mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-12-12 13:42:29 +00:00
12d1afcc4e
Fixed the discrepancy where WalkStepTics and RunStepTics were called, well, that. In the terrain struct in both C++ and ZScript. While the terrain parser looked for WALKINGSTEPTIME and RUNNINGSTEPTIME instead. Also made the parse not multiply these time values by the ticrate to treat them as seconds instead of tics. Added flags for P_HitWater(). Added optional overridable footsteps for players. Added an overridable MakeFootsteps() virtual in PlayerPawn. Which allows for adding totally custom footstep logic for players. By default, it comes with a basic footstep system that uses the footstep properties of whatever terrain the pawn is standing on. bMakeFootsteps must be enabled on the pawn for the virtual to run. Added generic StepSound TERRAIN property. Added a generic step sound TERRAIN property, for defining foot-agnostic step sounds. Used by the built-in footstep system over the individual foot ones. Simplified MakeFootsteps(). Also removed a leftover debug message.
805 lines
25 KiB
Text
805 lines
25 KiB
Text
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extend struct _
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{
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native readonly Array<class<Actor> > AllActorClasses;
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native readonly Array<@PlayerClass> PlayerClasses;
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native readonly Array<@PlayerSkin> PlayerSkins;
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native readonly Array<@Team> Teams;
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native readonly Array<@TerrainDef> Terrains;
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native int validcount;
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native play @DehInfo deh;
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native readonly ui bool automapactive; // is automap enabled?
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native readonly ui bool viewactive; // if automap is active, true = main automap, false = overlay automap.
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native readonly TextureID skyflatnum;
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native readonly int gametic;
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native readonly int Net_Arbitrator;
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native ui BaseStatusBar StatusBar;
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native readonly Weapon WP_NOCHANGE;
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deprecated("3.8", "Use Actor.isFrozen() or Level.isFrozen() instead") native readonly bool globalfreeze;
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native int LocalViewPitch;
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// sandbox state in multi-level setups:
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native play @PlayerInfo players[MAXPLAYERS];
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native readonly bool playeringame[MAXPLAYERS];
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native play LevelLocals Level;
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}
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extend struct TexMan
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{
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native static void SetCameraToTexture(Actor viewpoint, String texture, double fov);
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native static void SetCameraTextureAspectRatio(String texture, double aspectScale, bool useTextureRatio = true);
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deprecated("3.8", "Use Level.ReplaceTextures() instead") static void ReplaceTextures(String from, String to, int flags)
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{
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level.ReplaceTextures(from, to, flags);
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}
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}
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extend struct Screen
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{
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native static void DrawFrame(int x, int y, int w, int h);
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// This is a leftover of the abandoned Inventory.DrawPowerup method.
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deprecated("2.5", "Use StatusBar.DrawTexture() instead") static ui void DrawHUDTexture(TextureID tex, double x, double y)
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{
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statusBar.DrawTexture(tex, (x, y), BaseStatusBar.DI_SCREEN_RIGHT_TOP, 1., (32, 32));
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}
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}
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extend struct Console
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{
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native static void MidPrint(Font fontname, string textlabel, bool bold = false);
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}
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extend struct Translation
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{
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native static bool SetPlayerTranslation(int group, int num, int plrnum, PlayerClass pclass);
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}
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// This is needed because Actor contains a field named 'translation' which shadows the above.
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struct Translate version("4.5")
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{
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static TranslationID MakeID(int group, int num)
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{
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return Translation.MakeID(group, num);
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}
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static bool SetPlayerTranslation(int group, int num, int plrnum, PlayerClass pclass)
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{
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return Translation.SetPlayerTranslation(group, num, plrnum, pclass);
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}
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static TranslationID GetID(Name transname)
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{
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return Translation.GetID(transname);
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}
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}
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struct DamageTypeDefinition native
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{
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native static bool IgnoreArmor(Name type);
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}
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extend struct CVar
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{
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native static CVar GetCVar(Name name, PlayerInfo player = null);
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}
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extend struct GameInfoStruct
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{
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// will be extended as needed.
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native Name backpacktype;
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native double Armor2Percent;
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native String ArmorIcon1;
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native String ArmorIcon2;
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native Name BasicArmorClass;
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native Name HexenArmorClass;
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native bool norandomplayerclass;
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native Array<Name> infoPages;
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native GIFont mStatscreenMapNameFont;
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native GIFont mStatscreenEnteringFont;
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native GIFont mStatscreenFinishedFont;
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native GIFont mStatscreenContentFont;
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native GIFont mStatscreenAuthorFont;
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native double gibfactor;
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native bool intermissioncounter;
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native Color defaultbloodcolor;
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native double telefogheight;
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native int defKickback;
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native int defaultdropstyle;
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native TextureID healthpic;
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native TextureID berserkpic;
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native double normforwardmove[2];
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native double normsidemove[2];
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native bool mHideParTimes;
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}
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extend class Object
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{
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private native static Object BuiltinNewDoom(Class<Object> cls, int outerclass, int compatibility);
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private native static TranslationID BuiltinFindTranslation(Name nm);
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private native static int BuiltinCallLineSpecial(int special, Actor activator, int arg1, int arg2, int arg3, int arg4, int arg5);
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// These really should be global functions...
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native static String G_SkillName();
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native static int G_SkillPropertyInt(int p);
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native static double G_SkillPropertyFloat(int p);
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deprecated("3.8", "Use Level.PickDeathMatchStart() instead") static vector3, int G_PickDeathmatchStart()
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{
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let [a,b] = level.PickDeathmatchStart();
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return a, b;
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}
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deprecated("3.8", "Use Level.PickPlayerStart() instead") static vector3, int G_PickPlayerStart(int pnum, int flags = 0)
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{
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let [a,b] = level.PickPlayerStart(pnum, flags);
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return a, b;
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}
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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);
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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);
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native static void S_PauseSound (bool notmusic, bool notsfx);
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native static void S_ResumeSound (bool notsfx);
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native static bool S_ChangeMusic(String music_name, int order = 0, bool looping = true, bool force = false);
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native static float S_GetLength(Sound sound_id);
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native static void MarkSound(Sound snd);
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native static uint BAM(double angle);
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native static void SetMusicVolume(float vol);
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native clearscope static Object GetNetworkEntity(uint id);
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native play void EnableNetworking(bool enable);
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native clearscope uint GetNetworkID() const;
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}
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class Thinker : Object native play
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{
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enum EStatnums
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{
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// Thinkers that don't actually think
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STAT_INFO, // An info queue
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STAT_DECAL, // A decal
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STAT_AUTODECAL, // A decal that can be automatically deleted
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STAT_CORPSEPOINTER, // An entry in Hexen's corpse queue
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STAT_TRAVELLING, // An actor temporarily travelling to a new map
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STAT_STATIC,
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// Thinkers that do think
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STAT_FIRST_THINKING=32,
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STAT_SCROLLER=STAT_FIRST_THINKING, // A DScroller thinker
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STAT_PLAYER, // A player actor
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STAT_BOSSTARGET, // A boss brain target
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STAT_LIGHTNING, // The lightning thinker
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STAT_DECALTHINKER, // An object that thinks for a decal
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STAT_INVENTORY, // An inventory item
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STAT_LIGHT, // A sector light effect
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STAT_LIGHTTRANSFER, // A sector light transfer. These must be ticked after the light effects.
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STAT_EARTHQUAKE, // Earthquake actors
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STAT_MAPMARKER, // Map marker actors
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STAT_DLIGHT, // Dynamic lights
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STAT_USER = 70,
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STAT_USER_MAX = 90,
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STAT_DEFAULT = 100, // Thinkers go here unless specified otherwise.
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STAT_SECTOREFFECT, // All sector effects that cause floor and ceiling movement
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STAT_ACTORMOVER, // actor movers
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STAT_SCRIPTS, // The ACS thinker. This is to ensure that it can't tick before all actors called PostBeginPlay
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STAT_BOT, // Bot thinker
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MAX_STATNUM = 127
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}
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native LevelLocals Level;
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virtual native void Tick();
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virtual native void PostBeginPlay();
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native void ChangeStatNum(int stat);
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static clearscope int Tics2Seconds(int tics)
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{
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return int(tics / TICRATE);
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}
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}
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class ThinkerIterator : Object native
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{
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native static ThinkerIterator Create(class<Object> type = "Actor", int statnum=Thinker.MAX_STATNUM+1);
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native Thinker Next(bool exact = false);
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native void Reinit();
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}
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class ActorIterator : Object native
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{
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deprecated("3.8", "Use Level.CreateActorIterator() instead") static ActorIterator Create(int tid, class<Actor> type = "Actor")
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{
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return level.CreateActorIterator(tid, type);
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}
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native Actor Next();
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native void Reinit();
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}
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class BlockThingsIterator : Object native
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{
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native Actor thing;
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native Vector3 position;
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native int portalflags;
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native static BlockThingsIterator Create(Actor origin, double checkradius = -1, bool ignorerestricted = false);
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native static BlockThingsIterator CreateFromPos(double checkx, double checky, double checkz, double checkh, double checkradius, bool ignorerestricted);
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native bool Next();
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}
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class BlockLinesIterator : Object native
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{
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native Line CurLine;
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native Vector3 position;
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native int portalflags;
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native static BlockLinesIterator Create(Actor origin, double checkradius = -1);
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native static BlockLinesIterator CreateFromPos(Vector3 pos, double checkh, double checkradius, Sector sec = null);
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native bool Next();
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}
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enum ETraceStatus
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{
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TRACE_Stop, // stop the trace, returning this hit
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TRACE_Continue, // continue the trace, returning this hit if there are none further along
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TRACE_Skip, // continue the trace; do not return this hit
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TRACE_Abort // stop the trace, returning no hits
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}
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enum ETraceFlags
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{
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TRACE_NoSky = 0x0001, // Hitting the sky returns TRACE_HitNone
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//TRACE_PCross = 0x0002, // Trigger SPAC_PCROSS lines
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//TRACE_Impact = 0x0004, // Trigger SPAC_IMPACT lines
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TRACE_PortalRestrict = 0x0008, // Cannot go through portals without a static link offset.
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TRACE_ReportPortals = 0x0010, // Report any portal crossing to the TraceCallback
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//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
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TRACE_HitSky = 0x0040 // Hitting the sky returns TRACE_HasHitSky
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}
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enum ETraceResult
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{
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TRACE_HitNone,
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TRACE_HitFloor,
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TRACE_HitCeiling,
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TRACE_HitWall,
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TRACE_HitActor,
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TRACE_CrossingPortal,
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TRACE_HasHitSky
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}
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enum ELineTier
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{
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TIER_Middle,
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TIER_Upper,
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TIER_Lower,
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TIER_FFloor
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}
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struct TraceResults native
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{
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native Sector HitSector; // originally called "Sector". cannot be named like this in ZScript.
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native TextureID HitTexture;
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native vector3 HitPos;
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native vector3 HitVector;
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native vector3 SrcFromTarget;
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native double SrcAngleFromTarget;
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native double Distance;
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native double Fraction;
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native Actor HitActor; // valid if hit an actor. // originally called "Actor".
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native Line HitLine; // valid if hit a line // originally called "Line".
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native uint8 Side;
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native uint8 Tier; // see Tracer.ELineTier
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native bool unlinked; // passed through a portal without static offset.
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native ETraceResult HitType;
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native F3DFloor ffloor;
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native Sector CrossedWater; // For Boom-style, Transfer_Heights-based deep water
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native vector3 CrossedWaterPos; // remember the position so that we can use it for spawning the splash
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native F3DFloor Crossed3DWater; // For 3D floor-based deep water
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native vector3 Crossed3DWaterPos;
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}
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class LineTracer : Object native
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{
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native @TraceResults Results;
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native bool Trace(vector3 start, Sector sec, vector3 direction, double maxDist, ETraceFlags traceFlags, /* Line::ELineFlags */ uint wallMask = 0xFFFFFFFF, bool ignoreAllActors = false, Actor ignore = null);
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virtual ETraceStatus TraceCallback()
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{
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// Normally you would examine Results.HitType (for ETraceResult), and determine either:
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// - stop tracing and return the entity that was found (return TRACE_Stop)
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// - ignore some object, like noclip, e.g. only count solid walls and floors, and ignore actors (return TRACE_Skip)
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// - find last object of some type (return TRACE_Continue)
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// - stop tracing entirely and assume we found nothing (return TRACE_Abort)
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// TRACE_Abort and TRACE_Continue are of limited use in scripting.
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return TRACE_Stop; // default callback returns first hit, whatever it is.
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}
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}
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struct DropItem native
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{
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native readonly DropItem Next;
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native readonly name Name;
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native readonly int Probability;
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native readonly int Amount;
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}
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struct LevelInfo native
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{
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native readonly int levelnum;
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native readonly String MapName;
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native readonly String NextMap;
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native readonly String NextSecretMap;
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native readonly String SkyPic1;
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native readonly String SkyPic2;
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native readonly String F1Pic;
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native readonly int cluster;
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native readonly int partime;
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native readonly int sucktime;
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native readonly int flags;
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native readonly int flags2;
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native readonly int flags3;
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native readonly String LightningSound;
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native readonly String Music;
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native readonly String LevelName;
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native readonly String MapLabel;
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native readonly String AuthorName;
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native readonly int musicorder;
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native readonly float skyspeed1;
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native readonly float skyspeed2;
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native readonly int cdtrack;
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native readonly double gravity;
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native readonly double aircontrol;
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native readonly int airsupply;
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native readonly int compatflags;
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native readonly int compatflags2;
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native readonly name deathsequence;
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native readonly int fogdensity;
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native readonly int outsidefogdensity;
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native readonly int skyfog;
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native readonly float pixelstretch;
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native readonly name RedirectType;
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native readonly String RedirectMapName;
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native readonly double teamdamage;
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native bool isValid() const;
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native String LookupLevelName() const;
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native static int GetLevelInfoCount();
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native static LevelInfo GetLevelInfo(int index);
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native static LevelInfo FindLevelInfo(String mapname);
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native static LevelInfo FindLevelByNum(int num);
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native static bool MapExists(String mapname);
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native static String MapChecksum(String mapname);
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}
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struct FSpawnParticleParams
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{
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native Color color1;
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native TextureID texture;
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native int style;
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native int flags;
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native int lifetime;
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native double size;
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native double sizestep;
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native Vector3 pos;
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native Vector3 vel;
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native Vector3 accel;
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native double startalpha;
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native double fadestep;
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native double startroll;
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native double rollvel;
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native double rollacc;
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};
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struct LevelLocals native
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{
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enum EUDMF
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{
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UDMF_Line,
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UDMF_Side,
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UDMF_Sector,
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//UDMF_Thing // not implemented
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};
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const CLUSTER_HUB = 0x00000001; // Cluster uses hub behavior
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native Array<@Sector> Sectors;
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native Array<@Line> Lines;
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native Array<@Side> Sides;
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native readonly Array<@Vertex> Vertexes;
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native readonly Array<@LinePortal> LinePortals;
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native internal readonly Array<@SectorPortal> SectorPortals;
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native readonly int time;
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native readonly int maptime;
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native readonly int totaltime;
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native readonly int starttime;
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native readonly int partime;
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native readonly int sucktime;
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native readonly int cluster;
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native readonly int clusterflags;
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native readonly int levelnum;
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native readonly String LevelName;
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native readonly String MapName;
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native String NextMap;
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native String NextSecretMap;
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native readonly String F1Pic;
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native readonly int maptype;
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native readonly String AuthorName;
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native String LightningSound;
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native readonly String Music;
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native readonly int musicorder;
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native readonly TextureID skytexture1;
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native readonly TextureID skytexture2;
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native float skyspeed1;
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native float skyspeed2;
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native int total_secrets;
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native int found_secrets;
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native int total_items;
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native int found_items;
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native int total_monsters;
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native int killed_monsters;
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native play double gravity;
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native play double aircontrol;
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native play double airfriction;
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native play int airsupply;
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native readonly double teamdamage;
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native readonly bool noinventorybar;
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native readonly bool monsterstelefrag;
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native readonly bool actownspecial;
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native readonly bool sndseqtotalctrl;
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native bool allmap;
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native readonly bool missilesactivateimpact;
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native readonly bool monsterfallingdamage;
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native readonly bool checkswitchrange;
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native readonly bool polygrind;
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native readonly bool nomonsters;
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native readonly bool allowrespawn;
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deprecated("3.8", "Use Level.isFrozen() instead") native bool frozen;
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native readonly bool infinite_flight;
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native readonly bool no_dlg_freeze;
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native readonly bool keepfullinventory;
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native readonly bool removeitems;
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native readonly bool useplayerstartz;
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native readonly int fogdensity;
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native readonly int outsidefogdensity;
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native readonly int skyfog;
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native readonly float pixelstretch;
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native readonly float MusicVolume;
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native name deathsequence;
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native readonly int compatflags;
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native readonly int compatflags2;
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native readonly LevelInfo info;
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native String GetUDMFString(int type, int index, Name key);
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native int GetUDMFInt(int type, int index, Name key);
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native double GetUDMFFloat(int type, int index, Name key);
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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);
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native void GiveSecret(Actor activator, bool printmsg = true, bool playsound = true);
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native void StartSlideshow(Name whichone = 'none');
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native static void MakeScreenShot();
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native static void MakeAutoSave();
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native void WorldDone();
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deprecated("3.8", "This function does nothing") static void RemoveAllBots(bool fromlist) { /* intentionally left as no-op. */ }
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native ui Vector2 GetAutomapPosition();
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native void SetInterMusic(String nextmap);
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native String FormatMapName(int mapnamecolor);
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native bool IsJumpingAllowed() const;
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native bool IsCrouchingAllowed() const;
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native bool IsFreelookAllowed() const;
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native void StartIntermission(Name type, int state) const;
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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;
|
|
};
|
|
|
|
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
|