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7df698dad8
Note that this completely disables the newly added keywords 'play' and 'ui' for unversioned code to allow using them as identifiers as I have found at least one mod that uses a variable named 'play' that would have been rendered broken otherwise. This also disables many ZScript only keywords for other parsing jobs.
40 lines
1.2 KiB
Text
40 lines
1.2 KiB
Text
// This file contains compatibility wrappers for DECORATE functions with bad parameters or other things that were refactored since the first release.
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extend class Object
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{
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deprecated("2.4") static int GameType()
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{
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return gameinfo.gametype;
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}
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deprecated("2.4") static void C_MidPrint(string fontname, string textlabel, bool bold = false)
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{
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let f = Font.GetFont(fontname);
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if (f == null) return;
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return Console.MidPrint(f, textlabel, bold);
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}
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}
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extend class Actor
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{
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deprecated("2.3") void A_CustomMissile(class<Actor> missiletype, double spawnheight = 32, double spawnofs_xy = 0, double angle = 0, int flags = 0, double pitch = 0, int ptr = AAPTR_TARGET)
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{
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A_SpawnProjectile(missiletype, spawnheight, spawnofs_xy, angle, flags|CMF_BADPITCH, pitch, ptr);
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}
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}
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extend class StateProvider
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{
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deprecated("2.3") action void A_FireCustomMissile(class<Actor> missiletype, double angle = 0, bool useammo = true, double spawnofs_xy = 0, double spawnheight = 0, int flags = 0, double pitch = 0)
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{
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A_FireProjectile(missiletype, angle, useammo, spawnofs_xy, spawnheight, flags, -pitch);
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}
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}
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// this is just a placeholder until the statusbar gets properly exported.
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struct StatusBar native
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{
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native static void ReceivedWeapon(Weapon weap);
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}
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