mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-22 20:21:26 +00:00
807 lines
26 KiB
Text
807 lines
26 KiB
Text
|
|
extend struct _
|
|
{
|
|
native readonly Array<class<Actor> > AllActorClasses;
|
|
native readonly Array<@PlayerClass> PlayerClasses;
|
|
native readonly Array<@PlayerSkin> PlayerSkins;
|
|
native readonly Array<@Team> Teams;
|
|
native readonly Array<@TerrainDef> Terrains;
|
|
native int validcount;
|
|
native play @DehInfo deh;
|
|
native readonly ui bool automapactive; // is automap enabled?
|
|
native readonly ui bool viewactive; // if automap is active, true = main automap, false = overlay automap.
|
|
native readonly TextureID skyflatnum;
|
|
native readonly int gametic;
|
|
native readonly int Net_Arbitrator;
|
|
native ui BaseStatusBar StatusBar;
|
|
native readonly Weapon WP_NOCHANGE;
|
|
deprecated("3.8", "Use Actor.isFrozen() or Level.isFrozen() instead") native readonly bool globalfreeze;
|
|
native int LocalViewPitch;
|
|
|
|
// sandbox state in multi-level setups:
|
|
native play @PlayerInfo players[MAXPLAYERS];
|
|
native readonly bool playeringame[MAXPLAYERS];
|
|
native play LevelLocals Level;
|
|
|
|
}
|
|
|
|
extend struct TexMan
|
|
{
|
|
native static void SetCameraToTexture(Actor viewpoint, String texture, double fov);
|
|
native static void SetCameraTextureAspectRatio(String texture, double aspectScale, bool useTextureRatio = true);
|
|
deprecated("3.8", "Use Level.ReplaceTextures() instead") static void ReplaceTextures(String from, String to, int flags)
|
|
{
|
|
level.ReplaceTextures(from, to, flags);
|
|
}
|
|
}
|
|
|
|
extend struct Screen
|
|
{
|
|
native static void DrawFrame(int x, int y, int w, int h);
|
|
// This is a leftover of the abandoned Inventory.DrawPowerup method.
|
|
deprecated("2.5", "Use StatusBar.DrawTexture() instead") static ui void DrawHUDTexture(TextureID tex, double x, double y)
|
|
{
|
|
statusBar.DrawTexture(tex, (x, y), BaseStatusBar.DI_SCREEN_RIGHT_TOP, 1., (32, 32));
|
|
}
|
|
}
|
|
|
|
extend struct Console
|
|
{
|
|
native static void MidPrint(Font fontname, string textlabel, bool bold = false);
|
|
}
|
|
|
|
extend struct Translation
|
|
{
|
|
native static bool SetPlayerTranslation(int group, int num, int plrnum, PlayerClass pclass);
|
|
}
|
|
|
|
// This is needed because Actor contains a field named 'translation' which shadows the above.
|
|
struct Translate version("4.5")
|
|
{
|
|
static TranslationID MakeID(int group, int num)
|
|
{
|
|
return Translation.MakeID(group, num);
|
|
}
|
|
static bool SetPlayerTranslation(int group, int num, int plrnum, PlayerClass pclass)
|
|
{
|
|
return Translation.SetPlayerTranslation(group, num, plrnum, pclass);
|
|
}
|
|
static TranslationID GetID(Name transname)
|
|
{
|
|
return Translation.GetID(transname);
|
|
}
|
|
}
|
|
|
|
struct DamageTypeDefinition native
|
|
{
|
|
native static bool IgnoreArmor(Name type);
|
|
}
|
|
|
|
extend struct CVar
|
|
{
|
|
native static CVar GetCVar(Name name, PlayerInfo player = null);
|
|
}
|
|
|
|
extend struct GameInfoStruct
|
|
{
|
|
// will be extended as needed.
|
|
native Name backpacktype;
|
|
native double Armor2Percent;
|
|
native String ArmorIcon1;
|
|
native String ArmorIcon2;
|
|
native Name BasicArmorClass;
|
|
native Name HexenArmorClass;
|
|
native bool norandomplayerclass;
|
|
native Array<Name> infoPages;
|
|
native GIFont mStatscreenMapNameFont;
|
|
native GIFont mStatscreenEnteringFont;
|
|
native GIFont mStatscreenFinishedFont;
|
|
native GIFont mStatscreenContentFont;
|
|
native GIFont mStatscreenAuthorFont;
|
|
native double gibfactor;
|
|
native bool intermissioncounter;
|
|
native Color defaultbloodcolor;
|
|
native double telefogheight;
|
|
native int defKickback;
|
|
native int defaultdropstyle;
|
|
native TextureID healthpic;
|
|
native TextureID berserkpic;
|
|
native double normforwardmove[2];
|
|
native double normsidemove[2];
|
|
native bool mHideParTimes;
|
|
}
|
|
|
|
extend class Object
|
|
{
|
|
private native static Object BuiltinNewDoom(Class<Object> cls, int outerclass, int compatibility);
|
|
private native static TranslationID BuiltinFindTranslation(Name nm);
|
|
private native static int BuiltinCallLineSpecial(int special, Actor activator, int arg1, int arg2, int arg3, int arg4, int arg5);
|
|
// These really should be global functions...
|
|
native static String G_SkillName();
|
|
native static int G_SkillPropertyInt(int p);
|
|
native static double G_SkillPropertyFloat(int p);
|
|
deprecated("3.8", "Use Level.PickDeathMatchStart() instead") static vector3, int G_PickDeathmatchStart()
|
|
{
|
|
let [a,b] = level.PickDeathmatchStart();
|
|
return a, b;
|
|
}
|
|
deprecated("3.8", "Use Level.PickPlayerStart() instead") static vector3, int G_PickPlayerStart(int pnum, int flags = 0)
|
|
{
|
|
let [a,b] = level.PickPlayerStart(pnum, flags);
|
|
return a, b;
|
|
}
|
|
deprecated("4.3", "Use S_StartSound() instead") native static void S_Sound (Sound sound_id, int channel, float volume = 1, float attenuation = ATTN_NORM, float pitch = 0.0, float startTime = 0.0);
|
|
native static void S_StartSound (Sound sound_id, int channel, int flags = 0, float volume = 1, float attenuation = ATTN_NORM, float pitch = 0.0, float startTime = 0.0);
|
|
native static void S_PauseSound (bool notmusic, bool notsfx);
|
|
native static void S_ResumeSound (bool notsfx);
|
|
native static bool S_ChangeMusic(String music_name, int order = 0, bool looping = true, bool force = false);
|
|
native static float S_GetLength(Sound sound_id);
|
|
native static void MarkSound(Sound snd);
|
|
native static uint BAM(double angle);
|
|
native static void SetMusicVolume(float vol);
|
|
native clearscope static Object GetNetworkEntity(uint id);
|
|
native play void EnableNetworking(bool enable);
|
|
native clearscope uint GetNetworkID() const;
|
|
}
|
|
|
|
class Thinker : Object native play
|
|
{
|
|
enum EStatnums
|
|
{
|
|
// Thinkers that don't actually think
|
|
STAT_INFO, // An info queue
|
|
STAT_DECAL, // A decal
|
|
STAT_AUTODECAL, // A decal that can be automatically deleted
|
|
STAT_CORPSEPOINTER, // An entry in Hexen's corpse queue
|
|
STAT_TRAVELLING, // An actor temporarily travelling to a new map
|
|
STAT_STATIC,
|
|
|
|
// Thinkers that do think
|
|
STAT_FIRST_THINKING=32,
|
|
STAT_SCROLLER=STAT_FIRST_THINKING, // A DScroller thinker
|
|
STAT_PLAYER, // A player actor
|
|
STAT_BOSSTARGET, // A boss brain target
|
|
STAT_LIGHTNING, // The lightning thinker
|
|
STAT_DECALTHINKER, // An object that thinks for a decal
|
|
STAT_INVENTORY, // An inventory item
|
|
STAT_LIGHT, // A sector light effect
|
|
STAT_LIGHTTRANSFER, // A sector light transfer. These must be ticked after the light effects.
|
|
STAT_EARTHQUAKE, // Earthquake actors
|
|
STAT_MAPMARKER, // Map marker actors
|
|
STAT_DLIGHT, // Dynamic lights
|
|
|
|
STAT_USER = 70,
|
|
STAT_USER_MAX = 90,
|
|
|
|
STAT_DEFAULT = 100, // Thinkers go here unless specified otherwise.
|
|
STAT_SECTOREFFECT, // All sector effects that cause floor and ceiling movement
|
|
STAT_ACTORMOVER, // actor movers
|
|
STAT_SCRIPTS, // The ACS thinker. This is to ensure that it can't tick before all actors called PostBeginPlay
|
|
STAT_BOT, // Bot thinker
|
|
MAX_STATNUM = 127
|
|
}
|
|
|
|
|
|
native LevelLocals Level;
|
|
|
|
virtual native void Tick();
|
|
virtual native void PostBeginPlay();
|
|
native void ChangeStatNum(int stat);
|
|
|
|
static clearscope int Tics2Seconds(int tics)
|
|
{
|
|
return int(tics / TICRATE);
|
|
}
|
|
|
|
}
|
|
|
|
class ThinkerIterator : Object native
|
|
{
|
|
native static ThinkerIterator Create(class<Object> type = "Actor", int statnum=Thinker.MAX_STATNUM+1);
|
|
native Thinker Next(bool exact = false);
|
|
native void Reinit();
|
|
}
|
|
|
|
class ActorIterator : Object native
|
|
{
|
|
deprecated("3.8", "Use Level.CreateActorIterator() instead") static ActorIterator Create(int tid, class<Actor> type = "Actor")
|
|
{
|
|
return level.CreateActorIterator(tid, type);
|
|
}
|
|
native Actor Next();
|
|
native void Reinit();
|
|
}
|
|
|
|
class BlockThingsIterator : Object native
|
|
{
|
|
native Actor thing;
|
|
native Vector3 position;
|
|
native int portalflags;
|
|
|
|
native static BlockThingsIterator Create(Actor origin, double checkradius = -1, bool ignorerestricted = false);
|
|
native static BlockThingsIterator CreateFromPos(double checkx, double checky, double checkz, double checkh, double checkradius, bool ignorerestricted);
|
|
native bool Next();
|
|
}
|
|
|
|
class BlockLinesIterator : Object native
|
|
{
|
|
native Line CurLine;
|
|
native Vector3 position;
|
|
native int portalflags;
|
|
|
|
native static BlockLinesIterator Create(Actor origin, double checkradius = -1);
|
|
native static BlockLinesIterator CreateFromPos(Vector3 pos, double checkh, double checkradius, Sector sec = null);
|
|
native bool Next();
|
|
}
|
|
|
|
enum ETraceStatus
|
|
{
|
|
TRACE_Stop, // stop the trace, returning this hit
|
|
TRACE_Continue, // continue the trace, returning this hit if there are none further along
|
|
TRACE_Skip, // continue the trace; do not return this hit
|
|
TRACE_Abort // stop the trace, returning no hits
|
|
}
|
|
|
|
enum ETraceFlags
|
|
{
|
|
TRACE_NoSky = 0x0001, // Hitting the sky returns TRACE_HitNone
|
|
//TRACE_PCross = 0x0002, // Trigger SPAC_PCROSS lines
|
|
//TRACE_Impact = 0x0004, // Trigger SPAC_IMPACT lines
|
|
TRACE_PortalRestrict = 0x0008, // Cannot go through portals without a static link offset.
|
|
TRACE_ReportPortals = 0x0010, // Report any portal crossing to the TraceCallback
|
|
//TRACE_3DCallback = 0x0020, // [ZZ] use TraceCallback to determine whether we need to go through a line to do 3D floor check, or not. without this, only line flag mask is used
|
|
TRACE_HitSky = 0x0040 // Hitting the sky returns TRACE_HasHitSky
|
|
}
|
|
|
|
|
|
enum ETraceResult
|
|
{
|
|
TRACE_HitNone,
|
|
TRACE_HitFloor,
|
|
TRACE_HitCeiling,
|
|
TRACE_HitWall,
|
|
TRACE_HitActor,
|
|
TRACE_CrossingPortal,
|
|
TRACE_HasHitSky
|
|
}
|
|
|
|
enum ELineTier
|
|
{
|
|
TIER_Middle,
|
|
TIER_Upper,
|
|
TIER_Lower,
|
|
TIER_FFloor
|
|
}
|
|
|
|
struct TraceResults native
|
|
{
|
|
native Sector HitSector; // originally called "Sector". cannot be named like this in ZScript.
|
|
native TextureID HitTexture;
|
|
native vector3 HitPos;
|
|
native vector3 HitVector;
|
|
native vector3 SrcFromTarget;
|
|
native double SrcAngleFromTarget;
|
|
|
|
native double Distance;
|
|
native double Fraction;
|
|
|
|
native Actor HitActor; // valid if hit an actor. // originally called "Actor".
|
|
|
|
native Line HitLine; // valid if hit a line // originally called "Line".
|
|
native uint8 Side;
|
|
native uint8 Tier; // see Tracer.ELineTier
|
|
native bool unlinked; // passed through a portal without static offset.
|
|
|
|
native ETraceResult HitType;
|
|
native F3DFloor ffloor;
|
|
|
|
native Sector CrossedWater; // For Boom-style, Transfer_Heights-based deep water
|
|
native vector3 CrossedWaterPos; // remember the position so that we can use it for spawning the splash
|
|
native F3DFloor Crossed3DWater; // For 3D floor-based deep water
|
|
native vector3 Crossed3DWaterPos;
|
|
}
|
|
|
|
class LineTracer : Object native
|
|
{
|
|
native @TraceResults Results;
|
|
native bool Trace(vector3 start, Sector sec, vector3 direction, double maxDist, ETraceFlags traceFlags, /* Line::ELineFlags */ uint wallMask = 0xFFFFFFFF, bool ignoreAllActors = false, Actor ignore = null);
|
|
|
|
virtual ETraceStatus TraceCallback()
|
|
{
|
|
// Normally you would examine Results.HitType (for ETraceResult), and determine either:
|
|
// - stop tracing and return the entity that was found (return TRACE_Stop)
|
|
// - ignore some object, like noclip, e.g. only count solid walls and floors, and ignore actors (return TRACE_Skip)
|
|
// - find last object of some type (return TRACE_Continue)
|
|
// - stop tracing entirely and assume we found nothing (return TRACE_Abort)
|
|
// TRACE_Abort and TRACE_Continue are of limited use in scripting.
|
|
|
|
return TRACE_Stop; // default callback returns first hit, whatever it is.
|
|
}
|
|
}
|
|
|
|
struct DropItem native
|
|
{
|
|
native readonly DropItem Next;
|
|
native readonly name Name;
|
|
native readonly int Probability;
|
|
native readonly int Amount;
|
|
}
|
|
|
|
struct LevelInfo native
|
|
{
|
|
native readonly int levelnum;
|
|
native readonly String MapName;
|
|
native readonly String NextMap;
|
|
native readonly String NextSecretMap;
|
|
native readonly String SkyPic1;
|
|
native readonly String SkyPic2;
|
|
native readonly String F1Pic;
|
|
native readonly int cluster;
|
|
native readonly int partime;
|
|
native readonly int sucktime;
|
|
native readonly int flags;
|
|
native readonly int flags2;
|
|
native readonly int flags3;
|
|
native readonly String LightningSound;
|
|
native readonly String Music;
|
|
native readonly String LevelName;
|
|
native readonly String MapLabel;
|
|
native readonly String AuthorName;
|
|
native readonly int musicorder;
|
|
native readonly float skyspeed1;
|
|
native readonly float skyspeed2;
|
|
native readonly int cdtrack;
|
|
native readonly double gravity;
|
|
native readonly double aircontrol;
|
|
native readonly int airsupply;
|
|
native readonly int compatflags;
|
|
native readonly int compatflags2;
|
|
native readonly name deathsequence;
|
|
native readonly int fogdensity;
|
|
native readonly int outsidefogdensity;
|
|
native readonly int skyfog;
|
|
native readonly float pixelstretch;
|
|
native readonly name RedirectType;
|
|
native readonly String RedirectMapName;
|
|
native readonly double teamdamage;
|
|
|
|
native bool isValid() const;
|
|
native String LookupLevelName() const;
|
|
|
|
native static int GetLevelInfoCount();
|
|
native static LevelInfo GetLevelInfo(int index);
|
|
native static LevelInfo FindLevelInfo(String mapname);
|
|
native static LevelInfo FindLevelByNum(int num);
|
|
native static bool MapExists(String mapname);
|
|
native static String MapChecksum(String mapname);
|
|
}
|
|
|
|
struct FSpawnParticleParams
|
|
{
|
|
native Color color1;
|
|
native TextureID texture;
|
|
native int style;
|
|
native int flags;
|
|
native int lifetime;
|
|
|
|
native double size;
|
|
native double sizestep;
|
|
|
|
native Vector3 pos;
|
|
native Vector3 vel;
|
|
native Vector3 accel;
|
|
|
|
native double startalpha;
|
|
native double fadestep;
|
|
|
|
native double startroll;
|
|
native double rollvel;
|
|
native double rollacc;
|
|
};
|
|
|
|
struct LevelLocals native
|
|
{
|
|
enum EUDMF
|
|
{
|
|
UDMF_Line,
|
|
UDMF_Side,
|
|
UDMF_Sector,
|
|
//UDMF_Thing // not implemented
|
|
};
|
|
|
|
const CLUSTER_HUB = 0x00000001; // Cluster uses hub behavior
|
|
|
|
|
|
native Array<@Sector> Sectors;
|
|
native Array<@Line> Lines;
|
|
native Array<@Side> Sides;
|
|
native readonly Array<@Vertex> Vertexes;
|
|
native readonly Array<@LinePortal> LinePortals;
|
|
native internal readonly Array<@SectorPortal> SectorPortals;
|
|
|
|
native readonly int time;
|
|
native readonly int maptime;
|
|
native readonly int totaltime;
|
|
native readonly int starttime;
|
|
native readonly int partime;
|
|
native readonly int sucktime;
|
|
native readonly int cluster;
|
|
native readonly int clusterflags;
|
|
native readonly int levelnum;
|
|
native readonly String LevelName;
|
|
native readonly String MapName;
|
|
native String NextMap;
|
|
native String NextSecretMap;
|
|
native readonly String F1Pic;
|
|
native readonly int maptype;
|
|
native readonly String AuthorName;
|
|
native String LightningSound;
|
|
native readonly String Music;
|
|
native readonly int musicorder;
|
|
native readonly TextureID skytexture1;
|
|
native readonly TextureID skytexture2;
|
|
native float skyspeed1;
|
|
native float skyspeed2;
|
|
native int total_secrets;
|
|
native int found_secrets;
|
|
native int total_items;
|
|
native int found_items;
|
|
native int total_monsters;
|
|
native int killed_monsters;
|
|
native play double gravity;
|
|
native play double aircontrol;
|
|
native play double airfriction;
|
|
native play int airsupply;
|
|
native readonly double teamdamage;
|
|
native readonly bool noinventorybar;
|
|
native readonly bool monsterstelefrag;
|
|
native readonly bool actownspecial;
|
|
native readonly bool sndseqtotalctrl;
|
|
native bool allmap;
|
|
native readonly bool missilesactivateimpact;
|
|
native readonly bool monsterfallingdamage;
|
|
native readonly bool checkswitchrange;
|
|
native readonly bool polygrind;
|
|
native readonly bool nomonsters;
|
|
native readonly bool allowrespawn;
|
|
deprecated("3.8", "Use Level.isFrozen() instead") native bool frozen;
|
|
native readonly bool infinite_flight;
|
|
native readonly bool no_dlg_freeze;
|
|
native readonly bool keepfullinventory;
|
|
native readonly bool removeitems;
|
|
native readonly bool useplayerstartz;
|
|
native readonly int fogdensity;
|
|
native readonly int outsidefogdensity;
|
|
native readonly int skyfog;
|
|
native readonly float pixelstretch;
|
|
native readonly float MusicVolume;
|
|
native name deathsequence;
|
|
native readonly int compatflags;
|
|
native readonly int compatflags2;
|
|
native readonly LevelInfo info;
|
|
|
|
native String GetUDMFString(int type, int index, Name key);
|
|
native int GetUDMFInt(int type, int index, Name key);
|
|
native double GetUDMFFloat(int type, int index, Name key);
|
|
native play int ExecuteSpecial(int special, Actor activator, line linedef, bool lineside, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0, int arg5 = 0);
|
|
native void GiveSecret(Actor activator, bool printmsg = true, bool playsound = true);
|
|
native void StartSlideshow(Name whichone = 'none');
|
|
native static void MakeScreenShot();
|
|
native static void MakeAutoSave();
|
|
native void WorldDone();
|
|
deprecated("3.8", "This function does nothing") static void RemoveAllBots(bool fromlist) { /* intentionally left as no-op. */ }
|
|
native ui Vector2 GetAutomapPosition();
|
|
native void SetInterMusic(String nextmap);
|
|
native String FormatMapName(int mapnamecolor);
|
|
native bool IsJumpingAllowed() const;
|
|
native bool IsCrouchingAllowed() const;
|
|
native bool IsFreelookAllowed() const;
|
|
native void StartIntermission(Name type, int state) const;
|
|
native play SpotState GetSpotState(bool create = true);
|
|
native int FindUniqueTid(int start = 0, int limit = 0);
|
|
native uint GetSkyboxPortal(Actor actor);
|
|
native void ReplaceTextures(String from, String to, int flags);
|
|
clearscope native HealthGroup FindHealthGroup(int id);
|
|
native vector3, int PickDeathmatchStart();
|
|
native vector3, int PickPlayerStart(int pnum, int flags = 0);
|
|
native int isFrozen() const;
|
|
native void setFrozen(bool on);
|
|
native string LookupString(uint index);
|
|
|
|
native clearscope Sector PointInSector(Vector2 pt) const;
|
|
|
|
native clearscope bool IsPointInLevel(vector3 p) const;
|
|
deprecated("3.8", "Use Level.IsPointInLevel() instead") clearscope static bool IsPointInMap(vector3 p)
|
|
{
|
|
return level.IsPointInLevel(p);
|
|
}
|
|
|
|
native clearscope vector2 Vec2Diff(vector2 v1, vector2 v2) const;
|
|
native clearscope vector3 Vec3Diff(vector3 v1, vector3 v2) const;
|
|
native clearscope vector3 SphericalCoords(vector3 viewpoint, vector3 targetPos, vector2 viewAngles = (0, 0), bool absolute = false) const;
|
|
|
|
native clearscope vector2 Vec2Offset(vector2 pos, vector2 dir, bool absolute = false) const;
|
|
native clearscope vector3 Vec2OffsetZ(vector2 pos, vector2 dir, double atz, bool absolute = false) const;
|
|
native clearscope vector3 Vec3Offset(vector3 pos, vector3 dir, bool absolute = false) const;
|
|
native clearscope Vector2 GetDisplacement(int pg1, int pg2) const;
|
|
native clearscope int GetPortalGroupCount() const;
|
|
native clearscope int PointOnLineSide(Vector2 pos, Line l, bool precise = false) const;
|
|
native clearscope int ActorOnLineSide(Actor mo, Line l) const;
|
|
native clearscope int BoxOnLineSide(Vector2 pos, double radius, Line l) const;
|
|
|
|
native String GetChecksum() const;
|
|
|
|
native void ChangeSky(TextureID sky1, TextureID sky2 );
|
|
native void ForceLightning(int mode = 0, sound tempSound = "");
|
|
|
|
native SectorTagIterator CreateSectorTagIterator(int tag, line defline = null);
|
|
native LineIdIterator CreateLineIdIterator(int tag);
|
|
native ActorIterator CreateActorIterator(int tid, class<Actor> type = "Actor");
|
|
|
|
String TimeFormatted(bool totals = false)
|
|
{
|
|
int sec = Thinker.Tics2Seconds(totals? totaltime : time);
|
|
return String.Format("%02d:%02d:%02d", sec / 3600, (sec % 3600) / 60, sec % 60);
|
|
}
|
|
|
|
native play bool CreateCeiling(sector sec, int type, line ln, double speed, double speed2, double height = 0, int crush = -1, int silent = 0, int change = 0, int crushmode = 0 /*Floor.crushDoom*/);
|
|
native play bool CreateFloor(sector sec, int floortype, line ln, double speed, double height = 0, int crush = -1, int change = 0, bool crushmode = false, bool hereticlower = false);
|
|
|
|
native void ExitLevel(int position, bool keepFacing);
|
|
native void SecretExitLevel(int position);
|
|
native void ChangeLevel(string levelname, int position = 0, int flags = 0, int skill = -1);
|
|
|
|
native String GetClusterName();
|
|
native String GetEpisodeName();
|
|
|
|
native void SpawnParticle(FSpawnParticleParams p);
|
|
native VisualThinker SpawnVisualThinker(Class<VisualThinker> type);
|
|
}
|
|
|
|
// a few values of this need to be readable by the play code.
|
|
// Most are handled at load time and are omitted here.
|
|
struct DehInfo native
|
|
{
|
|
native readonly int MaxSoulsphere;
|
|
native readonly uint8 ExplosionStyle;
|
|
native readonly double ExplosionAlpha;
|
|
native readonly int NoAutofreeze;
|
|
native readonly int BFGCells;
|
|
native readonly int BlueAC;
|
|
native readonly int MaxHealth;
|
|
}
|
|
|
|
struct State native
|
|
{
|
|
native readonly State NextState;
|
|
native readonly int sprite;
|
|
native readonly int16 Tics;
|
|
native readonly uint16 TicRange;
|
|
native readonly uint8 Frame;
|
|
native readonly uint8 UseFlags;
|
|
native readonly int Misc1;
|
|
native readonly int Misc2;
|
|
native readonly uint16 bSlow;
|
|
native readonly uint16 bFast;
|
|
native readonly bool bFullbright;
|
|
native readonly bool bNoDelay;
|
|
native readonly bool bSameFrame;
|
|
native readonly bool bCanRaise;
|
|
native readonly bool bDehacked;
|
|
|
|
native int DistanceTo(state other) const;
|
|
native bool ValidateSpriteFrame() const;
|
|
native TextureID, bool, Vector2 GetSpriteTexture(int rotation, int skin = 0, Vector2 scale = (0,0), int spritenum = -1, int framenum = -1) const;
|
|
native bool InStateSequence(State base) const;
|
|
}
|
|
|
|
struct TerrainDef native
|
|
{
|
|
native Name TerrainName;
|
|
native int Splash;
|
|
native int DamageAmount;
|
|
native Name DamageMOD;
|
|
native int DamageTimeMask;
|
|
native double FootClip;
|
|
native float StepVolume;
|
|
native int WalkStepTics;
|
|
native int RunStepTics;
|
|
native Sound LeftStepSound;
|
|
native Sound RightStepSound;
|
|
native bool IsLiquid;
|
|
native bool AllowProtection;
|
|
native bool DamageOnLand;
|
|
native double Friction;
|
|
native double MoveFactor;
|
|
native Sound StepSound;
|
|
native double StepDistance;
|
|
native double StepDistanceMinVel;
|
|
};
|
|
|
|
enum EPickStart
|
|
{
|
|
PPS_FORCERANDOM = 1,
|
|
PPS_NOBLOCKINGCHECK = 2,
|
|
}
|
|
|
|
|
|
enum EMissileHitResult
|
|
{
|
|
MHIT_DEFAULT = -1,
|
|
MHIT_DESTROY = 0,
|
|
MHIT_PASS = 1,
|
|
}
|
|
|
|
class SectorEffect : Thinker native
|
|
{
|
|
native protected Sector m_Sector;
|
|
|
|
native Sector GetSector();
|
|
}
|
|
|
|
class Mover : SectorEffect native
|
|
{}
|
|
|
|
class MovingFloor : Mover native
|
|
{}
|
|
|
|
class MovingCeiling : Mover native
|
|
{}
|
|
|
|
class Floor : MovingFloor native
|
|
{
|
|
// only here so that some constants and functions can be added. Not directly usable yet.
|
|
enum EFloor
|
|
{
|
|
floorLowerToLowest,
|
|
floorLowerToNearest,
|
|
floorLowerToHighest,
|
|
floorLowerByValue,
|
|
floorRaiseByValue,
|
|
floorRaiseToHighest,
|
|
floorRaiseToNearest,
|
|
floorRaiseAndCrush,
|
|
floorRaiseAndCrushDoom,
|
|
floorCrushStop,
|
|
floorLowerInstant,
|
|
floorRaiseInstant,
|
|
floorMoveToValue,
|
|
floorRaiseToLowestCeiling,
|
|
floorRaiseByTexture,
|
|
|
|
floorLowerAndChange,
|
|
floorRaiseAndChange,
|
|
|
|
floorRaiseToLowest,
|
|
floorRaiseToCeiling,
|
|
floorLowerToLowestCeiling,
|
|
floorLowerByTexture,
|
|
floorLowerToCeiling,
|
|
|
|
donutRaise,
|
|
|
|
buildStair,
|
|
waitStair,
|
|
resetStair,
|
|
|
|
// Not to be used as parameters to DoFloor()
|
|
genFloorChg0,
|
|
genFloorChgT,
|
|
genFloorChg
|
|
};
|
|
|
|
deprecated("3.8", "Use Level.CreateFloor() instead") static bool CreateFloor(sector sec, int floortype, line ln, double speed, double height = 0, int crush = -1, int change = 0, bool crushmode = false, bool hereticlower = false)
|
|
{
|
|
return level.CreateFloor(sec, floortype, ln, speed, height, crush, change, crushmode, hereticlower);
|
|
}
|
|
}
|
|
|
|
class Ceiling : MovingCeiling native
|
|
{
|
|
enum ECeiling
|
|
{
|
|
ceilLowerByValue,
|
|
ceilRaiseByValue,
|
|
ceilMoveToValue,
|
|
ceilLowerToHighestFloor,
|
|
ceilLowerInstant,
|
|
ceilRaiseInstant,
|
|
ceilCrushAndRaise,
|
|
ceilLowerAndCrush,
|
|
ceil_placeholder,
|
|
ceilCrushRaiseAndStay,
|
|
ceilRaiseToNearest,
|
|
ceilLowerToLowest,
|
|
ceilLowerToFloor,
|
|
|
|
// The following are only used by Generic_Ceiling
|
|
ceilRaiseToHighest,
|
|
ceilLowerToHighest,
|
|
ceilRaiseToLowest,
|
|
ceilLowerToNearest,
|
|
ceilRaiseToHighestFloor,
|
|
ceilRaiseToFloor,
|
|
ceilRaiseByTexture,
|
|
ceilLowerByTexture,
|
|
|
|
genCeilingChg0,
|
|
genCeilingChgT,
|
|
genCeilingChg
|
|
}
|
|
|
|
enum ECrushMode
|
|
{
|
|
crushDoom = 0,
|
|
crushHexen = 1,
|
|
crushSlowdown = 2
|
|
}
|
|
|
|
deprecated("3.8", "Use Level.CreateCeiling() instead") static bool CreateCeiling(sector sec, int type, line ln, double speed, double speed2, double height = 0, int crush = -1, int silent = 0, int change = 0, int crushmode = crushDoom)
|
|
{
|
|
return level.CreateCeiling(sec, type, ln, speed, speed2, height, crush, silent, change, crushmode);
|
|
}
|
|
|
|
}
|
|
|
|
struct LookExParams
|
|
{
|
|
double Fov;
|
|
double minDist;
|
|
double maxDist;
|
|
double maxHeardist;
|
|
int flags;
|
|
State seestate;
|
|
};
|
|
|
|
class Lighting : SectorEffect native
|
|
{
|
|
}
|
|
|
|
struct Shader native
|
|
{
|
|
// This interface was deprecated for the pointless player dependency
|
|
private static bool IsConsolePlayer(PlayerInfo player)
|
|
{
|
|
return player && player.mo && player == players[consoleplayer];
|
|
}
|
|
deprecated("4.8", "Use PPShader.SetEnabled() instead") clearscope static void SetEnabled(PlayerInfo player, string shaderName, bool enable)
|
|
{
|
|
if (IsConsolePlayer(player)) PPShader.SetEnabled(shaderName, enable);
|
|
}
|
|
deprecated("4.8", "Use PPShader.SetUniform1f() instead") clearscope static void SetUniform1f(PlayerInfo player, string shaderName, string uniformName, float value)
|
|
{
|
|
if (IsConsolePlayer(player)) PPShader.SetUniform1f(shaderName, uniformName, value);
|
|
}
|
|
deprecated("4.8", "Use PPShader.SetUniform2f() instead") clearscope static void SetUniform2f(PlayerInfo player, string shaderName, string uniformName, vector2 value)
|
|
{
|
|
if (IsConsolePlayer(player)) PPShader.SetUniform2f(shaderName, uniformName, value);
|
|
}
|
|
deprecated("4.8", "Use PPShader.SetUniform3f() instead") clearscope static void SetUniform3f(PlayerInfo player, string shaderName, string uniformName, vector3 value)
|
|
{
|
|
if (IsConsolePlayer(player)) PPShader.SetUniform3f(shaderName, uniformName, value);
|
|
}
|
|
deprecated("4.8", "Use PPShader.SetUniform1i() instead") clearscope static void SetUniform1i(PlayerInfo player, string shaderName, string uniformName, int value)
|
|
{
|
|
if (IsConsolePlayer(player)) PPShader.SetUniform1i(shaderName, uniformName, value);
|
|
}
|
|
}
|
|
|
|
struct FRailParams
|
|
{
|
|
native int damage;
|
|
native double offset_xy;
|
|
native double offset_z;
|
|
native int color1, color2;
|
|
native double maxdiff;
|
|
native int flags;
|
|
native Class<Actor> puff;
|
|
native double angleoffset;
|
|
native double pitchoffset;
|
|
native double distance;
|
|
native int duration;
|
|
native double sparsity;
|
|
native double drift;
|
|
native Class<Actor> spawnclass;
|
|
native int SpiralOffset;
|
|
native int limit;
|
|
}; // [RH] Shoot a railgun
|