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