mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-18 02:12:00 +00:00
5de6b535ae
- Removed unused 'backpack' variable from player_t. - Removed duplicate code from b_move.cpp. - General cleanup.
1121 lines
46 KiB
C++
1121 lines
46 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// DESCRIPTION:
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// Map Objects, MObj, definition and handling.
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//
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//-----------------------------------------------------------------------------
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#ifndef __P_MOBJ_H__
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#define __P_MOBJ_H__
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// Basics.
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#include "tables.h"
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// We need the thinker_t stuff.
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#include "dthinker.h"
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// States are tied to finite states are tied to animation frames.
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#include "info.h"
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#include "doomdef.h"
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#include "textures/textures.h"
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#include "r_data/renderstyle.h"
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#include "s_sound.h"
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#include "memarena.h"
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#include "g_level.h"
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struct subsector_t;
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//
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// NOTES: AActor
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//
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// Actors are used to tell the refresh where to draw an image,
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// tell the world simulation when objects are contacted,
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// and tell the sound driver how to position a sound.
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//
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// The refresh uses the next and prev links to follow
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// lists of things in sectors as they are being drawn.
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// The sprite, frame, and angle elements determine which patch_t
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// is used to draw the sprite if it is visible.
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// The sprite and frame values are almost always set
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// from state_t structures.
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// The statescr.exe utility generates the states.h and states.c
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// files that contain the sprite/frame numbers from the
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// statescr.txt source file.
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// The xyz origin point represents a point at the bottom middle
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// of the sprite (between the feet of a biped).
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// This is the default origin position for patch_ts grabbed
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// with lumpy.exe.
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// A walking creature will have its z equal to the floor
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// it is standing on.
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//
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// The sound code uses the x,y, and sometimes z fields
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// to do stereo positioning of any sound emitted by the actor.
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//
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// The play simulation uses the blocklinks, x,y,z, radius, height
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// to determine when AActors are touching each other,
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// touching lines in the map, or hit by trace lines (gunshots,
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// lines of sight, etc).
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// The AActor->flags element has various bit flags
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// used by the simulation.
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//
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// Every actor is linked into a single sector
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// based on its origin coordinates.
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// The subsector_t is found with R_PointInSubsector(x,y),
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// and the sector_t can be found with subsector->sector.
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// The sector links are only used by the rendering code,
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// the play simulation does not care about them at all.
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//
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// Any actor that needs to be acted upon by something else
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// in the play world (block movement, be shot, etc) will also
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// need to be linked into the blockmap.
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// If the thing has the MF_NOBLOCK flag set, it will not use
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// the block links. It can still interact with other things,
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// but only as the instigator (missiles will run into other
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// things, but nothing can run into a missile).
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// Each block in the grid is 128*128 units, and knows about
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// every line_t that it contains a piece of, and every
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// interactable actor that has its origin contained.
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//
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// A valid actor is an actor that has the proper subsector_t
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// filled in for its xy coordinates and is linked into the
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// sector from which the subsector was made, or has the
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// MF_NOSECTOR flag set (the subsector_t needs to be valid
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// even if MF_NOSECTOR is set), and is linked into a blockmap
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// block or has the MF_NOBLOCKMAP flag set.
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// Links should only be modified by the P_[Un]SetThingPosition()
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// functions.
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// Do not change the MF_NO* flags while a thing is valid.
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//
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// Any questions?
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//
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enum
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{
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// --- mobj.flags ---
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MF_SPECIAL = 0x00000001, // call P_SpecialThing when touched
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MF_SOLID = 0x00000002,
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MF_SHOOTABLE = 0x00000004,
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MF_NOSECTOR = 0x00000008, // don't use the sector links
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// (invisible but touchable)
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MF_NOBLOCKMAP = 0x00000010, // don't use the blocklinks
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// (inert but displayable)
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MF_AMBUSH = 0x00000020, // not activated by sound; deaf monster
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MF_JUSTHIT = 0x00000040, // try to attack right back
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MF_JUSTATTACKED = 0x00000080, // take at least one step before attacking
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MF_SPAWNCEILING = 0x00000100, // hang from ceiling instead of floor
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MF_NOGRAVITY = 0x00000200, // don't apply gravity every tic
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// movement flags
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MF_DROPOFF = 0x00000400, // allow jumps from high places
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MF_PICKUP = 0x00000800, // for players to pick up items
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MF_NOCLIP = 0x00001000, // player cheat
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MF_INCHASE = 0x00002000, // [RH] used by A_Chase and A_Look to avoid recursion
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MF_FLOAT = 0x00004000, // allow moves to any height, no gravity
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MF_TELEPORT = 0x00008000, // don't cross lines or look at heights
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MF_MISSILE = 0x00010000, // don't hit same species, explode on block
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MF_DROPPED = 0x00020000, // dropped by a demon, not level spawned
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MF_SHADOW = 0x00040000, // actor is hard for monsters to see
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MF_NOBLOOD = 0x00080000, // don't bleed when shot (use puff)
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MF_CORPSE = 0x00100000, // don't stop moving halfway off a step
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MF_INFLOAT = 0x00200000, // floating to a height for a move, don't
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// auto float to target's height
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MF_INBOUNCE = 0x00200000, // used by Heretic bouncing missiles
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MF_COUNTKILL = 0x00400000, // count towards intermission kill total
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MF_COUNTITEM = 0x00800000, // count towards intermission item total
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MF_SKULLFLY = 0x01000000, // skull in flight
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MF_NOTDMATCH = 0x02000000, // don't spawn in death match (key cards)
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MF_SPAWNSOUNDSOURCE = 0x04000000, // Plays missile's see sound at spawning object.
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MF_FRIENDLY = 0x08000000, // [RH] Friendly monsters for Strife (and MBF)
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MF_UNMORPHED = 0x10000000, // [RH] Actor is the unmorphed version of something else
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MF_NOLIFTDROP = 0x20000000, // [RH] Used with MF_NOGRAVITY to avoid dropping with lifts
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MF_STEALTH = 0x40000000, // [RH] Andy Baker's stealth monsters
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MF_ICECORPSE = 0x80000000, // a frozen corpse (for blasting) [RH] was 0x800000
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// --- mobj.flags2 ---
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MF2_DONTREFLECT = 0x00000001, // this projectile cannot be reflected
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MF2_WINDTHRUST = 0x00000002, // gets pushed around by the wind specials
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MF2_DONTSEEKINVISIBLE=0x00000004, // For seeker missiles: Don't home in on invisible/shadow targets
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MF2_BLASTED = 0x00000008, // actor will temporarily take damage from impact
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MF2_FLY = 0x00000010, // fly mode is active
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MF2_FLOORCLIP = 0x00000020, // if feet are allowed to be clipped
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MF2_SPAWNFLOAT = 0x00000040, // spawn random float z
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MF2_NOTELEPORT = 0x00000080, // does not teleport
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MF2_RIP = 0x00000100, // missile rips through solid targets
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MF2_PUSHABLE = 0x00000200, // can be pushed by other moving actors
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MF2_SLIDE = 0x00000400, // slides against walls
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MF2_ONMOBJ = 0x00000800, // actor is resting on top of another actor
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MF2_PASSMOBJ = 0x00001000, // Enable z block checking. If on,
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// this flag will allow the actor to
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// pass over/under other actors.
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MF2_CANNOTPUSH = 0x00002000, // cannot push other pushable mobjs
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MF2_THRUGHOST = 0x00004000, // missile will pass through ghosts [RH] was 8
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MF2_BOSS = 0x00008000, // mobj is a major boss
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MF2_DONTTRANSLATE = 0x00010000, // Don't apply palette translations
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MF2_NODMGTHRUST = 0x00020000, // does not thrust target when damaging
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MF2_TELESTOMP = 0x00040000, // mobj can stomp another
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MF2_FLOATBOB = 0x00080000, // use float bobbing z movement
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MF2_THRUACTORS = 0x00100000, // performs no actor<->actor collision checks
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MF2_IMPACT = 0x00200000, // an MF_MISSILE mobj can activate SPAC_IMPACT
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MF2_PUSHWALL = 0x00400000, // mobj can push walls
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MF2_MCROSS = 0x00800000, // can activate monster cross lines
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MF2_PCROSS = 0x01000000, // can activate projectile cross lines
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MF2_CANTLEAVEFLOORPIC=0x02000000, // stay within a certain floor type
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MF2_NONSHOOTABLE = 0x04000000, // mobj is totally non-shootable,
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// but still considered solid
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MF2_INVULNERABLE = 0x08000000, // mobj is invulnerable
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MF2_DORMANT = 0x10000000, // thing is dormant
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MF2_ARGSDEFINED = 0x20000000, // Internal flag used by DECORATE to signal that the
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// args should not be taken from the mapthing definition
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MF2_SEEKERMISSILE = 0x40000000, // is a seeker (for reflection)
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MF2_REFLECTIVE = 0x80000000, // reflects missiles
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// --- mobj.flags3 ---
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MF3_FLOORHUGGER = 0x00000001, // Missile stays on floor
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MF3_CEILINGHUGGER = 0x00000002, // Missile stays on ceiling
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MF3_NORADIUSDMG = 0x00000004, // Actor does not take radius damage
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MF3_GHOST = 0x00000008, // Actor is a ghost
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MF3_ALWAYSPUFF = 0x00000010, // Puff always appears, even when hit nothing
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MF3_SPECIALFLOORCLIP= 0x00000020, // Actor uses floorclip for special effect (e.g. Wraith)
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MF3_DONTSPLASH = 0x00000040, // Thing doesn't make a splash
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MF3_NOSIGHTCHECK = 0x00000080, // Go after first acceptable target without checking sight
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MF3_DONTOVERLAP = 0x00000100, // Don't pass over/under other things with this bit set
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MF3_DONTMORPH = 0x00000200, // Immune to arti_egg
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MF3_DONTSQUASH = 0x00000400, // Death ball can't squash this actor
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MF3_EXPLOCOUNT = 0x00000800, // Don't explode until special2 counts to special1
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MF3_FULLVOLACTIVE = 0x00001000, // Active sound is played at full volume
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MF3_ISMONSTER = 0x00002000, // Actor is a monster
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MF3_SKYEXPLODE = 0x00004000, // Explode missile when hitting sky
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MF3_STAYMORPHED = 0x00008000, // Monster cannot unmorph
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MF3_DONTBLAST = 0x00010000, // Actor cannot be pushed by blasting
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MF3_CANBLAST = 0x00020000, // Actor is not a monster but can be blasted
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MF3_NOTARGET = 0x00040000, // This actor not targetted when it hurts something else
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MF3_DONTGIB = 0x00080000, // Don't gib this corpse
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MF3_NOBLOCKMONST = 0x00100000, // Can cross ML_BLOCKMONSTERS lines
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MF3_CRASHED = 0x00200000, // Actor entered its crash state
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MF3_FULLVOLDEATH = 0x00400000, // DeathSound is played full volume (for missiles)
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MF3_AVOIDMELEE = 0x00800000, // Avoids melee attacks (same as MBF's monster_backing but must be explicitly set)
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MF3_SCREENSEEKER = 0x01000000, // Fails the IsOkayToAttack test if potential target is outside player FOV
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MF3_FOILINVUL = 0x02000000, // Actor can hurt MF2_INVULNERABLE things
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MF3_NOTELEOTHER = 0x04000000, // Monster is unaffected by teleport other artifact
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MF3_BLOODLESSIMPACT = 0x08000000, // Projectile does not leave blood
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MF3_NOEXPLODEFLOOR = 0x10000000, // Missile stops at floor instead of exploding
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MF3_WARNBOT = 0x20000000, // Missile warns bot
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MF3_PUFFONACTORS = 0x40000000, // Puff appears even when hit bleeding actors
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MF3_HUNTPLAYERS = 0x80000000, // Used with TIDtoHate, means to hate players too
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// --- mobj.flags4 ---
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MF4_NOHATEPLAYERS = 0x00000001, // Ignore player attacks
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MF4_QUICKTORETALIATE= 0x00000002, // Always switch targets when hurt
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MF4_NOICEDEATH = 0x00000004, // Actor never enters an ice death, not even the generic one
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MF4_BOSSDEATH = 0x00000008, // A_FreezeDeathChunks calls A_BossDeath
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MF4_RANDOMIZE = 0x00000010, // Missile has random initial tic count
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MF4_NOSKIN = 0x00000020, // Player cannot use skins
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MF4_FIXMAPTHINGPOS = 0x00000040, // Fix this actor's position when spawned as a map thing
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MF4_ACTLIKEBRIDGE = 0x00000080, // Pickups can "stand" on this actor / cannot be moved by any sector action.
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MF4_STRIFEDAMAGE = 0x00000100, // Strife projectiles only do up to 4x damage, not 8x
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MF4_CANUSEWALLS = 0x00000200, // Can activate 'use' specials
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MF4_MISSILEMORE = 0x00000400, // increases the chance of a missile attack
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MF4_MISSILEEVENMORE = 0x00000800, // significantly increases the chance of a missile attack
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MF4_FORCERADIUSDMG = 0x00001000, // if put on an object it will override MF3_NORADIUSDMG
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MF4_DONTFALL = 0x00002000, // Doesn't have NOGRAVITY disabled when dying.
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MF4_SEESDAGGERS = 0x00004000, // This actor can see you striking with a dagger
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MF4_INCOMBAT = 0x00008000, // Don't alert others when attacked by a dagger
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MF4_LOOKALLAROUND = 0x00010000, // Monster has eyes in the back of its head
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MF4_STANDSTILL = 0x00020000, // Monster should not chase targets unless attacked?
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MF4_SPECTRAL = 0x00040000,
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MF4_SCROLLMOVE = 0x00080000, // velocity has been applied by a scroller
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MF4_NOSPLASHALERT = 0x00100000, // Splashes don't alert this monster
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MF4_SYNCHRONIZED = 0x00200000, // For actors spawned at load-time only: Do not randomize tics
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MF4_NOTARGETSWITCH = 0x00400000, // monster never switches target until current one is dead
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MF4_VFRICTION = 0x00800000, // Internal flag used by A_PainAttack to push a monster down
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MF4_DONTHARMCLASS = 0x01000000, // Don't hurt one's own kind with explosions (hitscans, too?)
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MF4_SHIELDREFLECT = 0x02000000,
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MF4_DEFLECT = 0x04000000, // different projectile reflection styles
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MF4_ALLOWPARTICLES = 0x08000000, // this puff type can be replaced by particles
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MF4_NOEXTREMEDEATH = 0x10000000, // this projectile or weapon never gibs its victim
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MF4_EXTREMEDEATH = 0x20000000, // this projectile or weapon always gibs its victim
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MF4_FRIGHTENED = 0x40000000, // Monster runs away from player
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MF4_BOSSSPAWNED = 0x80000000, // Spawned by a boss spawn cube
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// --- mobj.flags5 ---
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MF5_DONTDRAIN = 0x00000001, // cannot be drained health from.
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/* = 0x00000002, reserved for use by scripting branch */
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MF5_NODROPOFF = 0x00000004, // cannot drop off under any circumstances.
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MF5_NOFORWARDFALL = 0x00000008, // Does not make any actor fall forward by being damaged by this
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MF5_COUNTSECRET = 0x00000010, // From Doom 64: actor acts like a secret
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MF5_AVOIDINGDROPOFF = 0x00000020, // Used to move monsters away from dropoffs
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MF5_NODAMAGE = 0x00000040, // Actor can be shot and reacts to being shot but takes no damage
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MF5_CHASEGOAL = 0x00000080, // Walks to goal instead of target if a valid goal is set.
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MF5_BLOODSPLATTER = 0x00000100, // Blood splatter like in Raven's games.
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MF5_OLDRADIUSDMG = 0x00000200, // Use old radius damage code (for barrels and boss brain)
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MF5_DEHEXPLOSION = 0x00000400, // Use the DEHACKED explosion options when this projectile explodes
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MF5_PIERCEARMOR = 0x00000800, // Armor doesn't protect against damage from this actor
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MF5_NOBLOODDECALS = 0x00001000, // Actor bleeds but doesn't spawn blood decals
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MF5_USESPECIAL = 0x00002000, // Actor executes its special when being 'used'.
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MF5_NOPAIN = 0x00004000, // If set the pain state won't be entered
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MF5_ALWAYSFAST = 0x00008000, // always uses 'fast' attacking logic
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MF5_NEVERFAST = 0x00010000, // never uses 'fast' attacking logic
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MF5_ALWAYSRESPAWN = 0x00020000, // always respawns, regardless of skill setting
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MF5_NEVERRESPAWN = 0x00040000, // never respawns, regardless of skill setting
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MF5_DONTRIP = 0x00080000, // Ripping projectiles explode when hitting this actor
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MF5_NOINFIGHTING = 0x00100000, // This actor doesn't switch target when it's hurt
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MF5_NOINTERACTION = 0x00200000, // Thing is completely excluded from any gameplay related checks
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MF5_NOTIMEFREEZE = 0x00400000, // Actor is not affected by time freezer
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MF5_PUFFGETSOWNER = 0x00800000, // [BB] Sets the owner of the puff to the player who fired it
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MF5_SPECIALFIREDAMAGE=0x01000000, // Special treatment of PhoenixFX1 turned into a flag to remove
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// dependence of main engine code of specific actor types.
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MF5_SUMMONEDMONSTER = 0x02000000, // To mark the friendly Minotaur. Hopefully to be generalized later.
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MF5_NOVERTICALMELEERANGE=0x04000000,// Does not check vertical distance for melee range
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MF5_BRIGHT = 0x08000000, // Actor is always rendered fullbright
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MF5_CANTSEEK = 0x10000000, // seeker missiles cannot home in on this actor
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MF5_INCONVERSATION = 0x20000000, // Actor is having a conversation
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MF5_PAINLESS = 0x40000000, // Actor always inflicts painless damage.
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MF5_MOVEWITHSECTOR = 0x80000000, // P_ChangeSector() will still process this actor if it has MF_NOBLOCKMAP
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// --- mobj.flags6 ---
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MF6_NOBOSSRIP = 0x00000001, // For rippermissiles: Don't rip through bosses.
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MF6_THRUSPECIES = 0x00000002, // Actors passes through other of the same species.
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MF6_MTHRUSPECIES = 0x00000004, // Missile passes through actors of its shooter's species.
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MF6_FORCEPAIN = 0x00000008, // forces target into painstate (unless it has the NOPAIN flag)
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MF6_NOFEAR = 0x00000010, // Not scared of frightening players
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MF6_BUMPSPECIAL = 0x00000020, // Actor executes its special when being collided (as the ST flag)
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MF6_DONTHARMSPECIES = 0x00000040, // Don't hurt one's own species with explosions (hitscans, too?)
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MF6_STEPMISSILE = 0x00000080, // Missile can "walk" up steps
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MF6_NOTELEFRAG = 0x00000100, // [HW] Actor can't be telefragged
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MF6_TOUCHY = 0x00000200, // From MBF: killough 11/98: dies when solids touch it
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MF6_CANJUMP = 0x00000400, // From MBF: a dedicated flag instead of the BOUNCES+FLOAT+sentient combo
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MF6_JUMPDOWN = 0x00000800, // From MBF: generalization of dog behavior wrt. dropoffs.
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MF6_VULNERABLE = 0x00001000, // Actor can be damaged (even if not shootable).
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MF6_ARMED = 0x00002000, // From MBF: Object is armed (for MF6_TOUCHY objects)
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MF6_FALLING = 0x00004000, // From MBF: Object is falling (for pseudotorque simulation)
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MF6_LINEDONE = 0x00008000, // From MBF: Object has already run a line effect
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MF6_NOTRIGGER = 0x00010000, // actor cannot trigger any line actions
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MF6_SHATTERING = 0x00020000, // marks an ice corpse for forced shattering
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MF6_KILLED = 0x00040000, // Something that was killed (but not necessarily a corpse)
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MF6_BLOCKEDBYSOLIDACTORS = 0x00080000, // Blocked by solid actors, even if not solid itself
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MF6_ADDITIVEPOISONDAMAGE = 0x00100000,
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MF6_ADDITIVEPOISONDURATION = 0x00200000,
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MF6_NOMENU = 0x00400000, // Player class should not appear in the class selection menu.
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MF6_BOSSCUBE = 0x00800000, // Actor spawned by A_BrainSpit, flagged for timefreeze reasons.
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MF6_SEEINVISIBLE = 0x01000000, // Monsters can see invisible player.
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MF6_DONTCORPSE = 0x02000000, // [RC] Don't autoset MF_CORPSE upon death and don't force Crash state change.
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MF6_POISONALWAYS = 0x04000000, // Always apply poison, even when target can't take the damage.
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MF6_DOHARMSPECIES = 0x08000000, // Do hurt one's own species with projectiles.
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MF6_INTRYMOVE = 0x10000000, // Executing P_TryMove
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MF6_NOTAUTOAIMED = 0x20000000, // Do not subject actor to player autoaim.
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MF6_NOTONAUTOMAP = 0x40000000, // will not be shown on automap with the 'scanner' powerup.
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MF6_RELATIVETOFLOOR = 0x80000000, // [RC] Make flying actors be affected by lifts.
|
|
|
|
// --- mobj.flags7 ---
|
|
|
|
MF7_NEVERTARGET = 0x00000001, // can not be targetted at all, even if monster friendliness is considered.
|
|
MF7_NOTELESTOMP = 0x00000002, // cannot telefrag under any circumstances (even when set by MAPINFO)
|
|
MF7_ALWAYSTELEFRAG = 0x00000004, // will unconditionally be telefragged when in the way. Overrides all other settings.
|
|
MF7_HANDLENODELAY = 0x00000008, // respect NoDelay state flag
|
|
MF7_WEAPONSPAWN = 0x00000010, // subject to DF_NO_COOP_WEAPON_SPAWN dmflag
|
|
|
|
// --- mobj.renderflags ---
|
|
|
|
RF_XFLIP = 0x0001, // Flip sprite horizontally
|
|
RF_YFLIP = 0x0002, // Flip sprite vertically
|
|
RF_ONESIDED = 0x0004, // Wall/floor sprite is visible from front only
|
|
RF_FULLBRIGHT = 0x0010, // Sprite is drawn at full brightness
|
|
|
|
RF_RELMASK = 0x0300, // ---Relative z-coord for bound actors (these obey texture pegging)
|
|
RF_RELABSOLUTE = 0x0000, // Actor z is absolute
|
|
RF_RELUPPER = 0x0100, // Actor z is relative to upper part of wall
|
|
RF_RELLOWER = 0x0200, // Actor z is relative to lower part of wall
|
|
RF_RELMID = 0x0300, // Actor z is relative to middle part of wall
|
|
|
|
RF_CLIPMASK = 0x0c00, // ---Clipping for bound actors
|
|
RF_CLIPFULL = 0x0000, // Clip sprite to full height of wall
|
|
RF_CLIPUPPER = 0x0400, // Clip sprite to upper part of wall
|
|
RF_CLIPMID = 0x0800, // Clip sprite to mid part of wall
|
|
RF_CLIPLOWER = 0x0c00, // Clip sprite to lower part of wall
|
|
|
|
RF_DECALMASK = RF_RELMASK|RF_CLIPMASK,
|
|
|
|
RF_SPRITETYPEMASK = 0x7000, // ---Different sprite types, not all implemented
|
|
RF_FACESPRITE = 0x0000, // Face sprite
|
|
RF_WALLSPRITE = 0x1000, // Wall sprite
|
|
RF_FLOORSPRITE = 0x2000, // Floor sprite
|
|
RF_VOXELSPRITE = 0x3000, // Voxel object
|
|
RF_INVISIBLE = 0x8000, // Don't bother drawing this actor
|
|
|
|
RF_FORCEYBILLBOARD = 0x10000, // [BB] OpenGL only: draw with y axis billboard, i.e. anchored to the floor (overrides gl_billboard_mode setting)
|
|
RF_FORCEXYBILLBOARD = 0x20000, // [BB] OpenGL only: draw with xy axis billboard, i.e. unanchored (overrides gl_billboard_mode setting)
|
|
|
|
// --- dummies for unknown/unimplemented Strife flags ---
|
|
|
|
MF_STRIFEx8000000 = 0, // seems related to MF_SHADOW
|
|
};
|
|
|
|
#define TRANSLUC25 (FRACUNIT/4)
|
|
#define TRANSLUC33 (FRACUNIT/3)
|
|
#define TRANSLUC50 (FRACUNIT/2)
|
|
#define TRANSLUC66 ((FRACUNIT*2)/3)
|
|
#define TRANSLUC75 ((FRACUNIT*3)/4)
|
|
|
|
// <wingdi.h> also #defines OPAQUE
|
|
#ifndef OPAQUE
|
|
#define OPAQUE (FRACUNIT)
|
|
#endif
|
|
|
|
// This translucency value produces the closest match to Heretic's TINTTAB.
|
|
// ~40% of the value of the overlaid image shows through.
|
|
#define HR_SHADOW (0x6800)
|
|
|
|
// Hexen's TINTTAB is the same as Heretic's, just reversed.
|
|
#define HX_SHADOW (0x9800)
|
|
#define HX_ALTSHADOW (0x6800)
|
|
|
|
// This could easily be a bool but then it'd be much harder to find later. ;)
|
|
enum replace_t
|
|
{
|
|
NO_REPLACE = 0,
|
|
ALLOW_REPLACE = 1
|
|
};
|
|
|
|
enum EBounceFlags
|
|
{
|
|
BOUNCE_Walls = 1<<0, // bounces off of walls
|
|
BOUNCE_Floors = 1<<1, // bounces off of floors
|
|
BOUNCE_Ceilings = 1<<2, // bounces off of ceilings
|
|
BOUNCE_Actors = 1<<3, // bounces off of some actors
|
|
BOUNCE_AllActors = 1<<4, // bounces off of all actors (requires BOUNCE_Actors to be set, too)
|
|
BOUNCE_AutoOff = 1<<5, // when bouncing off a sector plane, if the new Z velocity is below 3.0, disable further bouncing
|
|
BOUNCE_HereticType = 1<<6, // goes into Death state when bouncing on floors or ceilings
|
|
|
|
BOUNCE_UseSeeSound = 1<<7, // compatibility fallback. This will only be set by
|
|
// the compatibility handlers for the old bounce flags.
|
|
BOUNCE_NoWallSound = 1<<8, // don't make noise when bouncing off a wall
|
|
BOUNCE_Quiet = 1<<9, // Strife's grenades don't make a bouncing sound
|
|
BOUNCE_ExplodeOnWater = 1<<10, // explodes when hitting a water surface
|
|
BOUNCE_CanBounceWater = 1<<11, // can bounce on water
|
|
// MBF bouncing is a bit different from other modes as Killough coded many special behavioral cases
|
|
// for them that are not present in ZDoom, so it is necessary to identify it properly.
|
|
BOUNCE_MBF = 1<<12, // This in itself is not a valid mode, but replaces MBF's MF_BOUNCE flag.
|
|
BOUNCE_AutoOffFloorOnly = 1<<13, // like BOUNCE_AutoOff, but only on floors
|
|
BOUNCE_UseBounceState = 1<<14, // Use Bounce[.*] states
|
|
|
|
BOUNCE_TypeMask = BOUNCE_Walls | BOUNCE_Floors | BOUNCE_Ceilings | BOUNCE_Actors | BOUNCE_AutoOff | BOUNCE_HereticType | BOUNCE_MBF,
|
|
|
|
// The three "standard" types of bounciness are:
|
|
// HERETIC - Missile will only bounce off the floor once and then enter
|
|
// its death state. It does not bounce off walls at all.
|
|
// HEXEN - Missile bounces off of walls and floors indefinitely.
|
|
// DOOM - Like Hexen, but the bounce turns off if its vertical velocity
|
|
// is too low.
|
|
BOUNCE_None = 0,
|
|
BOUNCE_Heretic = BOUNCE_Floors | BOUNCE_Ceilings | BOUNCE_HereticType,
|
|
BOUNCE_Doom = BOUNCE_Walls | BOUNCE_Floors | BOUNCE_Ceilings | BOUNCE_Actors | BOUNCE_AutoOff,
|
|
BOUNCE_Hexen = BOUNCE_Walls | BOUNCE_Floors | BOUNCE_Ceilings | BOUNCE_Actors,
|
|
BOUNCE_Grenade = BOUNCE_MBF | BOUNCE_Doom, // Bounces on walls and flats like ZDoom bounce.
|
|
BOUNCE_Classic = BOUNCE_MBF | BOUNCE_Floors | BOUNCE_Ceilings, // Bounces on flats only, but
|
|
// does not die when bouncing.
|
|
|
|
// combined types
|
|
BOUNCE_DoomCompat = BOUNCE_Doom | BOUNCE_UseSeeSound,
|
|
BOUNCE_HereticCompat = BOUNCE_Heretic | BOUNCE_UseSeeSound,
|
|
BOUNCE_HexenCompat = BOUNCE_Hexen | BOUNCE_UseSeeSound
|
|
|
|
// The distinction between BOUNCE_Actors and BOUNCE_AllActors: A missile with
|
|
// BOUNCE_Actors set will bounce off of reflective and "non-sentient" actors.
|
|
// A missile that also has BOUNCE_AllActors set will bounce off of any actor.
|
|
// For compatibility reasons when BOUNCE_Actors was implied by the bounce type
|
|
// being "Doom" or "Hexen" and BOUNCE_AllActors was the separate
|
|
// MF5_BOUNCEONACTORS, you must set BOUNCE_Actors for BOUNCE_AllActors to have
|
|
// an effect.
|
|
|
|
|
|
};
|
|
|
|
// Used to affect the logic for thing activation through death, USESPECIAL and BUMPSPECIAL
|
|
// "thing" refers to what has the flag and the special, "trigger" refers to what used or bumped it
|
|
enum EThingSpecialActivationType
|
|
{
|
|
THINGSPEC_Default = 0, // Normal behavior: a player must be the trigger, and is the activator
|
|
THINGSPEC_ThingActs = 1, // The thing itself is the activator of the special
|
|
THINGSPEC_ThingTargets = 1<<1, // The thing changes its target to the trigger
|
|
THINGSPEC_TriggerTargets = 1<<2, // The trigger changes its target to the thing
|
|
THINGSPEC_MonsterTrigger = 1<<3, // The thing can be triggered by a monster
|
|
THINGSPEC_MissileTrigger = 1<<4, // The thing can be triggered by a projectile
|
|
THINGSPEC_ClearSpecial = 1<<5, // Clears special after successful activation
|
|
THINGSPEC_NoDeathSpecial = 1<<6, // Don't activate special on death
|
|
THINGSPEC_TriggerActs = 1<<7, // The trigger is the activator of the special
|
|
// (overrides LEVEL_ACTOWNSPECIAL Hexen hack)
|
|
THINGSPEC_Activate = 1<<8, // The thing is activated when triggered
|
|
THINGSPEC_Deactivate = 1<<9, // The thing is deactivated when triggered
|
|
THINGSPEC_Switch = 1<<10, // The thing is alternatively activated and deactivated when triggered
|
|
};
|
|
|
|
// [RH] Like msecnode_t, but for the blockmap
|
|
struct FBlockNode
|
|
{
|
|
AActor *Me; // actor this node references
|
|
int BlockIndex; // index into blocklinks for the block this node is in
|
|
FBlockNode **PrevActor; // previous actor in this block
|
|
FBlockNode *NextActor; // next actor in this block
|
|
FBlockNode **PrevBlock; // previous block this actor is in
|
|
FBlockNode *NextBlock; // next block this actor is in
|
|
|
|
static FBlockNode *Create (AActor *who, int x, int y);
|
|
void Release ();
|
|
|
|
static FBlockNode *FreeBlocks;
|
|
};
|
|
|
|
class FDecalBase;
|
|
class AInventory;
|
|
|
|
inline AActor *GetDefaultByName (const char *name)
|
|
{
|
|
return (AActor *)(PClass::FindClass(name)->Defaults);
|
|
}
|
|
|
|
inline AActor *GetDefaultByType (const PClass *type)
|
|
{
|
|
return (AActor *)(type->Defaults);
|
|
}
|
|
|
|
template<class T>
|
|
inline T *GetDefault ()
|
|
{
|
|
return (T *)(RUNTIME_CLASS(T)->Defaults);
|
|
}
|
|
|
|
struct line_t;
|
|
struct secplane_t;
|
|
struct FStrifeDialogueNode;
|
|
|
|
enum
|
|
{
|
|
AMETA_BASE = 0x12000,
|
|
|
|
AMETA_Obituary, // string (player was killed by this actor)
|
|
AMETA_HitObituary, // string (player was killed by this actor in melee)
|
|
AMETA_DeathHeight, // fixed (height on normal death)
|
|
AMETA_BurnHeight, // fixed (height on burning death)
|
|
AMETA_StrifeName, // string (for named Strife objects)
|
|
AMETA_BloodColor, // colorized blood
|
|
AMETA_GibHealth, // negative health below which this monster dies an extreme death
|
|
AMETA_WoundHealth, // health needed to enter wound state
|
|
AMETA_FastSpeed, // Speed in fast mode
|
|
AMETA_RDFactor, // Radius damage factor
|
|
AMETA_CameraHeight, // Height of camera when used as such
|
|
AMETA_HowlSound, // Sound being played when electrocuted or poisoned
|
|
AMETA_BloodType, // Blood replacement type
|
|
AMETA_BloodType2, // Bloodsplatter replacement type
|
|
AMETA_BloodType3, // AxeBlood replacement type
|
|
};
|
|
|
|
struct FDropItem
|
|
{
|
|
FName Name;
|
|
int probability;
|
|
int amount;
|
|
FDropItem * Next;
|
|
};
|
|
|
|
class FDropItemPtrArray : public TArray<FDropItem *>
|
|
{
|
|
public:
|
|
~FDropItemPtrArray()
|
|
{
|
|
Clear();
|
|
}
|
|
|
|
void Clear();
|
|
};
|
|
|
|
extern FDropItemPtrArray DropItemList;
|
|
|
|
void FreeDropItemChain(FDropItem *chain);
|
|
int StoreDropItemChain(FDropItem *chain);
|
|
|
|
|
|
|
|
// Map Object definition.
|
|
class AActor : public DThinker
|
|
{
|
|
DECLARE_CLASS (AActor, DThinker)
|
|
HAS_OBJECT_POINTERS
|
|
public:
|
|
AActor () throw();
|
|
AActor (const AActor &other) throw();
|
|
AActor &operator= (const AActor &other);
|
|
void Destroy ();
|
|
~AActor ();
|
|
|
|
void Serialize (FArchive &arc);
|
|
|
|
static AActor *StaticSpawn (const PClass *type, fixed_t x, fixed_t y, fixed_t z, replace_t allowreplacement, bool SpawningMapThing = false);
|
|
|
|
inline AActor *GetDefault () const
|
|
{
|
|
return (AActor *)(RUNTIME_TYPE(this)->Defaults);
|
|
}
|
|
|
|
FDropItem *GetDropItems();
|
|
|
|
// Return true if the monster should use a missile attack, false for melee
|
|
bool SuggestMissileAttack (fixed_t dist);
|
|
|
|
// Adjusts the angle for deflection/reflection of incoming missiles
|
|
// Returns true if the missile should be allowed to explode anyway
|
|
bool AdjustReflectionAngle (AActor *thing, angle_t &angle);
|
|
|
|
// Returns true if this actor is within melee range of its target
|
|
bool CheckMeleeRange();
|
|
|
|
virtual void BeginPlay(); // Called immediately after the actor is created
|
|
virtual void PostBeginPlay(); // Called immediately before the actor's first tick
|
|
virtual void LevelSpawned(); // Called after BeginPlay if this actor was spawned by the world
|
|
virtual void HandleSpawnFlags(); // Translates SpawnFlags into in-game flags.
|
|
|
|
virtual void MarkPrecacheSounds() const; // Marks sounds used by this actor for precaching.
|
|
|
|
virtual void Activate (AActor *activator);
|
|
virtual void Deactivate (AActor *activator);
|
|
|
|
virtual void Tick ();
|
|
|
|
// Called when actor dies
|
|
virtual void Die (AActor *source, AActor *inflictor, int dmgflags = 0);
|
|
|
|
// Perform some special damage action. Returns the amount of damage to do.
|
|
// Returning -1 signals the damage routine to exit immediately
|
|
virtual int DoSpecialDamage (AActor *target, int damage, FName damagetype);
|
|
|
|
// Like DoSpecialDamage, but called on the actor receiving the damage.
|
|
virtual int TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FName damagetype);
|
|
|
|
// Centaurs and ettins squeal when electrocuted, poisoned, or "holy"-ed
|
|
// Made a metadata property so no longer virtual
|
|
void Howl ();
|
|
|
|
// Actor just hit the floor
|
|
virtual void HitFloor ();
|
|
|
|
// plays bouncing sound
|
|
void PlayBounceSound(bool onfloor);
|
|
|
|
// Called when an actor with MF_MISSILE and MF2_FLOORBOUNCE hits the floor
|
|
virtual bool FloorBounceMissile (secplane_t &plane);
|
|
|
|
// Called when an actor is to be reflected by a disc of repulsion.
|
|
// Returns true to continue normal blast processing.
|
|
virtual bool SpecialBlastHandling (AActor *source, fixed_t strength);
|
|
|
|
// Called by RoughBlockCheck
|
|
bool IsOkayToAttack (AActor *target);
|
|
|
|
// Plays the actor's ActiveSound if its voice isn't already making noise.
|
|
void PlayActiveSound ();
|
|
|
|
// Actor had MF_SKULLFLY set and rammed into something
|
|
// Returns false to stop moving and true to keep moving
|
|
virtual bool Slam (AActor *victim);
|
|
|
|
// Called by PIT_CheckThing() and needed for some Hexen things.
|
|
// Returns -1 for normal behavior, 0 to return false, and 1 to return true.
|
|
// I'm not sure I like it this way, but it will do for now.
|
|
virtual int SpecialMissileHit (AActor *victim);
|
|
|
|
// Returns true if it's okay to switch target to "other" after being attacked by it.
|
|
virtual bool OkayToSwitchTarget (AActor *other);
|
|
|
|
// Something just touched this actor.
|
|
virtual void Touch (AActor *toucher);
|
|
|
|
// Adds the item to this actor's inventory and sets its Owner.
|
|
virtual void AddInventory (AInventory *item);
|
|
|
|
// Removes the item from the inventory list.
|
|
virtual void RemoveInventory (AInventory *item);
|
|
|
|
// Uses an item and removes it from the inventory.
|
|
virtual bool UseInventory (AInventory *item);
|
|
|
|
// Tosses an item out of the inventory.
|
|
virtual AInventory *DropInventory (AInventory *item);
|
|
|
|
// Removes all items from the inventory.
|
|
void ClearInventory();
|
|
|
|
// Returns true if this view is considered "local" for the player.
|
|
bool CheckLocalView (int playernum) const;
|
|
|
|
// Finds the first item of a particular type.
|
|
AInventory *FindInventory (const PClass *type, bool subclass = false);
|
|
AInventory *FindInventory (FName type);
|
|
template<class T> T *FindInventory ()
|
|
{
|
|
return static_cast<T *> (FindInventory (RUNTIME_CLASS(T)));
|
|
}
|
|
|
|
// Adds one item of a particular type. Returns NULL if it could not be added.
|
|
AInventory *GiveInventoryType (const PClass *type);
|
|
|
|
// Returns the first item held with IF_INVBAR set.
|
|
AInventory *FirstInv ();
|
|
|
|
// Tries to give the actor some ammo.
|
|
bool GiveAmmo (const PClass *type, int amount);
|
|
|
|
// Destroys all the inventory the actor is holding.
|
|
void DestroyAllInventory ();
|
|
|
|
// Set the alphacolor field properly
|
|
void SetShade (DWORD rgb);
|
|
void SetShade (int r, int g, int b);
|
|
|
|
// Plays a conversation animation
|
|
void ConversationAnimation (int animnum);
|
|
|
|
// Make this actor hate the same things as another actor
|
|
void CopyFriendliness (AActor *other, bool changeTarget, bool resetHealth=true);
|
|
|
|
// Moves the other actor's inventory to this one
|
|
void ObtainInventory (AActor *other);
|
|
|
|
// Die. Now.
|
|
virtual bool Massacre ();
|
|
|
|
// Transforms the actor into a finely-ground paste
|
|
virtual bool Grind(bool items);
|
|
|
|
// Is the other actor on my team?
|
|
bool IsTeammate (AActor *other);
|
|
|
|
// Is the other actor my friend?
|
|
bool IsFriend (AActor *other);
|
|
|
|
// Do I hate the other actor?
|
|
bool IsHostile (AActor *other);
|
|
|
|
inline bool IsNoClip2() const;
|
|
|
|
// What species am I?
|
|
virtual FName GetSpecies();
|
|
|
|
fixed_t GetBobOffset(fixed_t ticfrac=0) const
|
|
{
|
|
if (!(flags2 & MF2_FLOATBOB))
|
|
{
|
|
return 0;
|
|
}
|
|
return finesine[MulScale22(((FloatBobPhase + level.maptime) << FRACBITS) + ticfrac, FINEANGLES) & FINEMASK] * 8;
|
|
}
|
|
|
|
// Enter the crash state
|
|
void Crash();
|
|
|
|
// Return starting health adjusted by skill level
|
|
int SpawnHealth();
|
|
int GibHealth();
|
|
|
|
inline bool isMissile(bool precise=true)
|
|
{
|
|
return (flags&MF_MISSILE) || (precise && GetDefault()->flags&MF_MISSILE);
|
|
}
|
|
|
|
// Check for monsters that count as kill but excludes all friendlies.
|
|
bool CountsAsKill() const
|
|
{
|
|
return (flags & MF_COUNTKILL) && !(flags & MF_FRIENDLY);
|
|
}
|
|
|
|
bool intersects(AActor *other) const
|
|
{
|
|
fixed_t blockdist = radius + other->radius;
|
|
return ( abs(x - other->x) < blockdist && abs(y - other->y) < blockdist);
|
|
}
|
|
|
|
PalEntry GetBloodColor() const
|
|
{
|
|
return (PalEntry)GetClass()->Meta.GetMetaInt(AMETA_BloodColor);
|
|
}
|
|
|
|
// These also set CF_INTERPVIEW for players.
|
|
void SetPitch(int p, bool interpolate);
|
|
void SetAngle(angle_t ang, bool interpolate);
|
|
|
|
const PClass *GetBloodType(int type = 0) const
|
|
{
|
|
const PClass *bloodcls;
|
|
if (type == 0)
|
|
{
|
|
bloodcls = PClass::FindClass((ENamedName)GetClass()->Meta.GetMetaInt(AMETA_BloodType, NAME_Blood));
|
|
}
|
|
else if (type == 1)
|
|
{
|
|
bloodcls = PClass::FindClass((ENamedName)GetClass()->Meta.GetMetaInt(AMETA_BloodType2, NAME_BloodSplatter));
|
|
}
|
|
else if (type == 2)
|
|
{
|
|
bloodcls = PClass::FindClass((ENamedName)GetClass()->Meta.GetMetaInt(AMETA_BloodType3, NAME_AxeBlood));
|
|
}
|
|
else return NULL;
|
|
|
|
if (bloodcls != NULL)
|
|
{
|
|
bloodcls = bloodcls->GetReplacement();
|
|
}
|
|
return bloodcls;
|
|
}
|
|
|
|
inline void SetFriendPlayer(player_t *player);
|
|
|
|
bool IsVisibleToPlayer() const;
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// Calculate amount of missile damage
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virtual int GetMissileDamage(int mask, int add);
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bool CanSeek(AActor *target) const;
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fixed_t GetGravity() const;
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bool IsSentient() const;
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const char *GetTag(const char *def = NULL) const;
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void SetTag(const char *def);
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// Triggers SECSPAC_Exit/SECSPAC_Enter and related events if oldsec != current sector
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void CheckSectorTransition(sector_t *oldsec);
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// info for drawing
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// NOTE: The first member variable *must* be x.
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fixed_t x,y,z;
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AActor *snext, **sprev; // links in sector (if needed)
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angle_t angle;
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WORD sprite; // used to find patch_t and flip value
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BYTE frame; // sprite frame to draw
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fixed_t scaleX, scaleY; // Scaling values; FRACUNIT is normal size
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FRenderStyle RenderStyle; // Style to draw this actor with
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DWORD renderflags; // Different rendering flags
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FTextureID picnum; // Draw this instead of sprite if valid
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DWORD effects; // [RH] see p_effect.h
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fixed_t alpha;
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DWORD fillcolor; // Color to draw when STYLE_Shaded
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// interaction info
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fixed_t pitch, roll;
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FBlockNode *BlockNode; // links in blocks (if needed)
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struct sector_t *Sector;
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subsector_t * subsector;
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fixed_t floorz, ceilingz; // closest together of contacted secs
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fixed_t dropoffz; // killough 11/98: the lowest floor over all contacted Sectors.
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struct sector_t *floorsector;
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FTextureID floorpic; // contacted sec floorpic
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struct sector_t *ceilingsector;
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FTextureID ceilingpic; // contacted sec ceilingpic
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fixed_t radius, height; // for movement checking
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fixed_t projectilepassheight; // height for clipping projectile movement against this actor
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fixed_t velx, vely, velz; // velocity
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SDWORD tics; // state tic counter
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FState *state;
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SDWORD Damage; // For missiles and monster railgun
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int projectileKickback;
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DWORD flags;
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DWORD flags2; // Heretic flags
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DWORD flags3; // [RH] Hexen/Heretic actor-dependant behavior made flaggable
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DWORD flags4; // [RH] Even more flags!
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DWORD flags5; // OMG! We need another one.
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DWORD flags6; // Shit! Where did all the flags go?
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DWORD flags7; //
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// [BB] If 0, everybody can see the actor, if > 0, only members of team (VisibleToTeam-1) can see it.
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DWORD VisibleToTeam;
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int special1; // Special info
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int special2; // Special info
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int weaponspecial; // Special info for weapons.
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int health;
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BYTE movedir; // 0-7
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SBYTE visdir;
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SWORD movecount; // when 0, select a new dir
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SWORD strafecount; // for MF3_AVOIDMELEE
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TObjPtr<AActor> target; // thing being chased/attacked (or NULL)
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// also the originator for missiles
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TObjPtr<AActor> lastenemy; // Last known enemy -- killough 2/15/98
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TObjPtr<AActor> LastHeard; // [RH] Last actor this one heard
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SDWORD reactiontime; // if non 0, don't attack yet; used by
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// player to freeze a bit after teleporting
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SDWORD threshold; // if > 0, the target will be chased
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// no matter what (even if shot)
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player_t *player; // only valid if type of APlayerPawn
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TObjPtr<AActor> LastLookActor; // Actor last looked for (if TIDtoHate != 0)
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fixed_t SpawnPoint[3]; // For nightmare respawn
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WORD SpawnAngle;
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int StartHealth;
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BYTE WeaveIndexXY; // Separated from special2 because it's used by globally accessible functions.
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BYTE WeaveIndexZ;
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int skillrespawncount;
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int TIDtoHate; // TID of things to hate (0 if none)
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FNameNoInit Species; // For monster families
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TObjPtr<AActor> tracer; // Thing being chased/attacked for tracers
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TObjPtr<AActor> master; // Thing which spawned this one (prevents mutual attacks)
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fixed_t floorclip; // value to use for floor clipping
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int tid; // thing identifier
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int special; // special
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int args[5]; // special arguments
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int accuracy, stamina; // [RH] Strife stats -- [XA] moved here for DECORATE/ACS access.
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AActor *inext, **iprev;// Links to other mobjs in same bucket
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TObjPtr<AActor> goal; // Monster's goal if not chasing anything
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int waterlevel; // 0=none, 1=feet, 2=waist, 3=eyes
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BYTE boomwaterlevel; // splash information for non-swimmable water sectors
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BYTE MinMissileChance;// [RH] If a random # is > than this, then missile attack.
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SBYTE LastLookPlayerNumber;// Player number last looked for (if TIDtoHate == 0)
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WORD BounceFlags; // which bouncing type?
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DWORD SpawnFlags; // Increased to DWORD because of Doom 64
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fixed_t meleerange; // specifies how far a melee attack reaches.
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fixed_t meleethreshold; // Distance below which a monster doesn't try to shoot missiles anynore
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// but instead tries to come closer for a melee attack.
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// This is not the same as meleerange
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fixed_t maxtargetrange; // any target farther away cannot be attacked
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fixed_t bouncefactor; // Strife's grenades use 50%, Hexen's Flechettes 70.
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fixed_t wallbouncefactor; // The bounce factor for walls can be different.
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int bouncecount; // Strife's grenades only bounce twice before exploding
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fixed_t gravity; // [GRB] Gravity factor
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fixed_t Friction;
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int FastChaseStrafeCount;
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fixed_t pushfactor;
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int lastpush;
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int activationtype; // How the thing behaves when activated with USESPECIAL or BUMPSPECIAL
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int lastbump; // Last time the actor was bumped, used to control BUMPSPECIAL
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int Score; // manipulated by score items, ACS or DECORATE. The engine doesn't use this itself for anything.
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FString * Tag; // Strife's tag name.
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int DesignatedTeam; // Allow for friendly fire cacluations to be done on non-players.
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AActor *BlockingMobj; // Actor that blocked the last move
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line_t *BlockingLine; // Line that blocked the last move
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int PoisonDamage; // Damage received per tic from poison.
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FNameNoInit PoisonDamageType; // Damage type dealt by poison.
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int PoisonDuration; // Duration left for receiving poison damage.
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int PoisonPeriod; // How often poison damage is applied. (Every X tics.)
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int PoisonDamageReceived; // Damage received per tic from poison.
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FNameNoInit PoisonDamageTypeReceived; // Damage type received by poison.
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int PoisonDurationReceived; // Duration left for receiving poison damage.
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int PoisonPeriodReceived; // How often poison damage is applied. (Every X tics.)
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TObjPtr<AActor> Poisoner; // Last source of received poison damage.
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// a linked list of sectors where this object appears
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struct msecnode_t *touching_sectorlist; // phares 3/14/98
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TObjPtr<AInventory> Inventory; // [RH] This actor's inventory
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DWORD InventoryID; // A unique ID to keep track of inventory items
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BYTE smokecounter;
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BYTE FloatBobPhase;
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BYTE FriendPlayer; // [RH] Player # + 1 this friendly monster works for (so 0 is no player, 1 is player 0, etc)
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DWORD Translation;
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// [RH] Stuff that used to be part of an Actor Info
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FSoundIDNoInit SeeSound;
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FSoundIDNoInit AttackSound;
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FSoundIDNoInit PainSound;
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FSoundIDNoInit DeathSound;
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FSoundIDNoInit ActiveSound;
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FSoundIDNoInit UseSound; // [RH] Sound to play when an actor is used.
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FSoundIDNoInit BounceSound;
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FSoundIDNoInit WallBounceSound;
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FSoundIDNoInit CrushPainSound;
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|
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fixed_t Speed;
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fixed_t FloatSpeed;
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fixed_t MaxDropOffHeight, MaxStepHeight;
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SDWORD Mass;
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SWORD PainChance;
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int PainThreshold;
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FNameNoInit DamageType;
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FNameNoInit DamageTypeReceived;
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fixed_t DamageFactor;
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|
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FNameNoInit PainType;
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FNameNoInit DeathType;
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|
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FState *SpawnState;
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FState *SeeState;
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FState *MeleeState;
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FState *MissileState;
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int ConversationRoot; // THe root of the current dialogue
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FStrifeDialogueNode *Conversation; // [RH] The dialogue to show when this actor is "used."
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// [RH] Decal(s) this weapon/projectile generates on impact.
|
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FDecalBase *DecalGenerator;
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|
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// [RH] Used to interpolate the view to get >35 FPS
|
|
fixed_t PrevX, PrevY, PrevZ;
|
|
angle_t PrevAngle;
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|
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// ThingIDs
|
|
static void ClearTIDHashes ();
|
|
void AddToHash ();
|
|
void RemoveFromHash ();
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|
|
private:
|
|
static AActor *TIDHash[128];
|
|
static inline int TIDHASH (int key) { return key & 127; }
|
|
static FSharedStringArena mStringPropertyData;
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|
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friend class FActorIterator;
|
|
friend bool P_IsTIDUsed(int tid);
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|
|
sector_t *LinkToWorldForMapThing ();
|
|
|
|
public:
|
|
void LinkToWorld (bool buggy=false);
|
|
void LinkToWorld (sector_t *sector);
|
|
void UnlinkFromWorld ();
|
|
void AdjustFloorClip ();
|
|
void SetOrigin (fixed_t x, fixed_t y, fixed_t z);
|
|
bool InStateSequence(FState * newstate, FState * basestate);
|
|
int GetTics(FState * newstate);
|
|
bool SetState (FState *newstate, bool nofunction=false);
|
|
virtual bool UpdateWaterLevel (fixed_t oldz, bool splash=true);
|
|
bool isFast();
|
|
bool isSlow();
|
|
void SetIdle();
|
|
void ClearCounters();
|
|
FState *GetRaiseState();
|
|
void Revive();
|
|
|
|
FState *FindState (FName label) const
|
|
{
|
|
return GetClass()->ActorInfo->FindState(1, &label);
|
|
}
|
|
|
|
FState *FindState (FName label, FName sublabel, bool exact = false) const
|
|
{
|
|
FName names[] = { label, sublabel };
|
|
return GetClass()->ActorInfo->FindState(2, names, exact);
|
|
}
|
|
|
|
FState *FindState(int numnames, FName *names, bool exact = false) const
|
|
{
|
|
return GetClass()->ActorInfo->FindState(numnames, names, exact);
|
|
}
|
|
|
|
bool HasSpecialDeathStates () const;
|
|
};
|
|
|
|
class FActorIterator
|
|
{
|
|
public:
|
|
FActorIterator (int i) : base (NULL), id (i)
|
|
{
|
|
}
|
|
FActorIterator (int i, AActor *start) : base (start), id (i)
|
|
{
|
|
}
|
|
AActor *Next ()
|
|
{
|
|
if (id == 0)
|
|
return NULL;
|
|
if (!base)
|
|
base = AActor::TIDHash[id & 127];
|
|
else
|
|
base = base->inext;
|
|
|
|
while (base && base->tid != id)
|
|
base = base->inext;
|
|
|
|
return base;
|
|
}
|
|
private:
|
|
AActor *base;
|
|
int id;
|
|
};
|
|
|
|
template<class T>
|
|
class TActorIterator : public FActorIterator
|
|
{
|
|
public:
|
|
TActorIterator (int id) : FActorIterator (id) {}
|
|
T *Next ()
|
|
{
|
|
AActor *actor;
|
|
do
|
|
{
|
|
actor = FActorIterator::Next ();
|
|
} while (actor && !actor->IsKindOf (RUNTIME_CLASS(T)));
|
|
return static_cast<T *>(actor);
|
|
}
|
|
};
|
|
|
|
class NActorIterator : public FActorIterator
|
|
{
|
|
const PClass *type;
|
|
public:
|
|
NActorIterator (const PClass *cls, int id) : FActorIterator (id) { type = cls; }
|
|
NActorIterator (FName cls, int id) : FActorIterator (id) { type = PClass::FindClass(cls); }
|
|
NActorIterator (const char *cls, int id) : FActorIterator (id) { type = PClass::FindClass(cls); }
|
|
AActor *Next ()
|
|
{
|
|
AActor *actor;
|
|
if (type == NULL) return NULL;
|
|
do
|
|
{
|
|
actor = FActorIterator::Next ();
|
|
} while (actor && !actor->IsKindOf (type));
|
|
return actor;
|
|
}
|
|
};
|
|
|
|
bool P_IsTIDUsed(int tid);
|
|
int P_FindUniqueTID(int start_tid, int limit);
|
|
|
|
inline AActor *Spawn (const PClass *type, fixed_t x, fixed_t y, fixed_t z, replace_t allowreplacement)
|
|
{
|
|
return AActor::StaticSpawn (type, x, y, z, allowreplacement);
|
|
}
|
|
|
|
AActor *Spawn (const char *type, fixed_t x, fixed_t y, fixed_t z, replace_t allowreplacement);
|
|
AActor *Spawn (FName classname, fixed_t x, fixed_t y, fixed_t z, replace_t allowreplacement);
|
|
|
|
template<class T>
|
|
inline T *Spawn (fixed_t x, fixed_t y, fixed_t z, replace_t allowreplacement)
|
|
{
|
|
return static_cast<T *>(AActor::StaticSpawn (RUNTIME_CLASS(T), x, y, z, allowreplacement));
|
|
}
|
|
|
|
|
|
void PrintMiscActorInfo(AActor * query);
|
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|
|
#define S_FREETARGMOBJ 1
|
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|
|
#endif // __P_MOBJ_H__
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