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https://github.com/ZDoom/gzdoom.git
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View Angles (Part 1 - Redux) (#1002)
* Added ViewAngle/Pitch/Roll properties to actors. - These are offsets for camera angles that allow turning the camera without affecting aim or movement direction. - Added A_SetView<Angle/Pitch/Roll>, which will set the view direction. - Added ABSVIEWANGLES flag, used to make the view absolute instead of an offset. * Converted functions to be direct-native.
This commit is contained in:
parent
c57e669044
commit
eaba63e13b
10 changed files with 205 additions and 37 deletions
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@ -1039,6 +1039,9 @@ xx(AttackZOffset)
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xx(SpawnMask)
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xx(SpawnMask)
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xx(ScoreIcon)
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xx(ScoreIcon)
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xx(ViewHeight)
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xx(ViewHeight)
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xx(ViewAngle)
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xx(ViewPitch)
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xx(ViewRoll)
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xx(FallingScreamMinSpeed)
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xx(FallingScreamMinSpeed)
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xx(FallingScreamMaxSpeed)
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xx(FallingScreamMaxSpeed)
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xx(GruntSpeed)
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xx(GruntSpeed)
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@ -412,6 +412,7 @@ enum ActorFlag8
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MF8_RETARGETAFTERSLAM = 0x00000080, // Forces jumping to the idle state after slamming into something
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MF8_RETARGETAFTERSLAM = 0x00000080, // Forces jumping to the idle state after slamming into something
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MF8_RECREATELIGHTS = 0x00000100, // Internal flag that signifies that the light attachments need to be recreated at the
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MF8_RECREATELIGHTS = 0x00000100, // Internal flag that signifies that the light attachments need to be recreated at the
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MF8_STOPRAILS = 0x00000200, // [MC] Prevent rails from going further if an actor has this flag.
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MF8_STOPRAILS = 0x00000200, // [MC] Prevent rails from going further if an actor has this flag.
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MF8_ABSVIEWANGLES = 0x00000400, // [MC] By default view angle/pitch/roll is an offset. This will make it absolute instead.
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};
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};
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// --- mobj.renderflags ---
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// --- mobj.renderflags ---
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@ -845,9 +846,13 @@ public:
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}
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}
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// These also set CF_INTERPVIEW for players.
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// These also set CF_INTERPVIEW for players.
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void SetPitch(DAngle p, bool interpolate, bool forceclamp = false);
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DAngle ClampPitch(DAngle p);
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void SetAngle(DAngle ang, bool interpolate);
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void SetPitch(DAngle p, int fflags);
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void SetRoll(DAngle roll, bool interpolate);
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void SetAngle(DAngle ang, int fflags);
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void SetRoll(DAngle roll, int fflags);
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void SetViewPitch(DAngle p, int fflags);
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void SetViewAngle(DAngle ang, int fflags);
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void SetViewRoll(DAngle roll, int fflags);
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PClassActor *GetBloodType(int type = 0) const;
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PClassActor *GetBloodType(int type = 0) const;
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@ -961,6 +966,7 @@ public:
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DAngle SpriteAngle;
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DAngle SpriteAngle;
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DAngle SpriteRotation;
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DAngle SpriteRotation;
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DRotator Angles;
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DRotator Angles;
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DRotator ViewAngles; // Offsets for cameras
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DVector2 Scale; // Scaling values; 1 is normal size
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DVector2 Scale; // Scaling values; 1 is normal size
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double Alpha; // Since P_CheckSight makes an alpha check this can't be a float. It has to be a double.
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double Alpha; // Since P_CheckSight makes an alpha check this can't be a float. It has to be a double.
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@ -419,7 +419,6 @@ public:
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return mo->FloatVar(NAME_ViewHeight);
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return mo->FloatVar(NAME_ViewHeight);
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}
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}
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void Uncrouch()
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void Uncrouch()
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{
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{
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if (crouchfactor != 1)
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if (crouchfactor != 1)
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@ -2793,12 +2793,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRefire)
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// Set actor's angle (in degrees).
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// Set actor's angle (in degrees).
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//
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//
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//===========================================================================
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//===========================================================================
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enum
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{
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SPF_FORCECLAMP = 1, // players always clamp
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SPF_INTERPOLATE = 2,
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};
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DEFINE_ACTION_FUNCTION(AActor, A_SetAngle)
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DEFINE_ACTION_FUNCTION(AActor, A_SetAngle)
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{
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{
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@ -2810,7 +2804,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SetAngle)
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AActor *ref = COPY_AAPTR(self, ptr);
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AActor *ref = COPY_AAPTR(self, ptr);
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if (ref != NULL)
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if (ref != NULL)
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{
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{
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ref->SetAngle(angle, !!(flags & SPF_INTERPOLATE));
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ref->SetAngle(angle, flags);
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}
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}
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return 0;
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return 0;
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}
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}
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@ -2834,7 +2828,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SetPitch)
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if (ref != NULL)
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if (ref != NULL)
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{
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{
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ref->SetPitch(pitch, !!(flags & SPF_INTERPOLATE), !!(flags & SPF_FORCECLAMP));
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ref->SetPitch(pitch, flags);
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}
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}
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return 0;
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return 0;
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}
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}
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@ -2857,11 +2851,98 @@ DEFINE_ACTION_FUNCTION(AActor, A_SetRoll)
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if (ref != NULL)
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if (ref != NULL)
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{
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{
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ref->SetRoll(roll, !!(flags & SPF_INTERPOLATE));
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ref->SetRoll(roll, flags);
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}
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}
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return 0;
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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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// A_SetViewAngle
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//
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// Set actor's viewangle (in degrees).
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//
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//===========================================================================
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static void SetViewAngleNative(AActor* self, double angle, int flags, int ptr)
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{
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AActor *ref = COPY_AAPTR(self, ptr);
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if (ref != nullptr)
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{
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ref->SetViewAngle(angle, flags);
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}
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}
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DEFINE_ACTION_FUNCTION_NATIVE(AActor, A_SetViewAngle, SetViewAngleNative)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_FLOAT(angle);
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PARAM_INT(flags);
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PARAM_INT(ptr);
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SetViewAngleNative(self, angle, flags, ptr);
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return 0;
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}
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//===========================================================================
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//
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// A_SetViewPitch
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//
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// Set actor's viewpitch (in degrees).
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//
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//===========================================================================
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static void SetViewPitchNative(AActor* self, double pitch, int flags, int ptr)
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{
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AActor *ref = COPY_AAPTR(self, ptr);
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if (ref != nullptr)
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{
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ref->SetViewPitch(pitch, flags);
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}
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}
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DEFINE_ACTION_FUNCTION_NATIVE(AActor, A_SetViewPitch, SetViewPitchNative)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_FLOAT(pitch);
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PARAM_INT(flags);
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PARAM_INT(ptr);
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SetViewPitchNative(self, pitch, flags, ptr);
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return 0;
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}
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//===========================================================================
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//
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// [MC] A_SetViewRoll
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//
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// Set actor's viewroll (in degrees).
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//
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//===========================================================================
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static void SetViewRollNative(AActor* self, double roll, int flags, int ptr)
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{
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AActor *ref = COPY_AAPTR(self, ptr);
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if (ref != nullptr)
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{
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ref->SetViewRoll(roll, flags);
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}
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}
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DEFINE_ACTION_FUNCTION_NATIVE(AActor, A_SetViewRoll, SetViewRollNative)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_FLOAT(roll);
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PARAM_INT(flags);
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PARAM_INT(ptr);
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SetViewRollNative(self, roll, flags, ptr);
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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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// A_SetUserVar
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// A_SetUserVar
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@ -217,6 +217,12 @@ enum WARPF
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WARPF_COPYPITCH = 0x8000,
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WARPF_COPYPITCH = 0x8000,
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};
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};
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enum SPF
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{
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SPF_FORCECLAMP = 1, // players always clamp
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SPF_INTERPOLATE = 2,
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};
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enum PCM
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enum PCM
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{
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{
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PCM_DROPOFF = 1,
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PCM_DROPOFF = 1,
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@ -362,6 +362,7 @@ void AActor::Serialize(FSerializer &arc)
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A("renderhidden", RenderHidden)
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A("renderhidden", RenderHidden)
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A("renderrequired", RenderRequired)
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A("renderrequired", RenderRequired)
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A("friendlyseeblocks", friendlyseeblocks)
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A("friendlyseeblocks", friendlyseeblocks)
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A("viewangles", ViewAngles)
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A("spawntime", SpawnTime)
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A("spawntime", SpawnTime)
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A("spawnorder", SpawnOrder)
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A("spawnorder", SpawnOrder)
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A("friction", Friction)
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A("friction", Friction)
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return 0;
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return 0;
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}
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}
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void AActor::SetPitch(DAngle p, bool interpolate, bool forceclamp)
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// [MC] Helper function for Set(View)Pitch.
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{
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DAngle AActor::ClampPitch(DAngle p)
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if (player != NULL || forceclamp)
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{
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{ // clamp the pitch we set
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// clamp the pitch we set
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DAngle min, max;
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DAngle min, max;
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if (player != NULL)
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if (player != nullptr)
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{
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{
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min = player->MinPitch;
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min = player->MinPitch;
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max = player->MaxPitch;
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max = player->MaxPitch;
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}
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else
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{
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min = -89.;
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max = 89.;
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}
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p = clamp(p, min, max);
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}
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}
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else
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{
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min = -89.;
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max = 89.;
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}
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p = clamp(p, min, max);
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return p;
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}
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void AActor::SetPitch(DAngle p, int fflags)
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{
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if (player != nullptr || (fflags & SPF_FORCECLAMP))
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{
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p = ClampPitch(p);
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}
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if (p != Angles.Pitch)
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if (p != Angles.Pitch)
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{
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{
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Angles.Pitch = p;
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Angles.Pitch = p;
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if (player != NULL && interpolate)
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if (player != nullptr && (fflags & SPF_INTERPOLATE))
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{
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{
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player->cheats |= CF_INTERPVIEW;
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player->cheats |= CF_INTERPVIEW;
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}
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}
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}
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}
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}
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}
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void AActor::SetAngle(DAngle ang, bool interpolate)
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void AActor::SetAngle(DAngle ang, int fflags)
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{
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{
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if (ang != Angles.Yaw)
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if (ang != Angles.Yaw)
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{
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{
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Angles.Yaw = ang;
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Angles.Yaw = ang;
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if (player != NULL && interpolate)
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if (player != nullptr && (fflags & SPF_INTERPOLATE))
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{
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player->cheats |= CF_INTERPVIEW;
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}
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}
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}
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void AActor::SetRoll(DAngle r, int fflags)
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{
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if (r != Angles.Roll)
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{
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Angles.Roll = r;
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if (player != nullptr && (fflags & SPF_INTERPOLATE))
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{
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{
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player->cheats |= CF_INTERPVIEW;
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player->cheats |= CF_INTERPVIEW;
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}
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}
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}
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}
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}
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}
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void AActor::SetRoll(DAngle r, bool interpolate)
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void AActor::SetViewPitch(DAngle p, int fflags)
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{
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{
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if (r != Angles.Roll)
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if (player != NULL || (fflags & SPF_FORCECLAMP))
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{
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{
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Angles.Roll = r;
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p = ClampPitch(p);
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if (player != NULL && interpolate)
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}
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if (p != ViewAngles.Pitch)
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{
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ViewAngles.Pitch = p;
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if (player != nullptr && (fflags & SPF_INTERPOLATE))
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{
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player->cheats |= CF_INTERPVIEW;
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}
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}
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}
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void AActor::SetViewAngle(DAngle ang, int fflags)
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{
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if (ang != ViewAngles.Yaw)
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{
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ViewAngles.Yaw = ang;
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if (player != nullptr && (fflags & SPF_INTERPOLATE))
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{
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player->cheats |= CF_INTERPVIEW;
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}
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}
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}
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void AActor::SetViewRoll(DAngle r, int fflags)
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{
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if (r != ViewAngles.Roll)
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{
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ViewAngles.Roll = r;
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if (player != nullptr && (fflags & SPF_INTERPOLATE))
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{
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{
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player->cheats |= CF_INTERPVIEW;
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player->cheats |= CF_INTERPVIEW;
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}
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}
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@ -804,7 +804,17 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
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viewpoint.sector = viewpoint.camera->Sector;
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viewpoint.sector = viewpoint.camera->Sector;
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viewpoint.showviewer = false;
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viewpoint.showviewer = false;
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}
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}
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iview->New.Angles = viewpoint.camera->Angles;
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// [MC] Apply the view angles first, which is the offsets. If the absolute isn't desired,
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// add the standard angles on top of it.
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viewpoint.Angles = viewpoint.camera->ViewAngles;
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if (!(viewpoint.camera->flags8 & MF8_ABSVIEWANGLES))
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{
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viewpoint.Angles += viewpoint.camera->Angles;
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}
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iview->New.Angles = viewpoint.Angles;
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if (viewpoint.camera->player != 0)
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if (viewpoint.camera->player != 0)
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{
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{
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player = viewpoint.camera->player;
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player = viewpoint.camera->player;
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@ -325,6 +325,7 @@ static FFlagDef ActorFlagDefs[]=
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DEFINE_FLAG(MF8, NOFRICTIONBOUNCE, AActor, flags8),
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DEFINE_FLAG(MF8, NOFRICTIONBOUNCE, AActor, flags8),
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DEFINE_FLAG(MF8, RETARGETAFTERSLAM, AActor, flags8),
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DEFINE_FLAG(MF8, RETARGETAFTERSLAM, AActor, flags8),
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DEFINE_FLAG(MF8, STOPRAILS, AActor, flags8),
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DEFINE_FLAG(MF8, STOPRAILS, AActor, flags8),
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DEFINE_FLAG(MF8, ABSVIEWANGLES, AActor, flags8),
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// Effect flags
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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@ -1943,6 +1943,9 @@ DEFINE_FIELD(AActor, RenderRequired)
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DEFINE_FIELD(AActor, friendlyseeblocks)
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DEFINE_FIELD(AActor, friendlyseeblocks)
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DEFINE_FIELD(AActor, SpawnTime)
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DEFINE_FIELD(AActor, SpawnTime)
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DEFINE_FIELD(AActor, InventoryID)
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DEFINE_FIELD(AActor, InventoryID)
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DEFINE_FIELD_NAMED(AActor, ViewAngles.Yaw, viewangle)
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DEFINE_FIELD_NAMED(AActor, ViewAngles.Pitch, viewpitch)
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DEFINE_FIELD_NAMED(AActor, ViewAngles.Roll, viewroll)
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DEFINE_FIELD_X(FCheckPosition, FCheckPosition, thing);
|
DEFINE_FIELD_X(FCheckPosition, FCheckPosition, thing);
|
||||||
DEFINE_FIELD_X(FCheckPosition, FCheckPosition, pos);
|
DEFINE_FIELD_X(FCheckPosition, FCheckPosition, pos);
|
||||||
|
|
|
@ -232,6 +232,7 @@ class Actor : Thinker native
|
||||||
native uint8 fountaincolor;
|
native uint8 fountaincolor;
|
||||||
native double CameraHeight; // Height of camera when used as such
|
native double CameraHeight; // Height of camera when used as such
|
||||||
native double CameraFOV;
|
native double CameraFOV;
|
||||||
|
native double ViewAngle, ViewPitch, ViewRoll;
|
||||||
native double RadiusDamageFactor; // Radius damage factor
|
native double RadiusDamageFactor; // Radius damage factor
|
||||||
native double SelfDamageFactor;
|
native double SelfDamageFactor;
|
||||||
native double StealthAlpha;
|
native double StealthAlpha;
|
||||||
|
@ -1122,6 +1123,9 @@ class Actor : Thinker native
|
||||||
native void A_SetAngle(double angle = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
|
native void A_SetAngle(double angle = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
|
||||||
native void A_SetPitch(double pitch, int flags = 0, int ptr = AAPTR_DEFAULT);
|
native void A_SetPitch(double pitch, int flags = 0, int ptr = AAPTR_DEFAULT);
|
||||||
native void A_SetRoll(double roll, int flags = 0, int ptr = AAPTR_DEFAULT);
|
native void A_SetRoll(double roll, int flags = 0, int ptr = AAPTR_DEFAULT);
|
||||||
|
native void A_SetViewAngle(double angle = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
|
||||||
|
native void A_SetViewPitch(double pitch, int flags = 0, int ptr = AAPTR_DEFAULT);
|
||||||
|
native void A_SetViewRoll(double roll, int flags = 0, int ptr = AAPTR_DEFAULT);
|
||||||
deprecated("2.3", "User variables are deprecated in ZScript. Actor variables are directly accessible") native void A_SetUserVar(name varname, int value);
|
deprecated("2.3", "User variables are deprecated in ZScript. Actor variables are directly accessible") native void A_SetUserVar(name varname, int value);
|
||||||
deprecated("2.3", "User variables are deprecated in ZScript. Actor variables are directly accessible") native void A_SetUserArray(name varname, int index, int value);
|
deprecated("2.3", "User variables are deprecated in ZScript. Actor variables are directly accessible") native void A_SetUserArray(name varname, int index, int value);
|
||||||
deprecated("2.3", "User variables are deprecated in ZScript. Actor variables are directly accessible") native void A_SetUserVarFloat(name varname, double value);
|
deprecated("2.3", "User variables are deprecated in ZScript. Actor variables are directly accessible") native void A_SetUserVarFloat(name varname, double value);
|
||||||
|
|
Loading…
Reference in a new issue