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60 lines
2 KiB
Text
60 lines
2 KiB
Text
Class VisualThinker : Thinker native
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{
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native Vector3 Pos,
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Prev;
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native FVector3 Vel;
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native Vector2 Scale,
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Offset;
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native float Roll,
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PrevRoll,
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Alpha;
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native TextureID Texture;
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native TranslationID Translation;
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native int16 LightLevel;
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native uint16 Flags;
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native int VisualThinkerFlags;
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FlagDef FlipOffsetX : VisualThinkerFlags, 0;
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FlagDef FlipOffsetY : VisualThinkerFlags, 1;
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FlagDef XFlip : VisualThinkerFlags, 2;
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FlagDef YFlip : VisualThinkerFlags, 3;
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FlagDef DontInterpolate : VisualThinkerFlags, 4;
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FlagDef AddLightLevel : VisualThinkerFlags, 5;
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native Color scolor;
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native Sector CurSector; // can be null!
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native void SetTranslation(Name trans);
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native void SetRenderStyle(int mode); // see ERenderStyle
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native bool IsFrozen();
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native protected void UpdateSector(); // needs to be called if the thinker is set to a non-ticking statnum and the position is modified (or if Tick is overriden and doesn't call Super.Tick())
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native protected void UpdateSpriteInfo(); // needs to be called every time the texture is updated if the thinker uses SPF_LOCAL_ANIM and is set to a non-ticking statnum (or if Tick is overriden and doesn't call Super.Tick())
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static VisualThinker Spawn(Class<VisualThinker> type, TextureID tex, Vector3 pos, Vector3 vel, double alpha = 1.0, int flags = 0,
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double roll = 0.0, Vector2 scale = (1,1), Vector2 offset = (0,0), int style = STYLE_Normal, TranslationID trans = 0, int VisualThinkerFlags = 0)
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{
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if (!Level) return null;
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let p = level.SpawnVisualThinker(type);
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if (p)
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{
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p.Texture = tex;
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p.Pos = pos;
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p.Vel = vel;
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p.Alpha = alpha;
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p.Roll = roll;
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p.Scale = scale;
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p.Offset = offset;
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p.SetRenderStyle(style);
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p.Translation = trans;
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p.Flags = flags;
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p.VisualThinkerFlags = VisualThinkerFlags;
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p.UpdateSector();
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p.UpdateSpriteInfo();
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}
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return p;
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}
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}
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