class LevelPostProcessor native play { protected native LevelLocals level; protected void Apply(Name checksum, String mapname) { } protected native void ClearSectorTags(int sector); protected native void AddSectorTag(int sector, int tag); protected native void ClearLineIDs(int line); protected native void AddLineID(int line, int tag); protected native void OffsetSectorPlane(int sector, int plane, double offset); const SKILLS_ALL = 31; const MODES_ALL = MTF_SINGLE | MTF_COOPERATIVE | MTF_DEATHMATCH; protected native uint GetThingCount(); protected native uint AddThing(int ednum, Vector3 pos, int angle = 0, uint skills = SKILLS_ALL, uint flags = MODES_ALL); protected native int GetThingEdNum(uint thing); protected native void SetThingEdNum(uint thing, int ednum); protected native vector3 GetThingPos(uint thing); protected native void SetThingXY(uint thing, double x, double y); protected native void SetThingZ(uint thing, double z); protected native int GetThingAngle(uint thing); protected native void SetThingAngle(uint thing, int angle); protected native uint GetThingSkills(uint thing); protected native void SetThingSkills(uint thing, uint skills); protected native uint GetThingFlags(uint thing); protected native void SetThingFlags(uint thing, uint flags); protected native int GetThingID(uint thing); protected native void SetThingID(uint thing, int id); protected native int GetThingSpecial(uint thing); protected native void SetThingSpecial(uint thing, int special); protected native int GetThingArgument(uint thing, uint index); protected native Name GetThingStringArgument(uint thing); protected native void SetThingArgument(uint thing, uint index, int value); protected native void SetThingStringArgument(uint thing, Name value); protected native void SetVertex(uint vertex, double x, double y); protected native void SetLineVertexes(uint Line, uint v1, uint v2); protected native void FlipLineSideRefs(uint Line); protected native void SetLineSectorRef(uint line, uint side, uint sector); protected native Actor GetDefaultActor(Name actorclass); protected void FlipLineVertexes(uint Line) { uint v1 = level.lines[Line].v1.Index(); uint v2 = level.lines[Line].v2.Index(); SetLineVertexes(Line, v2, v1); } protected void FlipLineCompletely(uint Line) { FlipLineVertexes(Line); FlipLineSideRefs(Line); } protected void SetWallTexture(int line, int side, int texpart, String texture) { SetWallTextureID(line, side, texpart, TexMan.CheckForTexture(texture, TexMan.Type_Wall)); } protected void SetWallTextureID(int line, int side, int texpart, TextureID texture) { level.Lines[line].sidedef[side].SetTexture(texpart, texture); } protected void SetLineFlags(int line, int setflags, int clearflags = 0) { level.Lines[line].flags = (level.Lines[line].flags & ~clearflags) | setflags; } protected void SetLineActivation(int line, int acttype) { level.Lines[line].activation = acttype; } protected void ClearLineSpecial(int line) { level.Lines[line].special = 0; } protected void SetLineSpecial(int line, int special, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0, int arg5 = 0) { level.Lines[line].special = special; level.Lines[line].args[0] = arg1; level.Lines[line].args[1] = arg2; level.Lines[line].args[2] = arg3; level.Lines[line].args[3] = arg4; level.Lines[line].args[4] = arg5; } protected void SetSectorSpecial(int sectornum, int special) { level.sectors[sectornum].special = special; } protected void SetSectorTextureID(int sectornum, int plane, TextureID texture) { level.sectors[sectornum].SetTexture(plane, texture); } protected void SetSectorTexture(int sectornum, int plane, String texture) { SetSectorTextureID(sectornum, plane, TexMan.CheckForTexture(texture, TexMan.Type_Flat)); } protected void SetSectorLight(int sectornum, int newval) { level.sectors[sectornum].SetLightLevel(newval); } protected void SetWallYScale(int line, int side, int texpart, double scale) { level.lines[line].sidedef[side].SetTextureYScale(texpart, scale); } }