mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-10 23:01:50 +00:00
- deprecated a few functions that depend on AAPTR_* to be useful.
This commit is contained in:
parent
b8c4a506a7
commit
de5ab0b4b6
4 changed files with 137 additions and 230 deletions
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@ -98,7 +98,7 @@ FRandom pr_cajump("CustomJump");
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extern TArray<VMValue> actionParams; // this can use the same storage as CallAction
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extern TArray<VMValue> actionParams; // this can use the same storage as CallAction
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static bool CallStateChain (AActor *self, AActor *actor, FState *state)
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static int CallStateChain (AActor *self, AActor *actor, FState *state)
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{
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{
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INTBOOL result = false;
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INTBOOL result = false;
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int counter = 0;
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int counter = 0;
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@ -235,7 +235,7 @@ static bool CallStateChain (AActor *self, AActor *actor, FState *state)
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return !!result;
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return !!result;
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}
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}
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DEFINE_ACTION_FUNCTION(ACustomInventory, CallStateChain)
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DEFINE_ACTION_FUNCTION_NATIVE(ACustomInventory, CallStateChain, CallStateChain)
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{
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_OBJECT(affectee, AActor);
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PARAM_OBJECT(affectee, AActor);
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@ -243,226 +243,6 @@ DEFINE_ACTION_FUNCTION(ACustomInventory, CallStateChain)
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ACTION_RETURN_BOOL(CallStateChain(self, affectee, state));
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ACTION_RETURN_BOOL(CallStateChain(self, affectee, state));
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}
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}
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//==========================================================================
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//
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// CheckClass
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//
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// NON-ACTION function to check a pointer's class.
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, CheckClass)
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{
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if (numret > 0)
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{
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assert(ret != NULL);
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_CLASS (checktype, AActor);
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PARAM_INT (pick_pointer);
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PARAM_BOOL (match_superclass);
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self = COPY_AAPTR(self, pick_pointer);
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if (self == nullptr || checktype == nullptr)
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{
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ret->SetInt(false);
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}
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else if (match_superclass)
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{
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ret->SetInt(self->IsKindOf(checktype));
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}
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else
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{
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ret->SetInt(self->GetClass() == checktype);
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}
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return 1;
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}
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return 0;
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}
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//==========================================================================
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//
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// CheckClass
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//
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// NON-ACTION function to calculate missile damage for the given actor
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, GetMissileDamage)
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{
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if (numret > 0)
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{
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assert(ret != NULL);
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_INT(mask);
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PARAM_INT(add);
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PARAM_INT(pick_pointer);
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self = COPY_AAPTR(self, pick_pointer);
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if (self == NULL)
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{
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ret->SetInt(0);
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}
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else
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{
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ret->SetInt(self->GetMissileDamage(mask, add));
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}
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return 1;
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}
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return 0;
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}
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//==========================================================================
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//
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// GetDistance
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//
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// NON-ACTION function to get the distance in double.
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, GetDistance)
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{
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if (numret > 0)
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{
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assert(ret != NULL);
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_BOOL(checkz);
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PARAM_INT(ptr);
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AActor *target = COPY_AAPTR(self, ptr);
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if (!target || target == self)
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{
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ret->SetFloat(0);
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}
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else
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{
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DVector3 diff = self->Vec3To(target);
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if (checkz)
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diff.Z += (target->Height - self->Height) / 2;
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else
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diff.Z = 0.;
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ret->SetFloat(diff.Length());
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}
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return 1;
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}
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return 0;
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}
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//==========================================================================
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//
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// GetAngle
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//
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// NON-ACTION function to get the angle in degrees (normalized to -180..180)
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//
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//==========================================================================
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enum GAFlags
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{
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GAF_RELATIVE = 1,
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GAF_SWITCH = 1 << 1,
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};
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DEFINE_ACTION_FUNCTION(AActor, GetAngle)
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{
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if (numret > 0)
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{
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assert(ret != NULL);
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_INT(flags);
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PARAM_INT(ptr)
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AActor *target = COPY_AAPTR(self, ptr);
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if (!target || target == self)
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{
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ret->SetFloat(0);
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}
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else
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{
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DVector3 diff = (flags & GAF_SWITCH) ? target->Vec3To(self) : self->Vec3To(target);
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DAngle angto = diff.Angle();
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DAngle yaw = (flags & GAF_SWITCH) ? target->Angles.Yaw : self->Angles.Yaw;
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if (flags & GAF_RELATIVE) angto = deltaangle(yaw, angto);
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ret->SetFloat(angto.Degrees);
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}
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return 1;
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}
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return 0;
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}
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//==========================================================================
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//
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// GetSpawnHealth
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, GetSpawnHealth)
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{
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if (numret > 0)
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{
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PARAM_SELF_PROLOGUE(AActor);
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ret->SetInt(self->SpawnHealth());
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return 1;
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}
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return 0;
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}
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//==========================================================================
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//
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// GetSpriteAngle
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//
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// NON-ACTION function returns the sprite angle of a pointer.
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, GetSpriteAngle)
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{
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if (numret > 0)
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{
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assert(ret != NULL);
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_INT(ptr);
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AActor *target = COPY_AAPTR(self, ptr);
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if (target == nullptr)
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{
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ret->SetFloat(0.0);
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}
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else
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{
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const double ang = target->SpriteAngle.Degrees;
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ret->SetFloat(ang);
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}
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return 1;
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}
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return 0;
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}
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//==========================================================================
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//
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// GetSpriteRotation
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//
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// NON-ACTION function returns the sprite rotation of a pointer.
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, GetSpriteRotation)
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{
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if (numret > 0)
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{
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assert(ret != NULL);
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_INT(ptr);
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AActor *target = COPY_AAPTR(self, ptr);
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if (target == nullptr)
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{
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ret->SetFloat(0.0);
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}
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else
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{
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const double ang = target->SpriteRotation.Degrees;
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ret->SetFloat(ang);
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}
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return 1;
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}
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return 0;
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}
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//==========================================================================
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//==========================================================================
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//
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//
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// GetZAt
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// GetZAt
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@ -267,7 +267,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, SetZ, SetZ)
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return 0;
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return 0;
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}
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}
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static void SetDamage(AActor *self, double dmg)
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static void SetDamage(AActor *self, int dmg)
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{
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{
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self->SetDamage(dmg);
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self->SetDamage(dmg);
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}
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}
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@ -698,6 +698,15 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, SpawnHealth, SpawnHealth)
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ACTION_RETURN_INT(self->SpawnHealth());
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ACTION_RETURN_INT(self->SpawnHealth());
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}
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}
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// Why does this exist twice?
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DEFINE_ACTION_FUNCTION_NATIVE(AActor, GetSpawnHealth, SpawnHealth)
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{
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PARAM_SELF_PROLOGUE(AActor);
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ACTION_RETURN_INT(self->SpawnHealth());
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}
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void Revive(AActor *self)
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void Revive(AActor *self)
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{
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{
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self->Revive();
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self->Revive();
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@ -1061,7 +1070,7 @@ static AActor *ZS_LineAttack(AActor *self, double angle, double distance, double
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return P_LineAttack(self, angle, distance, pitch, damage, ENamedName(damageType), puffType, flags, victim, actualdamage, offsetz, offsetforward, offsetside);
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return P_LineAttack(self, angle, distance, pitch, damage, ENamedName(damageType), puffType, flags, victim, actualdamage, offsetz, offsetforward, offsetside);
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}
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}
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DEFINE_ACTION_FUNCTION_NATIVE(AActor, LineAttac, ZS_LineAttack)
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DEFINE_ACTION_FUNCTION_NATIVE(AActor, LineAttack, ZS_LineAttack)
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{
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_FLOAT(angle);
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PARAM_FLOAT(angle);
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@ -1321,8 +1330,21 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, GiveSecret, GiveSecret)
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return 0;
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return 0;
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}
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}
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static int ZS_GetMissileDamage(AActor *self, int mask, int add, int pick_pointer)
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{
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self = COPY_AAPTR(self, pick_pointer);
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return self ? self->GetMissileDamage(mask, add) : 0;
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}
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DEFINE_ACTION_FUNCTION_NATIVE(AActor, GetMissileDamage, ZS_GetMissileDamage)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_INT(mask);
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PARAM_INT(add);
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PARAM_INT(pick_pointer);
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ACTION_RETURN_INT(ZS_GetMissileDamage(self, mask, add, pick_pointer));
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}
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//=====================================================================================
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//=====================================================================================
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//
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//
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// Inventory exports
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// Inventory exports
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@ -771,7 +771,6 @@ class Actor : Thinker native
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native bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false);
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protected native void DestroyAllInventory(); // This is not supposed to be called by user code!
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protected native void DestroyAllInventory(); // This is not supposed to be called by user code!
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native clearscope Inventory FindInventory(class<Inventory> itemtype, bool subclass = false) const;
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native clearscope Inventory FindInventory(class<Inventory> itemtype, bool subclass = false) const;
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native Inventory GiveInventoryType(class<Inventory> itemtype);
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native Inventory GiveInventoryType(class<Inventory> itemtype);
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@ -782,8 +781,6 @@ class Actor : Thinker native
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native bool Warp(Actor dest, double xofs = 0, double yofs = 0, double zofs = 0, double angle = 0, int flags = 0, double heightoffset = 0, double radiusoffset = 0, double pitch = 0);
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native bool Warp(Actor dest, double xofs = 0, double yofs = 0, double zofs = 0, double angle = 0, int flags = 0, double heightoffset = 0, double radiusoffset = 0, double pitch = 0);
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// DECORATE compatible functions
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// DECORATE compatible functions
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native double GetDistance(bool checkz, int ptr = AAPTR_TARGET) const;
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native double GetAngle(int flags, int ptr = AAPTR_TARGET) const;
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native double GetZAt(double px = 0, double py = 0, double angle = 0, int flags = 0, int pick_pointer = AAPTR_DEFAULT);
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native double GetZAt(double px = 0, double py = 0, double angle = 0, int flags = 0, int pick_pointer = AAPTR_DEFAULT);
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native clearscope int GetSpawnHealth() const;
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native clearscope int GetSpawnHealth() const;
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native double GetCrouchFactor(int ptr = AAPTR_PLAYER1);
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native double GetCrouchFactor(int ptr = AAPTR_PLAYER1);
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@ -791,8 +788,6 @@ class Actor : Thinker native
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native double GetCVarString(string cvar);
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native double GetCVarString(string cvar);
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native int GetPlayerInput(int inputnum, int ptr = AAPTR_DEFAULT);
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native int GetPlayerInput(int inputnum, int ptr = AAPTR_DEFAULT);
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native int CountProximity(class<Actor> classname, double distance, int flags = 0, int ptr = AAPTR_DEFAULT);
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native int CountProximity(class<Actor> classname, double distance, int flags = 0, int ptr = AAPTR_DEFAULT);
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native double GetSpriteAngle(int ptr = AAPTR_DEFAULT);
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native double GetSpriteRotation(int ptr = AAPTR_DEFAULT);
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native int GetMissileDamage(int mask, int add, int ptr = AAPTR_DEFAULT);
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native int GetMissileDamage(int mask, int add, int ptr = AAPTR_DEFAULT);
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action native int OverlayID();
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action native int OverlayID();
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action native double OverlayX(int layer = 0);
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action native double OverlayX(int layer = 0);
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@ -18,6 +18,116 @@ extend class Object
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extend class Actor
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extend class Actor
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{
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{
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//==========================================================================
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//
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// CheckClass
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//
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// NON-ACTION function to check a pointer's class.
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// deprecated because functionality is directly accessible.
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//
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//==========================================================================
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deprecated("3.7") bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false)
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{
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let check = GetPointer(ptr_select);
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if (check == null || checkclass == null)
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{
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return false;
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}
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else if (match_superclass)
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{
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return check is checkclass;
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}
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else
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{
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return check.GetClass() == checkclass;
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}
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}
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//==========================================================================
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//
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// GetDistance
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//
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// NON-ACTION function to get the distance in double.
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// deprecated because it requires AAPTR to work.
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//
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//==========================================================================
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deprecated("3.7") double GetDistance(bool checkz, int ptr = AAPTR_TARGET) const
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{
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let target = GetPointer(ptr);
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if (!target || target == self)
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{
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return 0;
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}
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else
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{
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let diff = Vec3To(target);
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if (checkz)
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diff.Z += (target.Height - self.Height) / 2;
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else
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diff.Z = 0.;
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return diff.Length();
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}
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}
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//==========================================================================
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||||||
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//
|
||||||
|
// GetAngle
|
||||||
|
//
|
||||||
|
// NON-ACTION function to get the angle in degrees (normalized to -180..180)
|
||||||
|
// deprecated because it requires AAPTR to work.
|
||||||
|
//
|
||||||
|
//==========================================================================
|
||||||
|
|
||||||
|
deprecated("3.7") double GetAngle(int flags, int ptr = AAPTR_TARGET)
|
||||||
|
{
|
||||||
|
let target = GetPointer(ptr);
|
||||||
|
|
||||||
|
if (!target || target == self)
|
||||||
|
{
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
let angto = (flags & GAF_SWITCH) ? target.AngleTo(self) : self.AngleTo(target);
|
||||||
|
let yaw = (flags & GAF_SWITCH) ? target.Angle : self.Angle;
|
||||||
|
if (flags & GAF_RELATIVE) angto = deltaangle(yaw, angto);
|
||||||
|
return angto;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//==========================================================================
|
||||||
|
//
|
||||||
|
// GetSpriteAngle
|
||||||
|
//
|
||||||
|
// NON-ACTION function returns the sprite angle of a pointer.
|
||||||
|
// deprecated because direct access to the data is now possible.
|
||||||
|
//
|
||||||
|
//==========================================================================
|
||||||
|
|
||||||
|
deprecated("3.7") double GetSpriteAngle(int ptr = AAPTR_DEFAULT)
|
||||||
|
{
|
||||||
|
let target = GetPointer(ptr);
|
||||||
|
return target? target.SpriteAngle : 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
//==========================================================================
|
||||||
|
//
|
||||||
|
// GetSpriteRotation
|
||||||
|
//
|
||||||
|
// NON-ACTION function returns the sprite rotation of a pointer.
|
||||||
|
// deprecated because direct access to the data is now possible.
|
||||||
|
//
|
||||||
|
//==========================================================================
|
||||||
|
|
||||||
|
deprecated("3.7") double GetSpriteRotation(int ptr = AAPTR_DEFAULT)
|
||||||
|
{
|
||||||
|
let target = GetPointer(ptr);
|
||||||
|
return target? target.SpriteRotation : 0;
|
||||||
|
}
|
||||||
|
|
||||||
deprecated("2.3") void A_CustomMissile(class<Actor> missiletype, double spawnheight = 32, double spawnofs_xy = 0, double angle = 0, int flags = 0, double pitch = 0, int ptr = AAPTR_TARGET)
|
deprecated("2.3") void A_CustomMissile(class<Actor> missiletype, double spawnheight = 32, double spawnofs_xy = 0, double angle = 0, int flags = 0, double pitch = 0, int ptr = AAPTR_TARGET)
|
||||||
{
|
{
|
||||||
A_SpawnProjectile(missiletype, spawnheight, spawnofs_xy, angle, flags|CMF_BADPITCH, pitch, ptr);
|
A_SpawnProjectile(missiletype, spawnheight, spawnofs_xy, angle, flags|CMF_BADPITCH, pitch, ptr);
|
||||||
|
|
Loading…
Reference in a new issue