mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-24 04:41:53 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
4446922f26
10 changed files with 240 additions and 68 deletions
|
@ -151,5 +151,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileAttack)
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P_RadiusAttack (fire, self, blastdmg, blastrad, dmgtype, 0);
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}
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target->velz = Scale(thrust, 1000, target->Mass);
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if (!(target->flags7 & MF7_DONTTHRUST))
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target->velz = Scale(thrust, 1000, target->Mass);
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}
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@ -1280,8 +1280,8 @@ public:
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// We can't use DTA_HUDRules since it forces a width and height.
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// Translation: No high res.
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bool xright = rx < 0;
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bool ybot = ry < 0;
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bool xright = *x < 0;
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bool ybot = *y < 0;
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w = (forceWidth < 0 ? texture->GetScaledWidthDouble() : forceWidth);
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h = (forceHeight < 0 ? texture->GetScaledHeightDouble() : forceHeight);
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@ -1278,7 +1278,10 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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if (!(flags & DMG_NO_ARMOR) && player->mo->Inventory != NULL)
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{
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int newdam = damage;
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player->mo->Inventory->AbsorbDamage(damage, mod, newdam);
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if (damage > 0)
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{
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player->mo->Inventory->AbsorbDamage(damage, mod, newdam);
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}
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if (damage < TELEFRAG_DAMAGE)
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{
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// if we are telefragging don't let the damage value go below that magic value. Some further checks would fail otherwise.
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@ -1970,6 +1970,7 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
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{
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//int dir;
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//angle_t delta;
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angle = R_PointToAngle2(BlockingMobj->x, BlockingMobj->y, mo->x, mo->y);
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bool dontReflect = (mo->AdjustReflectionAngle(BlockingMobj, angle));
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// Change angle for deflection/reflection
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@ -1989,18 +1990,13 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
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//dest->x - source->x
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FVector3 velocity(origin->x - mo->x, origin->y - mo->y, (origin->z + (origin->height/2)) - mo->z);
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velocity.Resize(speed);
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angle = mo->angle >> ANGLETOFINESHIFT;
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mo->velx = (fixed_t)(velocity.X);
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mo->vely = (fixed_t)(velocity.Y);
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mo->velz = (fixed_t)(velocity.Z);
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/*
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mo->velx = FixedMul(mo->Speed, finecosine[angle]);
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mo->vely = FixedMul(mo->Speed, finesine[angle]);
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mo->velz = -mo->velz;
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*/
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}
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else
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{
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mo->angle = angle;
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angle >>= ANGLETOFINESHIFT;
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mo->velx = FixedMul(mo->Speed >> 1, finecosine[angle]);
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@ -4959,6 +4955,13 @@ AActor *P_SpawnPuff (AActor *source, const PClass *pufftype, fixed_t x, fixed_t
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puff = Spawn (pufftype, x, y, z, ALLOW_REPLACE);
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if (puff == NULL) return NULL;
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if ((puff->flags4 & MF4_RANDOMIZE) && puff->tics > 0)
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{
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puff->tics -= pr_spawnpuff() & 3;
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if (puff->tics < 1)
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puff->tics = 1;
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}
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//Moved puff creation and target/master/tracer setting to here.
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if (puff && vict)
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{
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@ -32,6 +32,7 @@
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*/
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#include <assert.h>
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#include <sys/sysctl.h>
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#include <sys/time.h>
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#include <pthread.h>
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#include <libkern/OSAtomic.h>
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@ -43,34 +44,23 @@
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#include "templates.h"
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static timeval s_startTicks;
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unsigned int I_MSTime()
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namespace
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{
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timeval now;
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gettimeofday(&now, NULL);
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const uint32_t ticks =
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(now.tv_sec - s_startTicks.tv_sec ) * 1000
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+ (now.tv_usec - s_startTicks.tv_usec) / 1000;
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timeval s_gameStartTicks;
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timeval s_systemBootTicks;
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return ticks;
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}
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unsigned int I_FPSTime()
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unsigned int GetMillisecondsSince(const timeval& time)
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{
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timeval now;
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gettimeofday(&now, NULL);
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return static_cast<unsigned int>(
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(now.tv_sec) * 1000 + (now.tv_usec) / 1000);
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(now.tv_sec - time.tv_sec ) * 1000
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+ (now.tv_usec - time.tv_usec) / 1000);
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}
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namespace
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{
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bool s_isTicFrozen;
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timespec GetNextTickTime()
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@ -185,6 +175,17 @@ void FreezeTimeThreaded(bool frozen)
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} // unnamed namespace
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unsigned int I_MSTime()
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{
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return GetMillisecondsSince(s_gameStartTicks);
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}
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unsigned int I_FPSTime()
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{
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return GetMillisecondsSince(s_systemBootTicks);
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}
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fixed_t I_GetTimeFrac(uint32* ms)
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{
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const uint32_t now = I_MSTime();
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@ -205,7 +206,12 @@ void I_InitTimer()
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assert(!s_timerInitialized);
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s_timerInitialized = true;
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gettimeofday(&s_startTicks, NULL);
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gettimeofday(&s_gameStartTicks, NULL);
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int mib[2] = { CTL_KERN, KERN_BOOTTIME };
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size_t len = sizeof s_systemBootTicks;
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sysctl(mib, 2, &s_systemBootTicks, &len, NULL, 0);
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pthread_cond_init (&s_timerEvent, NULL);
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pthread_mutex_init(&s_timerMutex, NULL);
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@ -286,7 +286,6 @@ DFrameBuffer *SDLVideo::CreateFrameBuffer (int width, int height, bool fullscree
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}
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SDLFB *fb = new SDLFB (width, height, fullscreen);
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retry = 0;
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// If we could not create the framebuffer, try again with slightly
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// different parameters in this order:
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@ -327,6 +326,7 @@ DFrameBuffer *SDLVideo::CreateFrameBuffer (int width, int height, bool fullscree
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++retry;
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fb = static_cast<SDLFB *>(CreateFrameBuffer (width, height, fullscreen, NULL));
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}
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retry = 0;
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fb->SetFlash (flashColor, flashAmount);
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@ -150,11 +150,28 @@ void FResourceLump::LumpNameSetup(const char *iname)
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//
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//==========================================================================
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static bool IsWadInFolder(const FResourceFile* const archive, const char* const resPath)
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{
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// Checks a special case when <somefile.wad> was put in
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// <myproject> directory inside <myproject.zip>
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if (NULL == archive)
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{
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return false;
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}
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const FString dirName = ExtractFileBase(archive->Filename);
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const FString fileName = ExtractFileBase(resPath, true);
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const FString filePath = dirName + '/' + fileName;
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return 0 == filePath.CompareNoCase(resPath);
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}
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void FResourceLump::CheckEmbedded()
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{
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// Checks for embedded archives
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const char *c = strstr(FullName, ".wad");
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if (c && strlen(c) == 4 && !strchr(FullName, '/'))
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if (c && strlen(c) == 4 && (!strchr(FullName, '/') || IsWadInFolder(Owner, FullName)))
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{
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// Mark all embedded WADs
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Flags |= LUMPF_EMBEDDED;
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@ -2504,12 +2504,21 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeTo)
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetScale)
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{
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ACTION_PARAM_START(2);
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ACTION_PARAM_START(3);
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ACTION_PARAM_FIXED(scalex, 0);
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ACTION_PARAM_FIXED(scaley, 1);
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ACTION_PARAM_INT(ptr, 2);
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self->scaleX = scalex;
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self->scaleY = scaley ? scaley : scalex;
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AActor *ref = COPY_AAPTR(self, ptr);
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if (!ref)
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{
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ACTION_SET_RESULT(false);
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return;
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}
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ref->scaleX = scalex;
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ref->scaleY = scaley ? scaley : scalex;
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}
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//===========================================================================
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@ -3934,10 +3943,19 @@ enum
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetAngle)
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{
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ACTION_PARAM_START(2);
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ACTION_PARAM_START(3);
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ACTION_PARAM_ANGLE(angle, 0);
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ACTION_PARAM_INT(flags, 1)
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self->SetAngle(angle, !!(flags & SPF_INTERPOLATE));
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ACTION_PARAM_INT(flags, 1);
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ACTION_PARAM_INT(ptr, 2);
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AActor *ref = COPY_AAPTR(self, ptr);
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if (!ref)
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{
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ACTION_SET_RESULT(false);
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return;
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}
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ref->SetAngle(angle, !!(flags & SPF_INTERPOLATE));
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}
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//===========================================================================
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@ -3950,18 +3968,27 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetAngle)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPitch)
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{
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ACTION_PARAM_START(2);
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ACTION_PARAM_START(3);
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ACTION_PARAM_ANGLE(pitch, 0);
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ACTION_PARAM_INT(flags, 1);
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ACTION_PARAM_INT(ptr, 2);
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if (self->player != NULL || (flags & SPF_FORCECLAMP))
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AActor *ref = COPY_AAPTR(self, ptr);
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if (!ref)
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{
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ACTION_SET_RESULT(false);
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return;
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}
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if (ref->player != NULL || (flags & SPF_FORCECLAMP))
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{ // clamp the pitch we set
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int min, max;
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if (self->player != NULL)
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if (ref->player != NULL)
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{
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min = self->player->MinPitch;
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max = self->player->MaxPitch;
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min = ref->player->MinPitch;
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max = ref->player->MaxPitch;
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}
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else
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{
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|
@ -3970,7 +3997,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPitch)
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}
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pitch = clamp<int>(pitch, min, max);
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}
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self->SetPitch(pitch, !!(flags & SPF_INTERPOLATE));
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ref->SetPitch(pitch, !!(flags & SPF_INTERPOLATE));
|
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}
|
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|
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//===========================================================================
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|
@ -3983,10 +4010,19 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPitch)
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|
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRoll)
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{
|
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ACTION_PARAM_START(2);
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ACTION_PARAM_START(3);
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ACTION_PARAM_ANGLE(roll, 0);
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ACTION_PARAM_INT(flags, 1);
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self->SetRoll(roll, !!(flags & SPF_INTERPOLATE));
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ACTION_PARAM_INT(ptr, 2);
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|
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AActor *ref = COPY_AAPTR(self, ptr);
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|
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if (!ref)
|
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{
|
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ACTION_SET_RESULT(false);
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return;
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}
|
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ref->SetRoll(roll, !!(flags & SPF_INTERPOLATE));
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}
|
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|
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//===========================================================================
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|
@ -3999,20 +4035,29 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRoll)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ScaleVelocity)
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{
|
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ACTION_PARAM_START(1);
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ACTION_PARAM_START(2);
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ACTION_PARAM_FIXED(scale, 0);
|
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ACTION_PARAM_INT(ptr, 1);
|
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|
||||
AActor *ref = COPY_AAPTR(self, ptr);
|
||||
|
||||
if (!ref)
|
||||
{
|
||||
ACTION_SET_RESULT(false);
|
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return;
|
||||
}
|
||||
|
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INTBOOL was_moving = self->velx | self->vely | self->velz;
|
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|
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self->velx = FixedMul(self->velx, scale);
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self->vely = FixedMul(self->vely, scale);
|
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self->velz = FixedMul(self->velz, scale);
|
||||
ref->velx = FixedMul(ref->velx, scale);
|
||||
ref->vely = FixedMul(ref->vely, scale);
|
||||
ref->velz = FixedMul(ref->velz, scale);
|
||||
|
||||
// If the actor was previously moving but now is not, and is a player,
|
||||
// update its player variables. (See A_Stop.)
|
||||
if (was_moving)
|
||||
{
|
||||
CheckStopped(self);
|
||||
CheckStopped(ref);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -4029,12 +4074,21 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeVelocity)
|
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ACTION_PARAM_FIXED(y, 1);
|
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ACTION_PARAM_FIXED(z, 2);
|
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ACTION_PARAM_INT(flags, 3);
|
||||
ACTION_PARAM_INT(ptr, 4);
|
||||
|
||||
INTBOOL was_moving = self->velx | self->vely | self->velz;
|
||||
AActor *ref = COPY_AAPTR(self, ptr);
|
||||
|
||||
if (!ref)
|
||||
{
|
||||
ACTION_SET_RESULT(false);
|
||||
return;
|
||||
}
|
||||
|
||||
INTBOOL was_moving = ref->velx | ref->vely | ref->velz;
|
||||
|
||||
fixed_t vx = x, vy = y, vz = z;
|
||||
fixed_t sina = finesine[self->angle >> ANGLETOFINESHIFT];
|
||||
fixed_t cosa = finecosine[self->angle >> ANGLETOFINESHIFT];
|
||||
fixed_t sina = finesine[ref->angle >> ANGLETOFINESHIFT];
|
||||
fixed_t cosa = finecosine[ref->angle >> ANGLETOFINESHIFT];
|
||||
|
||||
if (flags & 1) // relative axes - make x, y relative to actor's current angle
|
||||
{
|
||||
|
@ -4043,15 +4097,15 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeVelocity)
|
|||
}
|
||||
if (flags & 2) // discard old velocity - replace old velocity with new velocity
|
||||
{
|
||||
self->velx = vx;
|
||||
self->vely = vy;
|
||||
self->velz = vz;
|
||||
ref->velx = vx;
|
||||
ref->vely = vy;
|
||||
ref->velz = vz;
|
||||
}
|
||||
else // add new velocity to old velocity
|
||||
{
|
||||
self->velx += vx;
|
||||
self->vely += vy;
|
||||
self->velz += vz;
|
||||
ref->velx += vx;
|
||||
ref->vely += vy;
|
||||
ref->velz += vz;
|
||||
}
|
||||
|
||||
if (was_moving)
|
||||
|
@ -5064,10 +5118,19 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropItem)
|
|||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpeed)
|
||||
{
|
||||
ACTION_PARAM_START(1);
|
||||
ACTION_PARAM_START(2);
|
||||
ACTION_PARAM_FIXED(speed, 0);
|
||||
ACTION_PARAM_INT(ptr, 1);
|
||||
|
||||
self->Speed = speed;
|
||||
AActor *ref = COPY_AAPTR(self, ptr);
|
||||
|
||||
if (!ref)
|
||||
{
|
||||
ACTION_SET_RESULT(false);
|
||||
return;
|
||||
}
|
||||
|
||||
ref->Speed = speed;
|
||||
}
|
||||
|
||||
static bool DoCheckSpecies(AActor *mo, FName species, bool exclude)
|
||||
|
@ -5656,7 +5719,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SwapTeleFog)
|
|||
//
|
||||
// A_SetFloatBobPhase
|
||||
//
|
||||
// Changes the FloatBobPhase of the
|
||||
// Changes the FloatBobPhase of the actor.
|
||||
//===========================================================================
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetFloatBobPhase)
|
||||
|
@ -5669,6 +5732,73 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetFloatBobPhase)
|
|||
self->FloatBobPhase = bob;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
// A_SetHealth
|
||||
//
|
||||
// Changes the health of the actor.
|
||||
// Takes a pointer as well.
|
||||
//===========================================================================
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetHealth)
|
||||
{
|
||||
ACTION_PARAM_START(2);
|
||||
ACTION_PARAM_INT(health, 0);
|
||||
ACTION_PARAM_INT(ptr, 1);
|
||||
|
||||
AActor *mobj = COPY_AAPTR(self, ptr);
|
||||
|
||||
if (!mobj)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
player_t *player = mobj->player;
|
||||
if (player)
|
||||
{
|
||||
if (health <= 0)
|
||||
player->mo->health = mobj->health = player->health = 1; //Copied from the buddha cheat.
|
||||
else
|
||||
player->mo->health = mobj->health = player->health = health;
|
||||
}
|
||||
else if (mobj)
|
||||
{
|
||||
if (health <= 0)
|
||||
mobj->health = 1;
|
||||
else
|
||||
mobj->health = health;
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
// A_ResetHealth
|
||||
//
|
||||
// Resets the health of the actor to default, except if their dead.
|
||||
// Takes a pointer.
|
||||
//===========================================================================
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ResetHealth)
|
||||
{
|
||||
ACTION_PARAM_START(1);
|
||||
ACTION_PARAM_INT(ptr, 0);
|
||||
|
||||
AActor *mobj = COPY_AAPTR(self, ptr);
|
||||
|
||||
if (!mobj)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
player_t *player = mobj->player;
|
||||
if (player && (player->mo->health > 0))
|
||||
{
|
||||
player->health = player->mo->health = player->mo->GetDefault()->health; //Copied from the resurrect cheat.
|
||||
}
|
||||
else if (mobj && (mobj->health > 0))
|
||||
{
|
||||
mobj->health = mobj->SpawnHealth();
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// A_SetRipperLevel(int level)
|
||||
|
|
|
@ -296,6 +296,16 @@ protected:
|
|||
static FNullStringData NullString;
|
||||
|
||||
friend struct FStringData;
|
||||
|
||||
private:
|
||||
// Prevent these from being called as current practices are to use Compare.
|
||||
// Without this FStrings will be accidentally compared against char* ptrs.
|
||||
bool operator == (const FString &illegal) const;
|
||||
bool operator != (const FString &illegal) const;
|
||||
bool operator < (const FString &illegal) const;
|
||||
bool operator > (const FString &illegal) const;
|
||||
bool operator <= (const FString &illegal) const;
|
||||
bool operator >= (const FString &illegal) const;
|
||||
};
|
||||
|
||||
namespace StringFormat
|
||||
|
|
|
@ -231,7 +231,7 @@ ACTOR Actor native //: Thinker
|
|||
action native A_FadeIn(float reduce = 0.1, int flags = 0);
|
||||
action native A_FadeOut(float reduce = 0.1, int flags = 1); //bool remove == true
|
||||
action native A_FadeTo(float target, float amount = 0.1, int flags = 0);
|
||||
action native A_SetScale(float scalex, float scaley = 0);
|
||||
action native A_SetScale(float scalex, float scaley = 0, int ptr = AAPTR_DEFAULT);
|
||||
action native A_SetMass(int mass);
|
||||
action native A_SpawnDebris(class<Actor> spawntype, bool transfer_translation = false, float mult_h = 1, float mult_v = 1);
|
||||
action native A_CheckSight(state label);
|
||||
|
@ -289,11 +289,11 @@ ACTOR Actor native //: Thinker
|
|||
action native A_DropWeaponPieces(class<Actor> p1, class<Actor> p2, class<Actor> p3);
|
||||
action native A_PigPain ();
|
||||
action native A_MonsterRefire(int chance, state label);
|
||||
action native A_SetAngle(float angle = 0, int flags = 0);
|
||||
action native A_SetPitch(float pitch, int flags = 0);
|
||||
action native A_SetRoll(float roll, int flags = 0);
|
||||
action native A_ScaleVelocity(float scale);
|
||||
action native A_ChangeVelocity(float x = 0, float y = 0, float z = 0, int flags = 0);
|
||||
action native A_SetAngle(float angle = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
|
||||
action native A_SetPitch(float pitch, int flags = 0, int ptr = AAPTR_DEFAULT);
|
||||
action native A_SetRoll(float roll, int flags = 0, int ptr = AAPTR_DEFAULT);
|
||||
action native A_ScaleVelocity(float scale, int ptr = AAPTR_DEFAULT);
|
||||
action native A_ChangeVelocity(float x = 0, float y = 0, float z = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
|
||||
action native A_SetArg(int pos, int value);
|
||||
action native A_SetUserVar(name varname, int value);
|
||||
action native A_SetUserArray(name varname, int index, int value);
|
||||
|
@ -302,7 +302,7 @@ ACTOR Actor native //: Thinker
|
|||
action native A_SetTics(int tics);
|
||||
action native A_SetDamageType(name damagetype);
|
||||
action native A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);
|
||||
action native A_SetSpeed(float speed);
|
||||
action native A_SetSpeed(float speed, int ptr = AAPTR_DEFAULT);
|
||||
action native A_DamageSelf(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
|
||||
action native A_DamageTarget(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
|
||||
action native A_DamageMaster(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
|
||||
|
@ -327,6 +327,8 @@ ACTOR Actor native //: Thinker
|
|||
action native A_SetTeleFog(name oldpos, name newpos);
|
||||
action native A_SwapTeleFog();
|
||||
action native A_SetFloatBobPhase(int bob);
|
||||
action native A_SetHealth(int health, int ptr = AAPTR_DEFAULT);
|
||||
action native A_ResetHealth(int ptr = AAPTR_DEFAULT);
|
||||
action native A_SetRipperLevel(int level);
|
||||
action native A_SetRipMin(int min);
|
||||
action native A_SetRipMax(int max);
|
||||
|
|
Loading…
Reference in a new issue