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980c986305
- added new VARF_Transient flag so that the decision whether to serialize a field does not depend solely on its native status. It may actually make a lot of sense to use the auto-serializer for native fields, too, as this would eliminate a lot of maintenance code. - defined (u)int8/16 as aliases to the byte and short types (Can't we not just get rid of this naming convention already...?) - exporting the fields of Actor revealed a few name clashes between them and some global types, so Actor.Sector was renamed to CurSector and Actor.Inventory was renamed to Actor.Inv.
86 lines
1.4 KiB
Text
86 lines
1.4 KiB
Text
class PlayerPawn : Actor native
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{
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Default
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{
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Health 100;
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Radius 16;
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Height 56;
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Mass 100;
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Painchance 255;
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Speed 1;
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+SOLID
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+SHOOTABLE
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+DROPOFF
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+PICKUP
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+NOTDMATCH
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+FRIENDLY
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+SLIDESONWALLS
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+CANPASS
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+CANPUSHWALLS
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+FLOORCLIP
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+WINDTHRUST
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+TELESTOMP
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+NOBLOCKMONST
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Player.AttackZOffset 8;
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Player.JumpZ 8;
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Player.GruntSpeed 12;
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Player.FallingScreamSpeed 35,40;
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Player.ViewHeight 41;
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Player.UseRange 64;
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Player.ForwardMove 1,1;
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Player.SideMove 1,1;
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Player.ColorRange 0,0;
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Player.SoundClass "player";
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Player.DamageScreenColor "ff 00 00";
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Player.MugShotMaxHealth 0;
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Player.FlechetteType "ArtiPoisonBag3";
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Player.AirCapacity 1;
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Player.ViewBob 1;
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Obituary "$OB_MPDEFAULT";
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}
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virtual void PlayAttacking ()
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{
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if (MissileState != null) SetState (MissileState);
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}
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virtual void PlayAttacking2 ()
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{
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if (MeleeState != null) SetState (MeleeState);
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}
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virtual void MorphPlayerThink()
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{
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}
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}
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class PlayerChunk : PlayerPawn native
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{
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Default
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{
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+NOSKIN
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-SOLID
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-SHOOTABLE
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-PICKUP
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-NOTDMATCH
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-FRIENDLY
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-SLIDESONWALLS
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-CANPUSHWALLS
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-FLOORCLIP
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-WINDTHRUST
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-TELESTOMP
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}
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}
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class PSprite : Object native
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{
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}
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struct PlayerInfo native // this is what internally is player_t
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{
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native void SetPsprite(int id, State stat, bool pending = false);
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native void SetSafeFlash(Weapon weap, State flashstate, int index);
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native PSprite GetPSprite(int id);
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native PSprite FindPSprite(int id);
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}
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