struct FCheckPosition { // in native Actor thing; native Vector3 pos; // out native Sector cursector; native double floorz; native double ceilingz; native double dropoffz; native TextureID floorpic; native int floorterrain; native Sector floorsector; native TextureID ceilingpic; native Sector ceilingsector; native bool touchmidtex; native bool abovemidtex; native bool floatok; native bool FromPMove; native line ceilingline; native Actor stepthing; native bool DoRipping; native bool portalstep; native int portalgroup; native int PushTime; // These are internal helpers to properly initialize an object of this type. private native void _Constructor(); private native void _Destructor(); native void ClearLastRipped(); } struct FLineTraceData { enum ETraceResult { TRACE_HitNone, TRACE_HitFloor, TRACE_HitCeiling, TRACE_HitWall, TRACE_HitActor, TRACE_CrossingPortal, TRACE_HasHitSky }; native Actor HitActor; native Line HitLine; native Sector HitSector; native F3DFloor Hit3DFloor; native TextureID HitTexture; native Vector3 HitLocation; native Vector3 HitDir; native double Distance; native int NumPortals; native int LineSide; native int LinePart; native int SectorPlane; native int HitType; } struct LinkContext { voidptr sector_list; // really msecnode but that's not exported yet. voidptr render_list; } class Actor : Thinker native { const DEFAULT_HEALTH = 1000; const ONFLOORZ = -2147483648.0; const ONCEILINGZ = 2147483647.0; const FLOATRANDZ = ONCEILINGZ-1; const TELEFRAG_DAMAGE = 1000000; const MinVel = 1./65536; const LARGE_MASS = 10000000; // not INT_MAX on purpose const ORIG_FRICTION = (0xE800/65536.); // original value const ORIG_FRICTION_FACTOR = (2048/65536.); // original value const DEFMORPHTICS = 40 * TICRATE; // flags are not defined here, the native fields for those get synthesized from the internal tables. // for some comments on these fields, see their native representations in actor.h. native readonly Actor snext; // next in sector list. native PlayerInfo Player; native readonly vector3 Pos; native vector3 Prev; native double spriteAngle; native double spriteRotation; native double VisibleStartAngle; native double VisibleStartPitch; native double VisibleEndAngle; native double VisibleEndPitch; native double Angle; native double Pitch; native double Roll; native vector3 Vel; native double Speed; native double FloatSpeed; native SpriteID sprite; native uint8 frame; native vector2 Scale; native TextureID picnum; native double Alpha; native readonly color fillcolor; // must be set with SetShade to initialize correctly. native Sector CurSector; native double CeilingZ; native double FloorZ; native double DropoffZ; native Sector floorsector; native TextureID floorpic; native int floorterrain; native Sector ceilingsector; native TextureID ceilingpic; native double Height; native readonly double Radius; native readonly double RenderRadius; native double projectilepassheight; native int tics; native readonly State CurState; native readonly int Damage; native int projectilekickback; native int special1; native int special2; native double specialf1; native double specialf2; native int weaponspecial; native int Health; native uint8 movedir; native int8 visdir; native int16 movecount; native int16 strafecount; native Actor Target; native Actor Master; native Actor Tracer; native Actor LastHeard; native Actor LastEnemy; native Actor LastLookActor; native int ReactionTime; native int Threshold; native readonly int DefThreshold; native vector3 SpawnPoint; native uint16 SpawnAngle; native int StartHealth; native uint8 WeaveIndexXY; native uint8 WeaveIndexZ; native int skillrespawncount; native int Args[5]; native int Mass; native int Special; native readonly int TID; native readonly int TIDtoHate; native readonly int WaterLevel; native int Score; native int Accuracy; native int Stamina; native double MeleeRange; native int PainThreshold; native double Gravity; native double FloorClip; native name DamageType; native name DamageTypeReceived; native uint8 FloatBobPhase; native double FloatBobStrength; native int RipperLevel; native int RipLevelMin; native int RipLevelMax; native name Species; native Actor Alternative; native Actor goal; native uint8 MinMissileChance; native int8 LastLookPlayerNumber; native uint SpawnFlags; native double meleethreshold; native double maxtargetrange; native double bouncefactor; native double wallbouncefactor; native int bouncecount; native double friction; native int FastChaseStrafeCount; native double pushfactor; native int lastpush; native int activationtype; native int lastbump; native int DesignatedTeam; native Actor BlockingMobj; native Line BlockingLine; native Sector Blocking3DFloor; native Sector BlockingCeiling; native Sector BlockingFloor; native int PoisonDamage; native name PoisonDamageType; native int PoisonDuration; native int PoisonPeriod; native int PoisonDamageReceived; native name PoisonDamageTypeReceived; native int PoisonDurationReceived; native int PoisonPeriodReceived; native Actor Poisoner; native Inventory Inv; native uint8 smokecounter; native uint8 FriendPlayer; native uint Translation; native sound AttackSound; native sound DeathSound; native sound SeeSound; native sound PainSound; native sound ActiveSound; native sound UseSound; native sound BounceSound; native sound WallBounceSound; native sound CrushPainSound; native double MaxDropoffHeight; native double MaxStepHeight; native int16 PainChance; native name PainType; native name DeathType; native double DamageFactor; native double DamageMultiply; native Class TelefogSourceType; native Class TelefogDestType; native readonly State SpawnState; native readonly State SeeState; native State MeleeState; native State MissileState; native voidptr /*DecalBase*/ DecalGenerator; native uint8 fountaincolor; native double CameraHeight; // Height of camera when used as such native double CameraFOV; native double RadiusDamageFactor; // Radius damage factor native double SelfDamageFactor; native double StealthAlpha; native int WoundHealth; // Health needed to enter wound state native readonly color BloodColor; native readonly int BloodTranslation; native int RenderHidden; native int RenderRequired; native readonly int FriendlySeeBlocks; native readonly int SpawnTime; private native int InventoryID; // internal counter. meta String Obituary; // Player was killed by this actor meta String HitObituary; // Player was killed by this actor in melee meta double DeathHeight; // Height on normal death meta double BurnHeight; // Height on burning death meta int GibHealth; // Negative health below which this monster dies an extreme death meta Sound HowlSound; // Sound being played when electrocuted or poisoned meta Name BloodType; // Blood replacement type meta Name BloodType2; // Bloopsplatter replacement type meta Name BloodType3; // AxeBlood replacement type meta bool DontHurtShooter; meta int ExplosionRadius; meta int ExplosionDamage; meta int MeleeDamage; meta Sound MeleeSound; meta double MissileHeight; meta Name MissileName; meta double FastSpeed; // speed in fast mode Property prefix: none; Property Obituary: Obituary; Property HitObituary: HitObituary; Property MeleeDamage: MeleeDamage; Property MeleeSound: MeleeSound; Property MissileHeight: MissileHeight; Property MissileType: MissileName; Property DontHurtShooter: DontHurtShooter; Property ExplosionRadius: ExplosionRadius; Property ExplosionDamage: ExplosionDamage; //Property BloodType: BloodType, BloodType2, BloodType3; Property FastSpeed: FastSpeed; Property HowlSound: HowlSound; Property GibHealth: GibHealth; Property DeathHeight: DeathHeight; Property BurnHeight: BurnHeight; property Health: health; property WoundHealth: WoundHealth; property ReactionTime: reactiontime; property PainThreshold: PainThreshold; property DamageMultiply: DamageMultiply; property ProjectileKickback: ProjectileKickback; property Speed: speed; property FloatSpeed: FloatSpeed; property Radius: radius; property RenderRadius: RenderRadius; property Height: height; property ProjectilePassHeight: ProjectilePassHeight; property Mass: mass; property XScale: ScaleX; property YScale: ScaleY; property SeeSound: SeeSound; property AttackSound: AttackSound; property BounceSound: BounceSound; property WallBounceSound: WallBounceSound; property PainSound: PainSound; property DeathSound: DeathSound; property ActiveSound: ActiveSound; property CrushPainSound: CrushPainSound; property Alpha: Alpha; property MaxTargetRange: MaxTargetRange; property MeleeThreshold: MeleeThreshold; property MeleeRange: MeleeRange; property PushFactor: PushFactor; property BounceCount: BounceCount; property WeaveIndexXY: WeaveIndexXY; property WeaveIndexZ: WeaveIndexZ; property MinMissileChance: MinMissileChance; property MaxStepHeight: MaxStepHeight; property MaxDropoffHeight: MaxDropoffHeight; property PoisonDamageType: PoisonDamageType; property RadiusDamageFactor: RadiusDamageFactor; property SelfDamageFactor: SelfDamageFactor; property StealthAlpha: StealthAlpha; property CameraHeight: CameraHeight; property CameraFOV: CameraFOV; property VSpeed: velz; property SpriteRotation: SpriteRotation; property VisibleAngles: VisibleStartAngle, VisibleEndAngle; property VisiblePitch: VisibleStartPitch, VisibleEndPitch; property Species: Species; property Accuracy: accuracy; property Stamina: stamina; property TelefogSourceType: TelefogSourceType; property TelefogDestType: TelefogDestType; property Ripperlevel: RipperLevel; property RipLevelMin: RipLevelMin; property RipLevelMax: RipLevelMax; property RenderHidden: RenderHidden; property RenderRequired: RenderRequired; property FriendlySeeBlocks: FriendlySeeBlocks; // need some definition work first //FRenderStyle RenderStyle; native private int RenderStyle; // This is kept private until its real type has been implemented into the VM. But some code needs to copy this. //int ConversationRoot; // THe root of the current dialogue // deprecated things. native readonly deprecated("2.3", "Use Pos.X instead") double X; native readonly deprecated("2.3", "Use Pos.Y instead") double Y; native readonly deprecated("2.3", "Use Pos.Z instead") double Z; native readonly deprecated("2.3", "Use Vel.X instead") double VelX; native readonly deprecated("2.3", "Use Vel.Y instead") double VelY; native readonly deprecated("2.3", "Use Vel.Z instead") double VelZ; native readonly deprecated("2.3", "Use Vel.X instead") double MomX; native readonly deprecated("2.3", "Use Vel.Y instead") double MomY; native readonly deprecated("2.3", "Use Vel.Z instead") double MomZ; native deprecated("2.3", "Use Scale.X instead") double ScaleX; native deprecated("2.3", "Use Scale.Y instead") double ScaleY; //FStrifeDialogueNode *Conversation; // [RH] The dialogue to show when this actor is used.; Default { Scale 1; Health DEFAULT_HEALTH; Reactiontime 8; Radius 20; RenderRadius 0; Height 16; Mass 100; RenderStyle 'Normal'; Alpha 1; MinMissileChance 200; MeleeRange 64 - 20; MaxDropoffHeight 24; MaxStepHeight 24; BounceFactor 0.7; WallBounceFactor 0.75; BounceCount -1; FloatSpeed 4; FloatBobPhase -1; // randomly initialize by default FloatBobStrength 1.0; Gravity 1; Friction 1; DamageFactor 1.0; // damage multiplier as target of damage. DamageMultiply 1.0; // damage multiplier as source of damage. PushFactor 0.25; WeaveIndexXY 0; WeaveIndexZ 16; DesignatedTeam 255; PainType "Normal"; DeathType "Normal"; TeleFogSourceType "TeleportFog"; TeleFogDestType 'TeleportFog'; RipperLevel 0; RipLevelMin 0; RipLevelMax 0; DefThreshold 100; BloodType "Blood", "BloodSplatter", "AxeBlood"; ExplosionDamage 128; ExplosionRadius -1; // i.e. use ExplosionDamage value MissileHeight 32; SpriteAngle 0; SpriteRotation 0; StencilColor "00 00 00"; VisibleAngles 0, 0; VisiblePitch 0, 0; DefaultStateUsage SUF_ACTOR|SUF_OVERLAY; CameraHeight int.min; CameraFOV 90.f; FastSpeed -1; RadiusDamageFactor 1; SelfDamageFactor 1; StealthAlpha 0; WoundHealth 6; GibHealth int.min; DeathHeight -1; BurnHeight -1; RenderHidden 0; RenderRequired 0; FriendlySeeBlocks 10; // 10 (blocks) * 128 (one map unit block) } // Functions // 'parked' global functions. native clearscope static double deltaangle(double ang1, double ang2); native clearscope static double absangle(double ang1, double ang2); native clearscope static Vector2 AngleToVector(double angle, double length = 1); native clearscope static Vector2 RotateVector(Vector2 vec, double angle); native clearscope static double Normalize180(double ang); virtual void MarkPrecacheSounds() { MarkSound(SeeSound); MarkSound(AttackSound); MarkSound(PainSound); MarkSound(DeathSound); MarkSound(ActiveSound); MarkSound(UseSound); MarkSound(BounceSound); MarkSound(WallBounceSound); MarkSound(CrushPainSound); MarkSound(HowlSound); MarkSound(MeleeSound); } bool IsPointerEqual(int ptr_select1, int ptr_select2) { return GetPointer(ptr_select1) == GetPointer(ptr_select2); } clearscope static double BobSin(double fb) { return sin(fb * (180./32)) * 8; } native bool isFrozen(); virtual native void BeginPlay(); virtual native void Activate(Actor activator); virtual native void Deactivate(Actor activator); virtual native int DoSpecialDamage (Actor target, int damage, Name damagetype); virtual native int TakeSpecialDamage (Actor inflictor, Actor source, int damage, Name damagetype); virtual native void Die(Actor source, Actor inflictor, int dmgflags = 0, Name MeansOfDeath = 'none'); virtual native bool Slam(Actor victim); virtual native void Touch(Actor toucher); native void Substitute(Actor replacement); native ui void DisplayNameTag(); // Called by inventory items to see if this actor is capable of touching them. // If true, the item will attempt to be picked up. Useful for things like // allowing morphs to pick up limited items such as keys while preventing // them from picking other items up. virtual bool CanTouchItem(Inventory item) { return true; } // Called by PIT_CheckThing to check if two actors actually can collide. virtual bool CanCollideWith(Actor other, bool passive) { return true; } // Called by revival/resurrection to check if one can resurrect the other. // "other" can be null when not passive. virtual bool CanResurrect(Actor other, bool passive) { return true; } // Called when an actor is to be reflected by a disc of repulsion. // Returns true to continue normal blast processing. virtual bool SpecialBlastHandling (Actor source, double strength) { return true; } // This is called before a missile gets exploded. virtual int SpecialMissileHit (Actor victim) { return -1; } // Called when the player presses 'use' and an actor is found, except if the // UseSpecial flag is set. Use level.ExecuteSpecial to call action specials // instead. virtual bool Used(Actor user) { return false; } virtual class GetBloodType(int type) { Class bloodcls; if (type == 0) { bloodcls = BloodType; } else if (type == 1) { bloodcls = BloodType2; } else if (type == 2) { bloodcls = BloodType3; } else { return NULL; } if (bloodcls != NULL) { bloodcls = GetReplacement(bloodcls); } return bloodcls; } virtual int GetGibHealth() { if (GibHealth != int.min) { return -abs(GibHealth); } else { return -int(GetSpawnHealth() * gameinfo.gibfactor); } } virtual double GetDeathHeight() { // [RH] Allow the death height to be overridden using metadata. double metaheight = -1; if (DamageType == 'Fire') { metaheight = BurnHeight; } if (metaheight < 0) { metaheight = DeathHeight; } if (metaheight < 0) { return Height * 0.25; } else { return MAX(metaheight, 0); } } virtual String GetObituary(Actor victim, Actor inflictor, Name mod, bool playerattack) { if (mod == 'Telefrag') { return "$OB_MONTELEFRAG"; } else if (mod == 'Melee' && HitObituary.Length() > 0) { return HitObituary; } return Obituary; } virtual int OnDrain(Actor victim, int damage, Name dmgtype) { return damage; } // called on getting a secret, return false to disable default "secret found" message/sound virtual bool OnGiveSecret(bool printmsg, bool playsound) { return true; } native virtual bool OkayToSwitchTarget(Actor other); native static class GetReplacement(class cls); native static class GetReplacee(class cls); native static int GetSpriteIndex(name sprt); native clearscope static double GetDefaultSpeed(class type); native static class GetSpawnableType(int spawnnum); native static int ApplyDamageFactors(class itemcls, Name damagetype, int damage, int defdamage); native void RemoveFromHash(); native void ChangeTid(int newtid); deprecated("3.8", "Use Level.FindUniqueTid() instead") static int FindUniqueTid(int start = 0, int limit = 0) { return level.FindUniqueTid(start, limit); } native void SetShade(color col); native clearscope int GetRenderStyle() const; native clearscope bool CheckKeys(int locknum, bool remote, bool quiet = false); protected native void CheckPortalTransition(bool linked = true); native clearscope string GetTag(string defstr = "") const; native void SetTag(string defstr = ""); native double GetBobOffset(double frac = 0); native void ClearCounters(); native bool GiveBody (int num, int max=0); native bool HitFloor(); native virtual bool Grind(bool items); native clearscope bool isTeammate(Actor other) const; native clearscope int PlayerNumber() const; native void SetFriendPlayer(PlayerInfo player); native void SoundAlert(Actor target, bool splash = false, double maxdist = 0); native void ClearBounce(); native TerrainDef GetFloorTerrain(); native bool CheckLocalView(int consoleplayer = -1 /* parameter is not used anymore but needed for backward compatibilityö. */); native bool CheckNoDelay(); native bool UpdateWaterLevel (bool splash = true); native bool IsZeroDamage(); native void ClearInterpolation(); native clearscope Vector3 PosRelative(sector sec) const; native void RailAttack(FRailParams p); native void HandleSpawnFlags(); native void ExplodeMissile(line lin = null, Actor target = null, bool onsky = false); native void RestoreDamage(); native clearscope int SpawnHealth() const; virtual clearscope int GetMaxHealth(bool withupgrades = false) const // this only exists to make checks for player health easier so they can avoid the type check and just call this method. { return SpawnHealth(); } native void SetDamage(int dmg); native clearscope double Distance2D(Actor other) const; native clearscope double Distance3D(Actor other) const; native clearscope double Distance2DSquared(Actor other) const; native clearscope double Distance3DSquared(Actor other) const; native void SetOrigin(vector3 newpos, bool moving); native void SetXYZ(vector3 newpos); native clearscope Actor GetPointer(int aaptr); native double BulletSlope(out FTranslatedLineTarget pLineTarget = null, int aimflags = 0); native void CheckFakeFloorTriggers (double oldz, bool oldz_has_viewheight = false); native bool CheckFor3DFloorHit(double z, bool trigger); native bool CheckFor3DCeilingHit(double z, bool trigger); native int CheckMonsterUseSpecials(); native bool CheckMissileSpawn(double maxdist); native bool CheckPosition(Vector2 pos, bool actorsonly = false, FCheckPosition tm = null); native bool TestMobjLocation(); native static Actor Spawn(class type, vector3 pos = (0,0,0), int replace = NO_REPLACE); native Actor SpawnMissile(Actor dest, class type, Actor owner = null); native Actor SpawnMissileXYZ(Vector3 pos, Actor dest, Class type, bool checkspawn = true, Actor owner = null); native Actor SpawnMissileZ (double z, Actor dest, class type); native Actor SpawnMissileAngleZSpeed (double z, class type, double angle, double vz, double speed, Actor owner = null, bool checkspawn = true); native Actor SpawnMissileZAimed (double z, Actor dest, Class type); native Actor SpawnSubMissile(Class type, Actor target); native Actor, Actor SpawnPlayerMissile(class type, double angle = 1e37, double x = 0, double y = 0, double z = 0, out FTranslatedLineTarget pLineTarget = null, bool nofreeaim = false, bool noautoaim = false, int aimflags = 0); native void SpawnTeleportFog(Vector3 pos, bool beforeTele, bool setTarget); native Actor RoughMonsterSearch(int distance, bool onlyseekable = false, bool frontonly = false); native int ApplyDamageFactor(Name damagetype, int damage); native int GetModifiedDamage(Name damagetype, int damage, bool passive, Actor inflictor = null, Actor source = null, int flags = 0); native bool CheckBossDeath(); void A_Light(int extralight) { if (player) player.extralight = clamp(extralight, -20, 20); } void A_Light0() { if (player) player.extralight = 0; } void A_Light1() { if (player) player.extralight = 1; } void A_Light2() { if (player) player.extralight = 2; } void A_LightInverse() { if (player) player.extralight = 0x80000000; } native Actor OldSpawnMissile(Actor dest, class type, Actor owner = null); native Actor SpawnPuff(class pufftype, vector3 pos, double hitdir, double particledir, int updown, int flags = 0, Actor victim = null); native void SpawnBlood (Vector3 pos1, double dir, int damage); native void BloodSplatter (Vector3 pos, double hitangle, bool axe = false); native bool HitWater (sector sec, Vector3 pos, bool checkabove = false, bool alert = true, bool force = false); native void PlaySpawnSound(Actor missile); native clearscope bool CountsAsKill() const; native bool Teleport(Vector3 pos, double angle, int flags); native void TraceBleed(int damage, Actor missile); native void TraceBleedAngle(int damage, double angle, double pitch); native void SetIdle(bool nofunction = false); native bool CheckMeleeRange(); native bool TriggerPainChance(Name mod, bool forcedPain = false); native virtual int DamageMobj(Actor inflictor, Actor source, int damage, Name mod, int flags = 0, double angle = 0); native void PoisonMobj (Actor inflictor, Actor source, int damage, int duration, int period, Name type); native double AimLineAttack(double angle, double distance, out FTranslatedLineTarget pLineTarget = null, double vrange = 0., int flags = 0, Actor target = null, Actor friender = null); native Actor, int LineAttack(double angle, double distance, double pitch, int damage, Name damageType, class pufftype, int flags = 0, out FTranslatedLineTarget victim = null, double offsetz = 0., double offsetforward = 0., double offsetside = 0.); native bool LineTrace(double angle, double distance, double pitch, int flags = 0, double offsetz = 0., double offsetforward = 0., double offsetside = 0., out FLineTraceData data = null); native bool CheckSight(Actor target, int flags = 0); native bool IsVisible(Actor other, bool allaround, LookExParams params = null); native bool HitFriend(); native bool MonsterMove(); native SeqNode StartSoundSequenceID (int sequence, int type, int modenum, bool nostop = false); native SeqNode StartSoundSequence (Name seqname, int modenum); native void StopSoundSequence(); native void FindFloorCeiling(int flags = 0); native double, double GetFriction(); native bool, Actor TestMobjZ(bool quick = false); native static bool InStateSequence(State newstate, State basestate); bool TryWalk () { if (!MonsterMove ()) { return false; } movecount = random[TryWalk](0, 15); return true; } native bool TryMove(vector2 newpos, int dropoff, bool missilecheck = false, FCheckPosition tm = null); native bool CheckMove(vector2 newpos, int flags = 0, FCheckPosition tm = null); native void NewChaseDir(); native void RandomChaseDir(); native bool CheckMissileRange(); native bool SetState(state st, bool nofunction = false); clearscope native state FindState(statelabel st, bool exact = false) const; bool SetStateLabel(statelabel st, bool nofunction = false) { return SetState(FindState(st), nofunction); } native action state ResolveState(statelabel st); // this one, unlike FindState, is context aware. native void LinkToWorld(LinkContext ctx = null); native void UnlinkFromWorld(out LinkContext ctx = null); native bool CanSeek(Actor target); native clearscope double AngleTo(Actor target, bool absolute = false) const; native void AddZ(double zadd, bool moving = true); native void SetZ(double z); native clearscope vector2 Vec2To(Actor other) const; native clearscope vector3 Vec3To(Actor other) const; native clearscope vector3 Vec3Offset(double x, double y, double z, bool absolute = false) const; native clearscope vector3 Vec3Angle(double length, double angle, double z = 0, bool absolute = false) const; native clearscope vector2 Vec2Angle(double length, double angle, bool absolute = false) const; native clearscope vector2 Vec2Offset(double x, double y, bool absolute = false) const; native clearscope vector3 Vec2OffsetZ(double x, double y, double atz, bool absolute = false) const; native void VelIntercept(Actor targ, double speed = -1, bool aimpitch = true, bool oldvel = false); native void VelFromAngle(double speed = 1e37, double angle = 1e37); native void Vel3DFromAngle(double speed, double angle, double pitch); native void Thrust(double speed = 1e37, double angle = 1e37); native clearscope bool isFriend(Actor other) const; native clearscope bool isHostile(Actor other) const; native void AdjustFloorClip(); native clearscope DropItem GetDropItems() const; native void CopyFriendliness (Actor other, bool changeTarget, bool resetHealth = true); native bool LookForMonsters(); native bool LookForTid(bool allaround, LookExParams params = null); native bool LookForEnemies(bool allaround, LookExParams params = null); native bool LookForPlayers(bool allaround, LookExParams params = null); native bool TeleportMove(Vector3 pos, bool telefrag, bool modifyactor = true); native double DistanceBySpeed(Actor other, double speed); native name GetSpecies(); native void PlayActiveSound(); native void Howl(); native void DrawSplash (int count, double angle, int kind); native void GiveSecret(bool printmsg = true, bool playsound = true); native clearscope double GetCameraHeight() const; native clearscope double GetGravity() const; //========================================================================== // // AActor :: GetLevelSpawnTime // // Returns the time when this actor was spawned, // relative to the current level. // //========================================================================== clearscope int GetLevelSpawnTime() const { return SpawnTime - level.totaltime + level.time; } //========================================================================== // // AActor :: GetAge // // Returns the number of ticks passed since this actor was spawned. // //========================================================================== clearscope int GetAge() const { return level.totaltime - SpawnTime; } double AccuracyFactor() { return 1. / (1 << (accuracy * 5 / 100)); } protected native void DestroyAllInventory(); // This is not supposed to be called by user code! native clearscope Inventory FindInventory(class itemtype, bool subclass = false) const; native Inventory GiveInventoryType(class itemtype); native bool UsePuzzleItem(int PuzzleItemType); action native void SetCamera(Actor cam, bool revert = false); 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); // DECORATE compatible functions native double GetZAt(double px = 0, double py = 0, double angle = 0, int flags = 0, int pick_pointer = AAPTR_DEFAULT); native clearscope int GetSpawnHealth() const; native double GetCrouchFactor(int ptr = AAPTR_PLAYER1); native double GetCVar(string cvar); native double GetCVarString(string cvar); native int GetPlayerInput(int inputnum, int ptr = AAPTR_DEFAULT); native int CountProximity(class classname, double distance, int flags = 0, int ptr = AAPTR_DEFAULT); native int GetMissileDamage(int mask, int add, int ptr = AAPTR_DEFAULT); action native int OverlayID(); action native double OverlayX(int layer = 0); action native double OverlayY(int layer = 0); action native double OverlayAlpha(int layer = 0); // DECORATE setters - it probably makes more sense to set these values directly now... void A_SetMass(int newmass) { mass = newmass; } void A_SetInvulnerable() { bInvulnerable = true; } void A_UnSetInvulnerable() { bInvulnerable = false; } void A_SetReflective() { bReflective = true; } void A_UnSetReflective() { bReflective = false; } void A_SetReflectiveInvulnerable() { bInvulnerable = true; bReflective = true; } void A_UnSetReflectiveInvulnerable() { bInvulnerable = false; bReflective = false; } void A_SetShootable() { bShootable = true; bNonShootable = false; } void A_UnSetShootable() { bShootable = false; bNonShootable = true; } void A_NoGravity() { bNoGravity = true; } void A_Gravity() { bNoGravity = false; Gravity = 1; } void A_LowGravity() { bNoGravity = false; Gravity = 0.125; } void A_SetGravity(double newgravity) { gravity = clamp(newgravity, 0., 10.); } void A_SetFloorClip() { bFloorClip = true; AdjustFloorClip(); } void A_UnSetFloorClip() { bFloorClip = false; FloorClip = 0; } void A_HideThing() { bInvisible = true; } void A_UnHideThing() { bInvisible = false; } void A_SetArg(int arg, int val) { if (arg >= 0 && arg < 5) args[arg] = val; } void A_Turn(double turn = 0) { angle += turn; } void A_SetDamageType(name newdamagetype) { damagetype = newdamagetype; } void A_SetSolid() { bSolid = true; } void A_UnsetSolid() { bSolid = false; } void A_SetFloat() { bFloat = true; } void A_UnsetFloat() { bFloat = false; } void A_SetFloatBobPhase(int bob) { if (bob >= 0 && bob <= 63) FloatBobPhase = bob; } void A_SetRipperLevel(int level) { RipperLevel = level; } void A_SetRipMin(int minimum) { RipLevelMin = minimum; } void A_SetRipMax(int maximum) { RipLevelMax = maximum; } void A_ScreamAndUnblock() { A_Scream(); A_NoBlocking(); } void A_ActiveAndUnblock() { A_ActiveSound(); A_NoBlocking(); } //--------------------------------------------------------------------------- // // FUNC P_SpawnMissileAngle // // Returns NULL if the missile exploded immediately, otherwise returns // a mobj_t pointer to the missile. // //--------------------------------------------------------------------------- Actor SpawnMissileAngle (class type, double angle, double vz) { return SpawnMissileAngleZSpeed (pos.z + 32 + GetBobOffset(), type, angle, vz, GetDefaultSpeed (type)); } Actor SpawnMissileAngleZ (double z, class type, double angle, double vz) { return SpawnMissileAngleZSpeed (z, type, angle, vz, GetDefaultSpeed (type)); } void A_SetScale(double scalex, double scaley = 0, int ptr = AAPTR_DEFAULT, bool usezero = false) { Actor aptr = GetPointer(ptr); if (aptr) { aptr.Scale.X = scalex; aptr.Scale.Y = scaley != 0 || usezero? scaley : scalex; // use scalex here, too, if only one parameter. } } void A_SetSpeed(double speed, int ptr = AAPTR_DEFAULT) { Actor aptr = GetPointer(ptr); if (aptr) aptr.Speed = speed; } void A_SetFloatSpeed(double speed, int ptr = AAPTR_DEFAULT) { Actor aptr = GetPointer(ptr); if (aptr) aptr.FloatSpeed = speed; } void A_SetPainThreshold(int threshold, int ptr = AAPTR_DEFAULT) { Actor aptr = GetPointer(ptr); if (aptr) aptr.PainThreshold = threshold; } bool A_SetSpriteAngle(double angle = 0, int ptr = AAPTR_DEFAULT) { Actor aptr = GetPointer(ptr); if (!aptr) return false; aptr.SpriteAngle = angle; return true; } bool A_SetSpriteRotation(double angle = 0, int ptr = AAPTR_DEFAULT) { Actor aptr = GetPointer(ptr); if (!aptr) return false; aptr.SpriteRotation = angle; return true; } deprecated("2.3", "This function does nothing and is only for Zandronum compatibility") void A_FaceConsolePlayer(double MaxTurnAngle = 0) {} void A_SetSpecial(int spec, int arg0 = 0, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0) { special = spec; args[0] = arg0; args[1] = arg1; args[2] = arg2; args[3] = arg3; args[4] = arg4; } void A_ClearTarget() { target = null; lastheard = null; lastenemy = null; } void A_ChangeLinkFlags(int blockmap = FLAG_NO_CHANGE, int sector = FLAG_NO_CHANGE) { UnlinkFromWorld(); if (blockmap != FLAG_NO_CHANGE) bNoBlockmap = blockmap; if (sector != FLAG_NO_CHANGE) bNoSector = sector; LinkToWorld(); } // killough 11/98: kill an object void A_Die(name damagetype = "none") { DamageMobj(null, null, health, damagetype, DMG_FORCED); } void SpawnDirt (double radius) { static const class chunks[] = { "Dirt1", "Dirt2", "Dirt3", "Dirt4", "Dirt5", "Dirt6" }; double zo = random[Dirt]() / 128. + 1; Vector3 pos = Vec3Angle(radius, random[Dirt]() * (360./256), zo); Actor mo = Spawn (chunks[random[Dirt](0, 5)], pos, ALLOW_REPLACE); if (mo) { mo.Vel.Z = random[Dirt]() / 64.; } } // // A_SinkMobj // Sink a mobj incrementally into the floor // bool SinkMobj (double speed) { if (Floorclip < Height) { Floorclip += speed; return false; } return true; } // // A_RaiseMobj // Raise a mobj incrementally from the floor to // bool RaiseMobj (double speed) { // Raise a mobj from the ground if (Floorclip > 0) { Floorclip -= speed; if (Floorclip <= 0) { Floorclip = 0; return true; } else { return false; } } return true; } Actor AimTarget() { FTranslatedLineTarget t; BulletSlope(t, ALF_PORTALRESTRICT); return t.linetarget; } void RestoreRenderStyle() { bShadow = default.bShadow; bGhost = default.bGhost; RenderStyle = default.RenderStyle; Alpha = default.Alpha; } virtual bool ShouldSpawn() { return true; } native void A_Face(Actor faceto, double max_turn = 0, double max_pitch = 270, double ang_offset = 0, double pitch_offset = 0, int flags = 0, double z_ofs = 0); void A_FaceTarget(double max_turn = 0, double max_pitch = 270, double ang_offset = 0, double pitch_offset = 0, int flags = 0, double z_ofs = 0) { A_Face(target, max_turn, max_pitch, ang_offset, pitch_offset, flags, z_ofs); } void A_FaceTracer(double max_turn = 0, double max_pitch = 270, double ang_offset = 0, double pitch_offset = 0, int flags = 0, double z_ofs = 0) { A_Face(tracer, max_turn, max_pitch, ang_offset, pitch_offset, flags, z_ofs); } void A_FaceMaster(double max_turn = 0, double max_pitch = 270, double ang_offset = 0, double pitch_offset = 0, int flags = 0, double z_ofs = 0) { A_Face(master, max_turn, max_pitch, ang_offset, pitch_offset, flags, z_ofs); } // Action functions // Meh, MBF redundant functions. Only for DeHackEd support. native bool A_LineEffect(int boomspecial = 0, int tag = 0); // End of MBF redundant functions. native void A_MonsterRail(); native void A_Pain(); native void A_NoBlocking(bool drop = true); void A_Fall() { A_NoBlocking(); } native void A_Look(); native void A_Chase(statelabel melee = '_a_chase_default', statelabel missile = '_a_chase_default', int flags = 0); native void A_VileChase(); native bool A_CheckForResurrection(); native void A_BossDeath(); bool A_CallSpecial(int special, int arg1=0, int arg2=0, int arg3=0, int arg4=0, int arg5=0) { return Level.ExecuteSpecial(special, self, null, false, arg1, arg2, arg3, arg4, arg5); } native void A_FastChase(); native void A_PlayerScream(); native void A_CheckTerrain(); native void A_Wander(int flags = 0); native void A_Look2(); deprecated("2.3", "Use A_CustomBulletAttack() instead") native void A_BulletAttack(); native void A_WolfAttack(int flags = 0, sound whattoplay = "weapons/pistol", double snipe = 1.0, int maxdamage = 64, int blocksize = 128, int pointblank = 2, int longrange = 4, double runspeed = 160.0, class pufftype = "BulletPuff"); deprecated("4.3", "Use A_StartSound() instead") native clearscope void A_PlaySound(sound whattoplay = "weapons/pistol", int slot = CHAN_BODY, double volume = 1.0, bool looping = false, double attenuation = ATTN_NORM, bool local = false, double pitch = 0.0); native clearscope void A_StartSound(sound whattoplay, int slot = CHAN_BODY, int flags = 0, double volume = 1.0, double attenuation = ATTN_NORM, double pitch = 0.0, double startTime = 0.0); native void A_SoundVolume(int slot, double volume); native void A_SoundPitch(int slot, double pitch); deprecated("2.3", "Use A_StartSound(, CHAN_WEAPON) instead") void A_PlayWeaponSound(sound whattoplay) { A_StartSound(whattoplay, CHAN_WEAPON); } native void A_StopSound(int slot = CHAN_VOICE); // Bad default but that's what is originally was... void A_StopAllSounds() { A_StopSounds(0,0); } native void A_StopSounds(int chanmin, int chanmax); deprecated("2.3", "Use A_StartSound() instead") native void A_PlaySoundEx(sound whattoplay, name slot, bool looping = false, int attenuation = 0); deprecated("2.3", "Use A_StopSound() instead") native void A_StopSoundEx(name slot); native clearscope bool IsActorPlayingSound(int channel, Sound snd = 0); native void A_SeekerMissile(int threshold, int turnmax, int flags = 0, int chance = 50, int distance = 10); native action state A_Jump(int chance, statelabel label, ...); native Actor A_SpawnProjectile(class missiletype, double spawnheight = 32, double spawnofs_xy = 0, double angle = 0, int flags = 0, double pitch = 0, int ptr = AAPTR_TARGET); native void A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = 0, color color2 = 0, int flags = 0, int aim = 0, double maxdiff = 0, class pufftype = "BulletPuff", double spread_xy = 0, double spread_z = 0, double range = 0, int duration = 0, double sparsity = 1.0, double driftspeed = 1.0, class spawnclass = null, double spawnofs_z = 0, int spiraloffset = 270, int limit = 0, double veleffect = 3); native void A_Print(string whattoprint, double time = 0, name fontname = "none"); native void A_PrintBold(string whattoprint, double time = 0, name fontname = "none"); native void A_Log(string whattoprint, bool local = false); native void A_LogInt(int whattoprint, bool local = false); native void A_LogFloat(double whattoprint, bool local = false); native void A_SetTranslucent(double alpha, int style = 0); native void A_SetRenderStyle(double alpha, int style); native void A_FadeIn(double reduce = 0.1, int flags = 0); native void A_FadeOut(double reduce = 0.1, int flags = 1); //bool remove == true native void A_FadeTo(double target, double amount = 0.1, int flags = 0); native void A_SpawnDebris(class spawntype, bool transfer_translation = false, double mult_h = 1, double mult_v = 1); native void A_SpawnParticle(color color1, int flags = 0, int lifetime = 35, double size = 1, double angle = 0, double xoff = 0, double yoff = 0, double zoff = 0, double velx = 0, double vely = 0, double velz = 0, double accelx = 0, double accely = 0, double accelz = 0, double startalphaf = 1, double fadestepf = -1, double sizestep = 0); native void A_ExtChase(bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false); native void A_DropInventory(class itemtype, int amount = -1); native void A_SetBlend(color color1, double alpha, int tics, color color2 = 0, double alpha2 = 0.); deprecated("2.3", "Use 'b = [true/false]' instead") native void A_ChangeFlag(string flagname, bool value); native void A_ChangeCountFlags(int kill = FLAG_NO_CHANGE, int item = FLAG_NO_CHANGE, int secret = FLAG_NO_CHANGE); native void A_RaiseMaster(int flags = 0); native void A_RaiseChildren(int flags = 0); native void A_RaiseSiblings(int flags = 0); native bool A_RaiseSelf(int flags = 0); native bool RaiseActor(Actor other, int flags = 0); native bool CanRaise(); native void Revive(); native void A_Weave(int xspeed, int yspeed, double xdist, double ydist); action native state, bool A_Teleport(statelabel teleportstate = null, class targettype = "BossSpot", class fogtype = "TeleportFog", int flags = 0, double mindist = 128, double maxdist = 0, int ptr = AAPTR_DEFAULT); action native state, bool A_Warp(int ptr_destination, double xofs = 0, double yofs = 0, double zofs = 0, double angle = 0, int flags = 0, statelabel success_state = null, double heightoffset = 0, double radiusoffset = 0, double pitch = 0); native void A_CountdownArg(int argnum, statelabel targstate = null); native state A_MonsterRefire(int chance, statelabel label); native void A_LookEx(int flags = 0, double minseedist = 0, double maxseedist = 0, double maxheardist = 0, double fov = 0, statelabel label = null); native void A_Recoil(double xyvel); native int A_RadiusGive(class itemtype, double distance, int flags, int amount = 0, class filter = null, name species = "None", double mindist = 0, int limit = 0); native void A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true); native void A_CustomComboAttack(class missiletype, double spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true); native void A_Burst(class chunktype); native void A_RadiusDamageSelf(int damage = 128, double distance = 128, int flags = 0, class flashtype = null); native int GetRadiusDamage(Actor thing, int damage, int distance, int fulldmgdistance = 0, bool oldradiusdmg = false); native int RadiusAttack(Actor bombsource, int bombdamage, int bombdistance, Name bombmod = 'none', int flags = RADF_HURTSOURCE, int fulldamagedistance = 0); native void A_Respawn(int flags = 1); native void A_RestoreSpecialPosition(); native void A_QueueCorpse(); native void A_DeQueueCorpse(); native void A_ClearLastHeard(); native void A_ClassBossHealth(); 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_SetRoll(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_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_SetUserArrayFloat(name varname, int index, double value); native void A_Quake(int intensity, int duration, int damrad, int tremrad, sound sfx = "world/quake"); native void A_QuakeEx(int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, sound sfx = "world/quake", int flags = 0, double mulWaveX = 1, double mulWaveY = 1, double mulWaveZ = 1, int falloff = 0, int highpoint = 0, double rollIntensity = 0, double rollWave = 0); action native void A_SetTics(int tics); native void A_DamageSelf(int amount, name damagetype = "none", int flags = 0, class filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT); native void A_DamageTarget(int amount, name damagetype = "none", int flags = 0, class filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT); native void A_DamageMaster(int amount, name damagetype = "none", int flags = 0, class filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT); native void A_DamageTracer(int amount, name damagetype = "none", int flags = 0, class filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT); native void A_DamageChildren(int amount, name damagetype = "none", int flags = 0, class filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT); native void A_DamageSiblings(int amount, name damagetype = "none", int flags = 0, class filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT); native void A_KillTarget(name damagetype = "none", int flags = 0, class filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT); native void A_KillMaster(name damagetype = "none", int flags = 0, class filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT); native void A_KillTracer(name damagetype = "none", int flags = 0, class filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT); native void A_KillChildren(name damagetype = "none", int flags = 0, class filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT); native void A_KillSiblings(name damagetype = "none", int flags = 0, class filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT); native void A_RemoveTarget(int flags = 0, class filter = null, name species = "None"); native void A_RemoveMaster(int flags = 0, class filter = null, name species = "None"); native void A_RemoveTracer(int flags = 0, class filter = null, name species = "None"); native void A_RemoveChildren(bool removeall = false, int flags = 0, class filter = null, name species = "None"); native void A_RemoveSiblings(bool removeall = false, int flags = 0, class filter = null, name species = "None"); native void A_Remove(int removee, int flags = 0, class filter = null, name species = "None"); native void A_SetTeleFog(class oldpos, class newpos); native void A_SwapTeleFog(); native void A_SetHealth(int health, int ptr = AAPTR_DEFAULT); native void A_ResetHealth(int ptr = AAPTR_DEFAULT); native void A_SetSpecies(name species, int ptr = AAPTR_DEFAULT); native void A_SetChaseThreshold(int threshold, bool def = false, int ptr = AAPTR_DEFAULT); native bool A_FaceMovementDirection(double offset = 0, double anglelimit = 0, double pitchlimit = 0, int flags = 0, int ptr = AAPTR_DEFAULT); native int A_ClearOverlays(int sstart = 0, int sstop = 0, bool safety = true); native bool A_CopySpriteFrame(int from, int to, int flags = 0); native bool A_SetVisibleRotation(double anglestart = 0, double angleend = 0, double pitchstart = 0, double pitchend = 0, int flags = 0, int ptr = AAPTR_DEFAULT); native void A_SetTranslation(name transname); native bool A_SetSize(double newradius = -1, double newheight = -1, bool testpos = false); native void A_SprayDecal(String name, double dist = 172); native void A_SetMugshotState(String name); native void CopyBloodColor(Actor other); native void A_RearrangePointers(int newtarget, int newmaster = AAPTR_DEFAULT, int newtracer = AAPTR_DEFAULT, int flags=0); native void A_TransferPointer(int ptr_source, int ptr_recipient, int sourcefield, int recipientfield=AAPTR_DEFAULT, int flags=0); native void A_CopyFriendliness(int ptr_source = AAPTR_MASTER); action native bool A_Overlay(int layer, statelabel start = null, bool nooverride = false); native void A_WeaponOffset(double wx = 0, double wy = 32, int flags = 0); action native void A_OverlayOffset(int layer = PSP_WEAPON, double wx = 0, double wy = 32, int flags = 0); action native void A_OverlayFlags(int layer, int flags, bool set); action native void A_OverlayAlpha(int layer, double alph); action native void A_OverlayRenderStyle(int layer, int style); native bool A_AttachLightDef(Name lightid, Name lightdef); native bool A_AttachLight(Name lightid, int type, Color lightcolor, int radius1, int radius2, int flags = 0, Vector3 ofs = (0,0,0), double param = 0, double spoti = 10, double spoto = 25, double spotp = 0); native bool A_RemoveLight(Name lightid); int ACS_NamedExecute(name script, int mapnum=0, int arg1=0, int arg2=0, int arg3=0) { return ACS_Execute(-int(script), mapnum, arg1, arg2, arg3); } int ACS_NamedSuspend(name script, int mapnum=0) { return ACS_Suspend(-int(script), mapnum); } int ACS_NamedTerminate(name script, int mapnum=0) { return ACS_Terminate(-int(script), mapnum); } int ACS_NamedLockedExecute(name script, int mapnum=0, int arg1=0, int arg2=0, int lock=0) { return ACS_LockedExecute(-int(script), mapnum, arg1, arg2, lock); } int ACS_NamedLockedExecuteDoor(name script, int mapnum=0, int arg1=0, int arg2=0, int lock=0) { return ACS_LockedExecuteDoor(-int(script), mapnum, arg1, arg2, lock); } int ACS_NamedExecuteWithResult(name script, int arg1=0, int arg2=0, int arg3=0, int arg4=0) { return ACS_ExecuteWithResult(-int(script), arg1, arg2, arg3, arg4); } int ACS_NamedExecuteAlways(name script, int mapnum=0, int arg1=0, int arg2=0, int arg3=0) { return ACS_ExecuteAlways(-int(script), mapnum, arg1, arg2, arg3); } int ACS_ScriptCall(name script, int arg1=0, int arg2=0, int arg3=0, int arg4=0) { return ACS_ExecuteWithResult(-int(script), arg1, arg2, arg3, arg4); } //=========================================================================== // // Sounds // //=========================================================================== void A_Scream() { if (DeathSound) { A_StartSound(DeathSound, CHAN_VOICE, CHANF_DEFAULT, 1, bBoss? ATTN_NONE : ATTN_NORM); } } void A_XScream() { A_StartSound(player? Sound("*gibbed") : Sound("misc/gibbed"), CHAN_VOICE); } void A_ActiveSound() { if (ActiveSound) { A_StartSound(ActiveSound, CHAN_VOICE); } } //---------------------------------------------------------------------------- // // PROC A_CheckSkullDone // //---------------------------------------------------------------------------- void A_CheckPlayerDone() { if (player == NULL) Destroy(); } States(Actor, Overlay, Weapon, Item) { Spawn: TNT1 A -1; Stop; Null: TNT1 A 1; Stop; GenericFreezeDeath: // Generic freeze death frames. Woo! #### # 5 A_GenericFreezeDeath; ---- A 1 A_FreezeDeathChunks; Wait; GenericCrush: POL5 A -1; Stop; } // Internal functions deprecated("2.3") private native int __decorate_internal_int__(int i); deprecated("2.3") private native bool __decorate_internal_bool__(bool b); deprecated("2.3") private native double __decorate_internal_float__(double f); }