mirror of
https://github.com/ZDoom/gzdoom.git
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- added Xaser's submission for accessing accuracy and stamina from DECORATE and ACS.
- added DECORATE properties for accuracy and stamina. - Since these changes move properties from player_t to AActor all savegame compatibility code was removed and the min. savegame version bumped. SVN r3427 (trunk)
This commit is contained in:
parent
f94b38fd7f
commit
e4880d162f
20 changed files with 94 additions and 141 deletions
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@ -851,6 +851,8 @@ public:
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int special; // special
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int args[5]; // special arguments
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int accuracy, stamina; // [RH] Strife stats -- [XA] moved here for DECORATE/ACS access.
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AActor *inext, **iprev;// Links to other mobjs in same bucket
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TObjPtr<AActor> goal; // Monster's goal if not chasing anything
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int waterlevel; // 0=none, 1=feet, 2=waist, 3=eyes
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@ -330,8 +330,6 @@ public:
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int air_finished; // [RH] Time when you start drowning
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WORD accuracy, stamina; // [RH] Strife stats
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FName LastDamageType; // [RH] For damage-specific pain and death sounds
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//Added by MC:
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@ -1367,12 +1367,8 @@ void G_SerializeLevel (FArchive &arc, bool hubLoad)
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<< level.aircontrol
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<< level.teamdamage
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<< level.maptime
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<< i;
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if (SaveVersion >= 3313)
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{
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arc << level.nextmusic;
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}
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<< i
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<< level.nextmusic;
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// Hub transitions must keep the current total time
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if (!hubLoad)
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@ -1301,8 +1301,8 @@ void APowerTargeter::PositionAccuracy ()
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if (player != NULL)
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{
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player->psprites[ps_targetleft].sx = (160-3)*FRACUNIT - ((100 - player->accuracy) << FRACBITS);
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player->psprites[ps_targetright].sx = (160-3)*FRACUNIT + ((100 - player->accuracy) << FRACBITS);
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player->psprites[ps_targetleft].sx = (160-3)*FRACUNIT - ((100 - player->mo->accuracy) << FRACBITS);
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player->psprites[ps_targetright].sx = (160-3)*FRACUNIT + ((100 - player->mo->accuracy) << FRACBITS);
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}
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}
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@ -44,26 +44,6 @@ void DLightningThinker::Serialize (FArchive &arc)
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arc << Stopped << NextLightningFlash << LightningFlashCount;
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if (SaveVersion < 3243)
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{
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// Do nothing with old savegames and just keep whatever the constructor made
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// but read the obsolete data from the savegame
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for (i = (numsectors + (numsectors+7)/8); i > 0; --i)
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{
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if (SaveVersion < 3223)
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{
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BYTE bytelight;
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arc << bytelight;
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}
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else
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{
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short shortlight;
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arc << shortlight;
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}
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}
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return;
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}
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if (arc.IsLoading ())
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{
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if (LightningLightLevels != NULL)
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@ -188,7 +188,7 @@ bool P_GiveBody (AActor *actor, int num)
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num = clamp(num, -65536, 65536); // prevent overflows for bad values
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if (player != NULL)
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{
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max = static_cast<APlayerPawn*>(actor)->GetMaxHealth() + player->stamina;
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max = static_cast<APlayerPawn*>(actor)->GetMaxHealth() + player->mo->stamina;
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// [MH] First step in predictable generic morph effects
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if (player->morphTics)
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{
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@ -196,7 +196,7 @@ bool P_GiveBody (AActor *actor, int num)
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{
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if (!(player->MorphStyle & MORPH_ADDSTAMINA))
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{
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max -= player->stamina;
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max -= player->mo->stamina;
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}
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}
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else // old health behaviour
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@ -204,7 +204,7 @@ bool P_GiveBody (AActor *actor, int num)
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max = MAXMORPHHEALTH;
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if (player->MorphStyle & MORPH_ADDSTAMINA)
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{
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max += player->stamina;
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max += player->mo->stamina;
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}
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}
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}
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@ -1483,7 +1483,7 @@ bool AHealth::TryPickup (AActor *&other)
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PrevHealth = other->player->health;
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if (max == 0)
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{
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max = static_cast<APlayerPawn*>(other)->GetMaxHealth() + player->stamina;
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max = static_cast<APlayerPawn*>(other)->GetMaxHealth() + player->mo->stamina;
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// [MH] First step in predictable generic morph effects
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if (player->morphTics)
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{
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@ -1491,7 +1491,7 @@ bool AHealth::TryPickup (AActor *&other)
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{
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if (!(player->MorphStyle & MORPH_ADDSTAMINA))
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{
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max -= player->stamina;
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max -= player->mo->stamina;
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}
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}
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else // old health behaviour
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@ -1499,7 +1499,7 @@ bool AHealth::TryPickup (AActor *&other)
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max = MAXMORPHHEALTH;
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if (player->MorphStyle & MORPH_ADDSTAMINA)
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{
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max += player->stamina;
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max += player->mo->stamina;
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}
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}
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}
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@ -1270,10 +1270,10 @@ class CommandDrawNumber : public CommandDrawString
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num = statusBar->CPlayer->mo->InvSel->Amount;
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break;
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case ACCURACY:
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num = statusBar->CPlayer->accuracy;
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num = statusBar->CPlayer->mo->accuracy;
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break;
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case STAMINA:
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num = statusBar->CPlayer->stamina;
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num = statusBar->CPlayer->mo->stamina;
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break;
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case KEYS:
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num = 0;
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@ -2455,7 +2455,7 @@ class CommandDrawBar : public SBarInfoCommand
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max = 0;
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}
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else //default to the class's health
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max = statusBar->CPlayer->mo->GetMaxHealth() + statusBar->CPlayer->stamina;
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max = statusBar->CPlayer->mo->GetMaxHealth() + statusBar->CPlayer->mo->stamina;
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break;
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case ARMOR:
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value = statusBar->armor != NULL ? statusBar->armor->Amount : 0;
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@ -2970,7 +2970,7 @@ class CommandDrawGem : public SBarInfoCommand
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void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
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{
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goalValue = armor ? statusBar->armor->Amount : statusBar->CPlayer->mo->health;
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int max = armor ? 100 : statusBar->CPlayer->mo->GetMaxHealth() + statusBar->CPlayer->stamina;
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int max = armor ? 100 : statusBar->CPlayer->mo->GetMaxHealth() + statusBar->CPlayer->mo->stamina;
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if(max != 0 && goalValue > 0)
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{
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goalValue = (goalValue*100)/max;
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@ -230,9 +230,9 @@ static void DrawStatus(player_t * CPlayer, int x, int y)
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if (hud_showstats)
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{
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mysnprintf(tempstr, countof(tempstr), "%i ", CPlayer->accuracy);
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mysnprintf(tempstr, countof(tempstr), "%i ", CPlayer->mo->accuracy);
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DrawStatLine(x, y, "Ac:", tempstr);
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mysnprintf(tempstr, countof(tempstr), "%i ", CPlayer->stamina);
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mysnprintf(tempstr, countof(tempstr), "%i ", CPlayer->mo->stamina);
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DrawStatLine(x, y, "St:", tempstr);
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}
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@ -82,7 +82,7 @@ bool AHealthTraining::TryPickup (AActor *&toucher)
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AInventory *coin = Spawn<ACoin> (0,0,0, NO_REPLACE);
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if (coin != NULL)
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{
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coin->Amount = toucher->player->accuracy*5 + 300;
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coin->Amount = toucher->player->mo->accuracy*5 + 300;
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if (!coin->CallTryPickup (toucher))
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{
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coin->Destroy ();
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@ -339,9 +339,9 @@ bool AUpgradeStamina::TryPickup (AActor *&toucher)
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if (toucher->player == NULL)
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return false;
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toucher->player->stamina += Amount;
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if (toucher->player->stamina >= MaxAmount)
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toucher->player->stamina = MaxAmount;
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toucher->player->mo->stamina += Amount;
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if (toucher->player->mo->stamina >= MaxAmount)
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toucher->player->mo->stamina = MaxAmount;
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P_GiveBody (toucher, -100);
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GoAwayAndDie ();
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@ -354,9 +354,9 @@ IMPLEMENT_CLASS (AUpgradeAccuracy)
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bool AUpgradeAccuracy::TryPickup (AActor *&toucher)
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{
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if (toucher->player == NULL || toucher->player->accuracy >= 100)
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if (toucher->player == NULL || toucher->player->mo->accuracy >= 100)
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return false;
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toucher->player->accuracy += 10;
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toucher->player->mo->accuracy += 10;
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GoAwayAndDie ();
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return true;
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}
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@ -100,7 +100,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_JabDagger)
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int power;
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AActor *linetarget;
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power = MIN(10, self->player->stamina / 10);
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power = MIN(10, self->player->mo->stamina / 10);
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damage = (pr_jabdagger() % (power + 8)) * (power + 2);
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if (self->FindInventory<APowerStrength>())
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if (ti)
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{
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savedangle = self->angle;
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self->angle += pr_electric.Random2 () << (18 - self->player->accuracy * 5 / 100);
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self->angle += pr_electric.Random2 () << (18 - self->player->mo->accuracy * 5 / 100);
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self->player->mo->PlayAttacking2 ();
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P_SpawnPlayerMissile (self, ti);
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self->angle = savedangle;
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if (mo->player != NULL && !accurate)
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{
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angle += pr_sgunshot.Random2() << (20 - mo->player->accuracy * 5 / 100);
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angle += pr_sgunshot.Random2() << (20 - mo->player->mo->accuracy * 5 / 100);
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}
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P_LineAttack (mo, angle, PLAYERMISSILERANGE, pitch, damage, NAME_None, NAME_StrifePuff);
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}
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savedangle = self->angle;
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self->angle += pr_minimissile.Random2() << (19 - player->accuracy * 5 / 100);
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self->angle += pr_minimissile.Random2() << (19 - player->mo->accuracy * 5 / 100);
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player->mo->PlayAttacking2 ();
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P_SpawnPlayerMissile (self, PClass::FindClass("MiniMissile"));
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self->angle = savedangle;
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@ -664,8 +664,8 @@ private:
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// Show miscellaneous status items.
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// Print stats
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DrINumber2 (CPlayer->accuracy, left+268*xscale, top+28*yscale, 7*xscale, imgFONY0);
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DrINumber2 (CPlayer->stamina, left+268*xscale, top+52*yscale, 7*xscale, imgFONY0);
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DrINumber2 (CPlayer->mo->accuracy, left+268*xscale, top+28*yscale, 7*xscale, imgFONY0);
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DrINumber2 (CPlayer->mo->stamina, left+268*xscale, top+52*yscale, 7*xscale, imgFONY0);
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// How many keys does the player have?
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for (i = 0, item = CPlayer->mo->Inventory;
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@ -2031,21 +2031,6 @@ void FBehavior::StaticStopMyScripts (AActor *actor)
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//==========================================================================
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void P_SerializeACSScriptNumber(FArchive &arc, int &scriptnum, bool was2byte)
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{
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if (SaveVersion < 3359)
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{
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if (was2byte)
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{
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WORD oldver;
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arc << oldver;
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scriptnum = oldver;
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}
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else
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{
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arc << scriptnum;
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}
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}
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else
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{
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arc << scriptnum;
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// If the script number is negative, then it's really a name.
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@ -2063,7 +2048,6 @@ void P_SerializeACSScriptNumber(FArchive &arc, int &scriptnum, bool was2byte)
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}
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}
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}
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}
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//---- The ACS Interpreter ----//
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@ -2819,6 +2803,8 @@ enum
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APROP_ScaleY = 30,
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APROP_Dormant = 31,
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APROP_Mass = 32,
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APROP_Accuracy = 33,
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APROP_Stamina = 34,
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};
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// These are needed for ACS's APROP_RenderStyle
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@ -3012,6 +2998,14 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
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actor->Mass = value;
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break;
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case APROP_Accuracy:
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actor->accuracy = value;
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break;
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case APROP_Stamina:
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actor->stamina = value;
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break;
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default:
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// do nothing.
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break;
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@ -3078,6 +3072,8 @@ int DLevelScript::GetActorProperty (int tid, int property)
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case APROP_ScaleX: return actor->scaleX;
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case APROP_ScaleY: return actor->scaleY;
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case APROP_Mass: return actor->Mass;
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case APROP_Accuracy: return actor->accuracy;
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case APROP_Stamina: return actor->stamina;
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default: return 0;
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}
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@ -3116,6 +3112,8 @@ int DLevelScript::CheckActorProperty (int tid, int property, int value)
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case APROP_ScaleX:
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case APROP_ScaleY:
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case APROP_Mass:
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case APROP_Accuracy:
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case APROP_Stamina:
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return (GetActorProperty(tid, property) == value);
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// Boolean values need to compare to a binary version of value
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@ -230,12 +230,9 @@ void AActor::Serialize (FArchive &arc)
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<< velz
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<< tics
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<< state
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<< Damage;
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if (SaveVersion >= 3227)
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{
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arc << projectileKickback;
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}
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arc << flags
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<< Damage
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<< projectileKickback
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<< flags
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<< flags2
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<< flags3
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<< flags4
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@ -270,6 +267,8 @@ void AActor::Serialize (FArchive &arc)
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arc << args[0];
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}
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arc << args[1] << args[2] << args[3] << args[4]
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<< accuracy
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<< stamina
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<< goal
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<< waterlevel
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<< MinMissileChance
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@ -305,14 +304,10 @@ void AActor::Serialize (FArchive &arc)
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<< maxtargetrange
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<< meleethreshold
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<< meleerange
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<< DamageType;
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if (SaveVersion >= 3237)
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{
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arc
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<< DamageType
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<< PainType
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<< DeathType;
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}
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arc << gravity
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<< DeathType
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<< gravity
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<< FastChaseStrafeCount
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<< master
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<< smokecounter
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@ -321,22 +316,16 @@ void AActor::Serialize (FArchive &arc)
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<< VisibleToTeam // [BB]
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<< pushfactor
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<< Species
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<< Score;
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if (SaveVersion >= 3113)
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{
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arc << DesignatedTeam;
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}
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arc << lastpush << lastbump
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<< Score
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<< DesignatedTeam
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<< lastpush << lastbump
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<< PainThreshold
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<< DamageFactor
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<< WeaveIndexXY << WeaveIndexZ
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<< PoisonDamageReceived << PoisonDurationReceived << PoisonPeriodReceived << Poisoner
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<< PoisonDamage << PoisonDuration << PoisonPeriod;
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if (SaveVersion >= 3235)
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{
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arc << PoisonDamageType << PoisonDamageTypeReceived;
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}
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arc << ConversationRoot << Conversation;
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<< PoisonDamage << PoisonDuration << PoisonPeriod
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<< PoisonDamageType << PoisonDamageTypeReceived
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<< ConversationRoot << Conversation;
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{
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FString tagstr;
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@ -326,18 +326,9 @@ void P_SerializeWorld (FArchive &arc)
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for (i = 0, sec = sectors; i < numsectors; i++, sec++)
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{
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arc << sec->floorplane
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<< sec->ceilingplane;
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if (SaveVersion < 3223)
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{
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BYTE bytelight;
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arc << bytelight;
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sec->lightlevel = bytelight;
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}
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else
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{
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arc << sec->lightlevel;
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}
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arc << sec->special
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<< sec->ceilingplane
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<< sec->lightlevel
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<< sec->special
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<< sec->tag
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<< sec->soundtraversed
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<< sec->seqType
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@ -727,17 +727,7 @@ IMPLEMENT_CLASS (DLightTransfer)
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void DLightTransfer::Serialize (FArchive &arc)
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{
|
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Super::Serialize (arc);
|
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if (SaveVersion < 3223)
|
||||
{
|
||||
BYTE bytelight;
|
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arc << bytelight;
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LastLight = bytelight;
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}
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else
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{
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arc << LastLight;
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}
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arc << Source << TargetTag << CopyFloor;
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arc << LastLight << Source << TargetTag << CopyFloor;
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}
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DLightTransfer::DLightTransfer (sector_t *srcSec, int target, bool copyFloor)
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@ -820,17 +810,7 @@ IMPLEMENT_CLASS (DWallLightTransfer)
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void DWallLightTransfer::Serialize (FArchive &arc)
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{
|
||||
Super::Serialize (arc);
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if (SaveVersion < 3223)
|
||||
{
|
||||
BYTE bytelight;
|
||||
arc << bytelight;
|
||||
LastLight = bytelight;
|
||||
}
|
||||
else
|
||||
{
|
||||
arc << LastLight;
|
||||
}
|
||||
arc << Source << TargetID << Flags;
|
||||
arc << LastLight << Source << TargetID << Flags;
|
||||
}
|
||||
|
||||
DWallLightTransfer::DWallLightTransfer (sector_t *srcSec, int target, BYTE flags)
|
||||
|
|
|
@ -269,8 +269,6 @@ player_t::player_t()
|
|||
respawn_time(0),
|
||||
camera(0),
|
||||
air_finished(0),
|
||||
accuracy(0),
|
||||
stamina(0),
|
||||
savedyaw(0),
|
||||
savedpitch(0),
|
||||
angle(0),
|
||||
|
@ -2616,7 +2614,6 @@ void player_t::Serialize (FArchive &arc)
|
|||
<< BlendG
|
||||
<< BlendB
|
||||
<< BlendA
|
||||
<< accuracy << stamina
|
||||
<< LogText
|
||||
<< ConversationNPC
|
||||
<< ConversationPC
|
||||
|
|
|
@ -82,6 +82,8 @@ DEFINE_MEMBER_VARIABLE(scaleX, AActor)
|
|||
DEFINE_MEMBER_VARIABLE(scaleY, AActor)
|
||||
DEFINE_MEMBER_VARIABLE(Damage, AActor)
|
||||
DEFINE_MEMBER_VARIABLE(Score, AActor)
|
||||
DEFINE_MEMBER_VARIABLE(accuracy, AActor)
|
||||
DEFINE_MEMBER_VARIABLE(stamina, AActor)
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
|
|
@ -1257,6 +1257,24 @@ DEFINE_PROPERTY(visibletoplayerclass, S_s, Actor)
|
|||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_PROPERTY(accuracy, I, Actor)
|
||||
{
|
||||
PROP_INT_PARM(i, 0);
|
||||
defaults->accuracy = i;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_PROPERTY(stamina, I, Actor)
|
||||
{
|
||||
PROP_INT_PARM(i, 0);
|
||||
defaults->stamina = i;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Special inventory properties
|
||||
|
|
|
@ -75,7 +75,7 @@
|
|||
// SAVESIG should match SAVEVER.
|
||||
|
||||
// MINSAVEVER is the minimum level snapshot version that can be loaded.
|
||||
#define MINSAVEVER 3100
|
||||
#define MINSAVEVER 3427
|
||||
|
||||
#if SVN_REVISION_NUMBER < MINSAVEVER
|
||||
// If we don't know the current revision write something very high to ensure that
|
||||
|
|
|
@ -54,6 +54,8 @@ ACTOR Actor native //: Thinker
|
|||
native fixed_t scaleX;
|
||||
native fixed_t scaleY;
|
||||
native int score;
|
||||
native int accuracy;
|
||||
native int stamina;
|
||||
|
||||
// Meh, MBF redundant functions. Only for DeHackEd support.
|
||||
action native A_Turn(float angle = 0);
|
||||
|
|
Loading…
Reference in a new issue