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98 lines
2 KiB
Text
98 lines
2 KiB
Text
extend class Actor
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{
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private void CheckStopped()
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{
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let player = self.player;
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if (player && player.mo == self && !(player.cheats & CF_PREDICTING) && Vel == (0, 0, 0))
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{
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player.mo.PlayIdle();
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player.Vel = (0, 0);
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}
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}
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//===========================================================================
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//
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// A_Stop
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// resets all velocity of the actor to 0
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//
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//===========================================================================
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void A_Stop()
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{
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let player = self.player;
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Vel = (0, 0, 0);
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CheckStopped();
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}
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//===========================================================================
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//
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// A_ScaleVelocity
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//
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// Scale actor's velocity.
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//
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//===========================================================================
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void A_ScaleVelocity(double scale, int ptr = AAPTR_DEFAULT)
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{
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let ref = GetPointer(ptr);
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if (ref == NULL)
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{
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return;
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}
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bool was_moving = ref.Vel != (0, 0, 0);
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ref.Vel *= scale;
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// If the actor was previously moving but now is not, and is a player,
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// update its player variables. (See A_Stop.)
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if (was_moving)
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{
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ref.CheckStopped();
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}
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}
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//===========================================================================
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//
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// A_ChangeVelocity
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//
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//===========================================================================
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void A_ChangeVelocity(double x = 0, double y = 0, double z = 0, int flags = 0, int ptr = AAPTR_DEFAULT)
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{
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let ref = GetPointer(ptr);
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if (ref == NULL)
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{
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return;
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}
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bool was_moving = ref.Vel != (0, 0, 0);
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let newvel = (x, y, z);
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double sina = sin(ref.Angle);
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double cosa = cos(ref.Angle);
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if (flags & 1) // relative axes - make x, y relative to actor's current angle
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{
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newvel.X = x * cosa - y * sina;
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newvel.Y = x * sina + y * cosa;
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}
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if (flags & 2) // discard old velocity - replace old velocity with new velocity
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{
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ref.Vel = newvel;
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}
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else // add new velocity to old velocity
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{
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ref.Vel += newvel;
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}
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if (was_moving)
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{
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ref.CheckStopped();
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}
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}
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}
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