfriction; double airfriction;
int airsupply; int airsupply;
int DefaultEnvironment; // Default sound environment. int DefaultEnvironment; // Default sound environment.
float isocam_pitch;
float iso_dist;
DSeqNode *SequenceListHead; DSeqNode *SequenceListHead;
@ -753,6 +755,17 @@ public:
return !(flags & LEVEL_FREELOOK_NO); return !(flags & LEVEL_FREELOOK_NO);
} }
//==========================================================================
//
//
//==========================================================================
bool IsIsometricMode() const
{
return (flags3 & LEVEL3_ISOMETRICMODE);
// What to do about multiplayer flags? Add a dmflags3 bit?
}
node_t *HeadNode() const node_t *HeadNode() const
{ {
return nodes.Size() == 0 ? nullptr : &nodes[nodes.Size() - 1]; return nodes.Size() == 0 ? nullptr : &nodes[nodes.Size() - 1];

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@ -295,6 +295,8 @@ void level_info_t::Reset()
outsidefogdensity = 0; outsidefogdensity = 0;
skyfog = 0; skyfog = 0;
pixelstretch = 1.2f; pixelstretch = 1.2f;
isocam_pitch = 30.f;
iso_dist = 300.f;
specialactions.Clear(); specialactions.Clear();
DefaultEnvironment = 0; DefaultEnvironment = 0;
@ -1216,6 +1218,20 @@ DEFINE_MAP_OPTION(gravity, true)
info->gravity = parse.sc.Float; info->gravity = parse.sc.Float;
} }
DEFINE_MAP_OPTION(isocam_pitch, true)
{
parse.ParseAssign();
parse.sc.MustGetFloat();
info->isocam_pitch = parse.sc.Float;
}
DEFINE_MAP_OPTION(iso_dist, true)
{
parse.ParseAssign();
parse.sc.MustGetFloat();
info->iso_dist = parse.sc.Float;
}
DEFINE_MAP_OPTION(nogravity, true) DEFINE_MAP_OPTION(nogravity, true)
{ {
info->gravity = DBL_MAX; info->gravity = DBL_MAX;
@ -1819,6 +1835,9 @@ MapFlagHandlers[] =
{ "disableskyboxao", MITYPE_CLRFLAG3, LEVEL3_SKYBOXAO, 0 }, { "disableskyboxao", MITYPE_CLRFLAG3, LEVEL3_SKYBOXAO, 0 },
{ "avoidmelee", MITYPE_SETFLAG3, LEVEL3_AVOIDMELEE, 0 }, { "avoidmelee", MITYPE_SETFLAG3, LEVEL3_AVOIDMELEE, 0 },
{ "attenuatelights", MITYPE_SETFLAG3, LEVEL3_ATTENUATE, 0 }, { "attenuatelights", MITYPE_SETFLAG3, LEVEL3_ATTENUATE, 0 },
{ "isometricmode", MITYPE_SETFLAG3, LEVEL3_ISOMETRICMODE, 0 },
{ "orthographic", MITYPE_SETFLAG3, LEVEL3_ORTHOGRAPHIC, 0 },
{ "isometricsprites", MITYPE_SETFLAG3, LEVEL3_ISOMETRICSPRITES, 0 },
{ "nobotnodes", MITYPE_IGNORE, 0, 0 }, // Skulltag option: nobotnodes { "nobotnodes", MITYPE_IGNORE, 0, 0 }, // Skulltag option: nobotnodes
{ "nopassover", MITYPE_COMPATFLAG, COMPATF_NO_PASSMOBJ, 0 }, { "nopassover", MITYPE_COMPATFLAG, COMPATF_NO_PASSMOBJ, 0 },
{ "passover", MITYPE_CLRCOMPATFLAG, COMPATF_NO_PASSMOBJ, 0 }, { "passover", MITYPE_CLRCOMPATFLAG, COMPATF_NO_PASSMOBJ, 0 },

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@ -270,6 +270,10 @@ enum ELevelFlags : unsigned int
LEVEL3_AVOIDMELEE = 0x00020000, // global flag needed for proper MBF support. LEVEL3_AVOIDMELEE = 0x00020000, // global flag needed for proper MBF support.
LEVEL3_NOJUMPDOWN = 0x00040000, // only for MBF21. Inverse of MBF's dog_jumping flag. LEVEL3_NOJUMPDOWN = 0x00040000, // only for MBF21. Inverse of MBF's dog_jumping flag.
LEVEL3_LIGHTCREATED = 0x00080000, // a light had been created in the last frame LEVEL3_LIGHTCREATED = 0x00080000, // a light had been created in the last frame
LEVEL3_ISOMETRICMODE = 0x00100000, // render map in isometric camera mode
LEVEL3_ORTHOGRAPHIC = 0x00200000, // render with orthographic projection (only in isometric camera mode)
LEVEL3_ISOMETRICSPRITES = 0x00400000, // displace isometrically drawn sprites towards isometric camera
}; };
@ -376,6 +380,9 @@ struct level_info_t
int skyfog; int skyfog;
float pixelstretch; float pixelstretch;
float isocam_pitch;
float iso_dist;
// Redirection: If any player is carrying the specified item, then // Redirection: If any player is carrying the specified item, then
// you go to the RedirectMap instead of this one. // you go to the RedirectMap instead of this one.
FName RedirectType; FName RedirectType;

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@ -324,8 +324,7 @@ public:
// This only represents the thrust that the player applies himself. // This only represents the thrust that the player applies himself.
// This avoids anomalies with such things as Boom ice and conveyors. // This avoids anomalies with such things as Boom ice and conveyors.
DVector2 Vel = { 0,0 }; DVector2 Vel = { 0,0 };
// Used by isometric camera (% 8 cardinal directions) (See RenderViewpoint() in src/rendering/hwrenderer/hw_entrypoint.cpp) // Used by isometric camera (See RenderViewpoint() in src/rendering/hwrenderer/hw_entrypoint.cpp)
int isoviewpoint = 1;
int isoyaw = 225; // degrees int isoyaw = 225; // degrees
bool centering = false; bool centering = false;

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@ -270,7 +270,6 @@ void player_t::CopyFrom(player_t &p, bool copyPSP)
deltaviewheight = p.deltaviewheight; deltaviewheight = p.deltaviewheight;
bob = p.bob; bob = p.bob;
Vel = p.Vel; Vel = p.Vel;
isoviewpoint = p.isoviewpoint;
isoyaw = p.isoyaw; isoyaw = p.isoyaw;
centering = p.centering; centering = p.centering;
turnticks = p.turnticks; turnticks = p.turnticks;
@ -1637,7 +1636,6 @@ void player_t::Serialize(FSerializer &arc)
("deltaviewheight", deltaviewheight) ("deltaviewheight", deltaviewheight)
("bob", bob) ("bob", bob)
("vel", Vel) ("vel", Vel)
("isoviewpoint", isoviewpoint)
("isoyaw", isoyaw) ("isoyaw", isoyaw)
("centering", centering) ("centering", centering)
("health", health) ("health", health)
@ -1746,7 +1744,6 @@ DEFINE_FIELD_X(PlayerInfo, player_t, viewheight)
DEFINE_FIELD_X(PlayerInfo, player_t, deltaviewheight) DEFINE_FIELD_X(PlayerInfo, player_t, deltaviewheight)
DEFINE_FIELD_X(PlayerInfo, player_t, bob) DEFINE_FIELD_X(PlayerInfo, player_t, bob)
DEFINE_FIELD_X(PlayerInfo, player_t, Vel) DEFINE_FIELD_X(PlayerInfo, player_t, Vel)
DEFINE_FIELD_X(PlayerInfo, player_t, isoviewpoint)
DEFINE_FIELD_X(PlayerInfo, player_t, isoyaw) DEFINE_FIELD_X(PlayerInfo, player_t, isoyaw)
DEFINE_FIELD_X(PlayerInfo, player_t, centering) DEFINE_FIELD_X(PlayerInfo, player_t, centering)
DEFINE_FIELD_X(PlayerInfo, player_t, turnticks) DEFINE_FIELD_X(PlayerInfo, player_t, turnticks)

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@ -163,28 +163,29 @@ sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bou
di->Viewpoint.FieldOfView = DAngle::fromDeg(fov); // Set the real FOV for the current scene (it's not necessarily the same as the global setting in r_viewpoint) di->Viewpoint.FieldOfView = DAngle::fromDeg(fov); // Set the real FOV for the current scene (it's not necessarily the same as the global setting in r_viewpoint)
// Switch viewpoint for isometric camera // Switch viewpoint for isometric camera
if(r_isocam && camera->player != NULL) if((r_isocam || (camera->Level->flags3 & LEVEL3_ISOMETRICMODE)) && camera->player != NULL)
{ {
float camdist = r_iso_dist; float camdist = camera->Level->iso_dist;
if (r_orthographic) camdist = r_iso_camdist; float isocam_pitch = camera->Level->isocam_pitch;
float camheight = camdist*FAngle::fromDeg(r_iso_pitch).Tan(); if (r_isoviewpoint > 0)
camheight -= 0.5*camera->player->viewheight; {
int myisoviewpoint = 1; isocam_pitch = r_iso_pitch;
if (r_isoviewpoint > 0 && r_isoviewpoint < 9) myisoviewpoint = r_isoviewpoint - 1; camdist = r_iso_dist;
else myisoviewpoint = camera->player->isoviewpoint % 8; camera->player->isoyaw = 45.0 * (r_isoviewpoint - 1); // The eight cardinal directions
if (myisoviewpoint < 0) myisoviewpoint = 0; }
if (r_isoviewpoint < 9) camera->player->isoyaw = 45.0 * myisoviewpoint; // The eight cardinal directions float inv_iso_dist = 1.0f/camdist; // camdist can change in next line
if (r_orthographic || (camera->Level->flags3 & LEVEL3_ORTHOGRAPHIC)) camdist = r_iso_camdist;
vp.Pos.X -= camdist * DAngle::fromDeg(camera->player->isoyaw).Cos(); vp.Pos.X -= camdist * DAngle::fromDeg(camera->player->isoyaw).Cos();
vp.Pos.Y -= camdist * DAngle::fromDeg(camera->player->isoyaw).Sin(); vp.Pos.Y -= camdist * DAngle::fromDeg(camera->player->isoyaw).Sin();
vp.Pos.Z += camheight; vp.Pos.Z += camdist * FAngle::fromDeg(isocam_pitch).Tan() - 0.5 * camera->player->viewheight;
vp.HWAngles.Pitch = FAngle::fromDeg(r_iso_pitch); vp.HWAngles.Pitch = FAngle::fromDeg(isocam_pitch);
vp.Angles.Pitch = DAngle::fromDeg(r_iso_pitch); vp.Angles.Pitch = DAngle::fromDeg(isocam_pitch);
vp.Angles.Yaw = DAngle::fromDeg(camera->player->isoyaw); vp.Angles.Yaw = DAngle::fromDeg(camera->player->isoyaw);
vp.Angles.Roll = DAngle::fromDeg(0); vp.Angles.Roll = DAngle::fromDeg(0);
vp.showviewer = true; // Draw player sprite vp.showviewer = true; // Draw player sprite
r_drawplayersprites = false; // Don't draw first-person hands/weapons r_drawplayersprites = false; // Don't draw first-person hands/weapons
// Stereo mode specific perspective projection // Stereo mode specific perspective projection
di->VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio, r_orthographic); di->VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio * inv_iso_dist, r_orthographic || (camera->Level->flags3 & LEVEL3_ORTHOGRAPHIC));
} }
else // Regular first-person viewpoint else // Regular first-person viewpoint
{ {

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@ -477,9 +477,9 @@ bool HWSprite::CalculateVertices(HWDrawInfo* di, FVector3* v, DVector3* vp)
// Rotate the sprite about the vector starting at the center of the sprite // Rotate the sprite about the vector starting at the center of the sprite
// triangle strip and with direction orthogonal to where the player is looking // triangle strip and with direction orthogonal to where the player is looking
// in the x/y plane. // in the x/y plane.
if(r_isocam) mat.Translate(0.0, z2 - zcenter, 0.0); if(r_isocam || (di->Level->flags3 & LEVEL3_ISOMETRICMODE)) mat.Translate(0.0, z2 - zcenter, 0.0);
mat.Rotate(-sin(angleRad), 0, cos(angleRad), -HWAngles.Pitch.Degrees()); mat.Rotate(-sin(angleRad), 0, cos(angleRad), -HWAngles.Pitch.Degrees());
if(r_isocam) mat.Translate(0.0, zcenter - z2, 0.0); if(r_isocam || (di->Level->flags3 & LEVEL3_ISOMETRICMODE)) mat.Translate(0.0, zcenter - z2, 0.0);
} }
mat.Translate(-center.X, -center.Z, -center.Y); // retreat from sprite center mat.Translate(-center.X, -center.Z, -center.Y); // retreat from sprite center
@ -902,7 +902,7 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
{ {
bool mirror = false; bool mirror = false;
DAngle ang = (thingpos - vp.Pos).Angle(); DAngle ang = (thingpos - vp.Pos).Angle();
if(r_isocam) ang = vp.Angles.Yaw; if(r_isocam || (di->Level->flags3 & LEVEL3_ISOMETRICMODE)) ang = vp.Angles.Yaw;
FTextureID patch; FTextureID patch;
// [ZZ] add direct picnum override // [ZZ] add direct picnum override
if (isPicnumOverride) if (isPicnumOverride)
@ -1022,7 +1022,7 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
x2 = x - viewvecY*rightfac; x2 = x - viewvecY*rightfac;
y1 = y + viewvecX*leftfac; y1 = y + viewvecX*leftfac;
y2 = y + viewvecX*rightfac; y2 = y + viewvecX*rightfac;
if(thing->radius > 0 && r_isocam) // If sprites are drawn from an isometric perspective if(di->Level->flags3 & LEVEL3_ISOMETRICSPRITES && (r_isocam || (di->Level->flags3 & LEVEL3_ISOMETRICMODE))) // If sprites are drawn from an isometric perspective
{ {
float signX = 1.0; float signX = 1.0;
float signY = 1.0; float signY = 1.0;
@ -1076,7 +1076,7 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
} }
depth = (float)((x - vp.Pos.X) * vp.TanCos + (y - vp.Pos.Y) * vp.TanSin); depth = (float)((x - vp.Pos.X) * vp.TanCos + (y - vp.Pos.Y) * vp.TanSin);
if(r_isocam) depth = depth * vp.Angles.Pitch.Cos() - vp.Angles.Pitch.Sin() * z2; // Helps with stacking actors with small xy offsets if(r_isocam || (di->Level->flags3 & LEVEL3_ISOMETRICMODE)) depth = depth * vp.PitchCos - vp.PitchSin * z2; // Helps with stacking actors with small xy offsets
if (isSpriteShadow) depth += 1.f/65536.f; // always sort shadows behind the sprite. if (isSpriteShadow) depth += 1.f/65536.f; // always sort shadows behind the sprite.
// light calculation // light calculation

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@ -103,7 +103,7 @@ CVAR (Bool, r_drawvoxels, true, 0)
CVAR (Bool, r_drawplayersprites, true, 0) // [RH] Draw player sprites? CVAR (Bool, r_drawplayersprites, true, 0) // [RH] Draw player sprites?
CVARD (Bool, r_isocam, false, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_CHEAT, "render from isometric viewpoint.") CVARD (Bool, r_isocam, false, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_CHEAT, "render from isometric viewpoint.")
CVARD (Bool, r_orthographic, true, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_CHEAT, "render orthographic projection. Only used with r_isocam") CVARD (Bool, r_orthographic, true, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_CHEAT, "render orthographic projection. Only used with r_isocam")
CUSTOM_CVARD(Float, r_iso_pitch, 30.0f, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_CHEAT, "pitch for isometric camera: 0 to 89 degrees.") CUSTOM_CVARD(Float, r_iso_pitch, 30.0f, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_CHEAT, "pitch for isometric camera: 0 to 89 degrees. Used only if r_isoviewpoint > 0.")
{ {
if (self < 0.f) if (self < 0.f)
self = 0.f; self = 0.f;
@ -116,14 +116,14 @@ CUSTOM_CVAR(Float, r_iso_camdist, 1000.0f, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR
if (self < 1000.f) if (self < 1000.f)
self = 1000.f; self = 1000.f;
} }
CUSTOM_CVARD(Int, r_isoviewpoint, 0, CVAR_ARCHIVE, "Isometric viewpoint angle. 1 to 8 for cardinal directions. 0 for ignore and use player->isoviewpoint. 9 for continuous use player->isoyaw.") CUSTOM_CVARD(Int, r_isoviewpoint, 0, CVAR_ARCHIVE, "Isometric viewpoint angle. 1 to 8 for cardinal directions using r_iso_pitch and r_iso_dist. 0 for ignore and use player->isoyaw, level->isocam_pitch and level->iso_dist (from mapinfo).")
{ {
if (self < 0) if (self < 0)
self = 0; self = 0;
else if (self > 9) else if (self > 8)
self = 9; self = 8;
} }
CUSTOM_CVARD(Float, r_iso_dist, 300.0, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_CHEAT, "how far the isometric camera (r_isocam) is in the XY plane") CUSTOM_CVARD(Float, r_iso_dist, 300.0, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_CHEAT, "how far the isometric camera (r_isocam) is in the XY plane. Used only if r_isoviewpoint > 0.")
{ {
if (self < 0.f) if (self < 0.f)
self = 0.f; self = 0.f;
@ -182,6 +182,8 @@ FRenderViewpoint::FRenderViewpoint()
Sin = 0.0; Sin = 0.0;
TanCos = 0.0; TanCos = 0.0;
TanSin = 0.0; TanSin = 0.0;
PitchCos = 0.0;
PitchSin = 0.0;
camera = nullptr; camera = nullptr;
sector = nullptr; sector = nullptr;
FieldOfView = DAngle::fromDeg(90.); // Angles in the SCREENWIDTH wide window FieldOfView = DAngle::fromDeg(90.); // Angles in the SCREENWIDTH wide window
@ -659,6 +661,9 @@ void FRenderViewpoint::SetViewAngle (const FViewWindow &viewwindow)
TanSin = viewwindow.FocalTangent * Sin; TanSin = viewwindow.FocalTangent * Sin;
TanCos = viewwindow.FocalTangent * Cos; TanCos = viewwindow.FocalTangent * Cos;
PitchSin = Angles.Pitch.Sin();
PitchCos = Angles.Pitch.Cos();
DVector2 v = Angles.Yaw.ToVector(); DVector2 v = Angles.Yaw.ToVector();
ViewVector.X = v.X; ViewVector.X = v.X;
ViewVector.Y = v.Y; ViewVector.Y = v.Y;

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@ -33,6 +33,8 @@ struct FRenderViewpoint
double Sin; // sin(Angles.Yaw) double Sin; // sin(Angles.Yaw)
double TanCos; // FocalTangent * cos(Angles.Yaw) double TanCos; // FocalTangent * cos(Angles.Yaw)
double TanSin; // FocalTangent * sin(Angles.Yaw) double TanSin; // FocalTangent * sin(Angles.Yaw)
double PitchCos; // cos(Angles.Pitch)
double PitchSin; // sin(Angles.Pitch)
AActor *camera; // camera actor AActor *camera; // camera actor
sector_t *sector; // [RH] keep track of sector viewing from sector_t *sector; // [RH] keep track of sector viewing from

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@ -1694,6 +1694,22 @@ DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetXOffset, SetXOffset)
ACTION_RETURN_BOOL(self->IsFreelookAllowed()); ACTION_RETURN_BOOL(self->IsFreelookAllowed());
} }
//==========================================================================
//
//
//==========================================================================
static int IsIsometricMode(FLevelLocals *self)
{
return self->IsIsometricMode();
}
DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, IsIsometricMode, IsIsometricMode)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
ACTION_RETURN_BOOL(self->IsIsometricMode());
}
//========================================================================== //==========================================================================
// //
// ZScript counterpart to ACS ChangeSky, uses TextureIDs // ZScript counterpart to ACS ChangeSky, uses TextureIDs

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@ -2744,7 +2744,6 @@ struct PlayerInfo native play // self is what internally is known as player_t
native double deltaviewheight; native double deltaviewheight;
native double bob; native double bob;
native vector2 vel; native vector2 vel;
native int isoviewpoint;
native int isoyaw; native int isoyaw;
native bool centering; native bool centering;
native uint8 turnticks; native uint8 turnticks;

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@ -490,6 +490,7 @@ struct LevelLocals native
native bool IsJumpingAllowed() const; native bool IsJumpingAllowed() const;
native bool IsCrouchingAllowed() const; native bool IsCrouchingAllowed() const;
native bool IsFreelookAllowed() const; native bool IsFreelookAllowed() const;
native bool IsIsometricMode() const;
native void StartIntermission(Name type, int state) const; native void StartIntermission(Name type, int state) const;
native play SpotState GetSpotState(bool create = true); native play SpotState GetSpotState(bool create = true);
native int FindUniqueTid(int start = 0, int limit = 0); native int FindUniqueTid(int start = 0, int limit = 0);