mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-12-18 16:11:25 +00:00
66cc68606f
- made some changes to PowerMorph to better deal with recursive calls from UndoPlayerMorph. The flag hackery was only needed because the 'alternative' pointers were cleared far too late.
265 lines
6.7 KiB
Text
265 lines
6.7 KiB
Text
class PlayerPawn : Actor native
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{
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native int crouchsprite;
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native int MaxHealth;
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native int MugShotMaxHealth;
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native int RunHealth;
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native int PlayerFlags;
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native Inventory InvFirst; // first inventory item displayed on inventory bar
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native Inventory InvSel; // selected inventory item
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native meta String DisplayName; // Display name (used in menus, etc.)
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native meta String SoundClass; // Sound class
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native meta String Face; // Doom status bar face (when used)
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native meta String Portrait;
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native meta String Slot[10];
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native meta Name InvulMode;
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native meta Name HealingRadiusType;
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native meta double HexenArmor[5];
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native meta uint8 ColorRangeStart; // Skin color range
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native meta uint8 ColorRangeEnd;
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//FPlayerColorSetMap ColorSets;
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//PainFlashList PainFlashes;
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// [GRB] Player class properties
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native double JumpZ;
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native double GruntSpeed;
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native double FallingScreamMinSpeed, FallingScreamMaxSpeed;
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native double ViewHeight;
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native double ForwardMove1, ForwardMove2;
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native double SideMove1, SideMove2;
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native TextureID ScoreIcon;
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native int SpawnMask;
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native Name MorphWeapon;
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native double AttackZOffset; // attack height, relative to player center
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native double UseRange; // [NS] Distance at which player can +use
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native double AirCapacity; // Multiplier for air supply underwater.
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native Class<Actor> FlechetteType;
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native color DamageFade; // [CW] Fades for when you are being damaged.
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native double ViewBob; // [SP] ViewBob Multiplier
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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 PlayIdle ()
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{
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if (InStateSequence(CurState, SeeState))
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SetState (SpawnState);
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}
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virtual void PlayRunning ()
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{
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if (InStateSequence(CurState, SpawnState) && SeeState != NULL)
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SetState (SeeState);
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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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native int GetMaxHealth();
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native bool ResetAirSupply (bool playgasp = false);
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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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native readonly State CurState;
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native readonly Actor Caller;
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native readonly PSprite Next;
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native readonly PlayerInfo Owner;
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native SpriteID Sprite;
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native int Frame;
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native readonly int ID;
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native Bool processPending;
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native double x;
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native double y;
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native double oldx;
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native double oldy;
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native Bool firstTic;
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native int Tics;
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native bool bAddWeapon;
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native bool bAddBob;
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native bool bPowDouble;
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native bool bCVarFast;
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native bool bFlip;
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native void SetState(State newstate, bool pending = false);
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}
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enum EPlayerState
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{
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PST_LIVE, // Playing or camping.
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PST_DEAD, // Dead on the ground, view follows killer.
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PST_REBORN, // Ready to restart/respawn???
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PST_ENTER, // [BC] Entered the game
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PST_GONE // Player has left the game
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}
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struct PlayerInfo native // this is what internally is known as player_t
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{
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native readonly PlayerPawn mo;
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native uint8 playerstate;
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native uint original_oldbuttons;
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native readonly Class<PlayerPawn> cls;
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native float DesiredFOV;
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native readonly float FOV;
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native double viewz;
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native double viewheight;
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native double deltaviewheight;
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native double bob;
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native vector2 vel;
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native bool centering;
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native uint8 turnticks;
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native bool attackdown;
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native bool usedown;
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native uint oldbuttons;
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native int health;
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native int inventorytics;
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native uint8 CurrentPlayerClass;
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native int frags[MAXPLAYERS];
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native int fragcount;
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native int lastkilltime;
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native uint8 multicount;
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native uint8 spreecount;
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native uint16 WeaponState;
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native Weapon ReadyWeapon;
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native Weapon PendingWeapon;
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native PSprite psprites;
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native int cheats;
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native int timefreezer;
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native int16 refire;
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native int16 inconsistent;
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native bool waiting;
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native int killcount;
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native int itemcount;
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native int secretcount;
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native int damagecount;
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native int bonuscount;
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native int hazardcount;
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native int hazardinterval;
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native Name hazardtype;
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native int poisoncount;
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native Name poisontype;
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native Name poisonpaintype;
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native Actor poisoner;
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native Actor attacker;
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native int extralight;
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native int16 fixedcolormap;
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native int16 fixedlightlevel;
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native int morphtics;
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native Class<PlayerPawn>MorphedPlayerClass;
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native int MorphStyle;
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native Class<Actor> MorphExitFlash;
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native Class<Weapon> PremorphWeapon;
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native int chickenPeck;
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native int jumpTics;
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native bool onground;
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native int respawn_time;
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native Actor camera;
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native int air_finished;
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native Name LastDamageType;
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native Actor MUSINFOactor;
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native int8 MUSINFOtics;
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native bool settings_controller;
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native int8 crouching;
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native int8 crouchdir;
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native Bot bot;
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native float BlendR;
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native float BlendG;
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native float BlendB;
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native float BlendA;
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native String LogText;
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native double MinPitch;
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native double MaxPitch;
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native double crouchfactor;
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native double crouchoffset;
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native double crouchviewdelta;
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native Actor ConversationNPC;
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native Actor ConversationPC;
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native double ConversationNPCAngle;
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native bool ConversationFaceTalker;
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/* these are not doable yet
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ticcmd_t cmd;
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usercmd_t original_cmd;
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userinfo_t userinfo; // [RH] who is this?
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FWeaponSlots weapons;
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*/
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native bool MorphPlayer(playerinfo p, Class<PlayerPawn> spawntype, int duration, int style, Class<Actor> enter_flash = null, Class<Actor> exit_flash = null);
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native bool UndoPlayerMorph(playerinfo player, int unmorphflag = 0, bool force = false);
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native bool PoisonPlayer(Actor poisoner, Actor source, int poison);
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native void PoisonDamage(Actor source, int damage, bool playPainSound);
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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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native void SetLogNumber (int text);
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native void SetLogText (String text);
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}
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