mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-27 14:12:28 +00:00
115 lines
2.4 KiB
Text
115 lines
2.4 KiB
Text
class Object native
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{
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native bool bDestroyed;
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// These really should be global functions...
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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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virtual native void Destroy();
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native class<Object> GetClass();
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}
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class Thinker : Object native
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{
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const TICRATE = 35;
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virtual native void Tick();
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virtual native void PostBeginPlay();
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}
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class ThinkerIterator : Object native
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{
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enum EStatnums
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{
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MAX_STATNUM = 127
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}
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native static ThinkerIterator Create(class<Object> type = "Actor", int statnum=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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native static ActorIterator Create(int tid, class<Actor> type = "Actor");
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native Actor Next();
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native void Reinit();
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}
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class DropItem : Object 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 int Amount;
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}
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class SpotState : Object native
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{
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native static SpotState GetSpotState();
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native SpecialSpot GetNextInList(class<Actor> type, int skipcounter);
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}
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struct LevelLocals native
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{
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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 int maptype;
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native readonly String Music;
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native readonly int musicorder;
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native readonly int total_secrets;
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native int found_secrets;
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native readonly int total_items;
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native int found_items;
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native readonly int total_monsters;
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native int killed_monsters;
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native double gravity;
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native double aircontrol;
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native double airfriction;
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native int airsupply;
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native double teamdamage;
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native bool monsterstelefrag;
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native bool actownspecial;
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native bool sndseqtotalctrl;
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native bool allmap;
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native bool missilesactivateimpact;
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native bool monsterfallingdamage;
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native bool checkswitchrange;
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native bool polygrind;
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// level_info_t *info cannot be done yet.
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}
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struct State native
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{
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State NextState;
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int sprite;
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int16 Tics;
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uint16 TicRange;
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uint8 Frame;
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uint8 UseFlags;
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int Misc1;
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int Misc2;
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uint16 bSlow;
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uint16 bFast;
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bool bFullbright;
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bool bNoDelay;
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bool bSameFrame;
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bool bCanRaise;
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bool bDehacked;
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}
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struct Sector native
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{
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}
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