mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-27 14:12:28 +00:00
bbf62132d8
- cleaned up the virtual function interface of APlayerPawn which still had many virtual declarations from old times when class properties were handled through virtual overrides. None of this makes sense these days anymore.
504 lines
14 KiB
Text
504 lines
14 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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native static vector3, int G_PickDeathmatchStart();
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native static vector3, int G_PickPlayerStart(int pnum, int flags = 0);
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native static int GameType();
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native static void S_Sound (Sound sound_id, int channel, float volume = 1, float attenuation = ATTN_NORM);
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native static bool S_ChangeMusic(String music_name, int order = 0, bool looping = true, bool force = false);
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native static void C_MidPrint(string fontname, string textlabel, bool bold = false); // always uses the stringtable.
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native static uint BAM(double angle);
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/*virtual*/ native void Destroy();
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}
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class Thinker : Object native
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{
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enum EStatnums
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{
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// Thinkers that don't actually think
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STAT_INFO, // An info queue
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STAT_DECAL, // A decal
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STAT_AUTODECAL, // A decal that can be automatically deleted
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STAT_CORPSEPOINTER, // An entry in Hexen's corpse queue
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STAT_TRAVELLING, // An actor temporarily travelling to a new map
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// Thinkers that do think
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STAT_FIRST_THINKING=32,
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STAT_SCROLLER=STAT_FIRST_THINKING, // A DScroller thinker
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STAT_PLAYER, // A player actor
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STAT_BOSSTARGET, // A boss brain target
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STAT_LIGHTNING, // The lightning thinker
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STAT_DECALTHINKER, // An object that thinks for a decal
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STAT_INVENTORY, // An inventory item
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STAT_LIGHT, // A sector light effect
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STAT_LIGHTTRANSFER, // A sector light transfer. These must be ticked after the light effects.
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STAT_EARTHQUAKE, // Earthquake actors
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STAT_MAPMARKER, // Map marker actors
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STAT_DEFAULT = 100, // Thinkers go here unless specified otherwise.
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STAT_SECTOREFFECT, // All sector effects that cause floor and ceiling movement
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STAT_ACTORMOVER, // actor movers
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STAT_SCRIPTS, // The ACS thinker. This is to ensure that it can't tick before all actors called PostBeginPlay
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STAT_BOT, // Bot thinker
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MAX_STATNUM = 127
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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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virtual native void ChangeStatNum(int stat);
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}
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class ThinkerIterator : Object native
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{
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native static ThinkerIterator Create(class<Object> type = "Actor", int statnum=Thinker.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 BlockThingsIterator : Object native
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{
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native Actor thing;
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native Vector3 position;
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native int portalflags;
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native static BlockThingsIterator Create(Actor origin, double checkradius = -1, bool ignorerestricted = false);
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native static BlockThingsIterator CreateFromPos(double checkx, double checky, double checkz, double checkh, double checkradius, bool ignorerestricted);
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native bool Next();
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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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native SpecialSpot GetSpotWithMinMaxDistance(Class<Actor> type, double x, double y, double mindist, double maxdist);
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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 int total_secrets;
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native int found_secrets;
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native int total_items;
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native int found_items;
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native 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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native bool nomonsters;
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// level_info_t *info cannot be done yet.
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}
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struct StringTable native
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{
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native static String Localize(String val);
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}
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// a few values of this need to be readable by the play code.
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// Most are handled at load time and are omitted here.
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struct DehInfo native
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{
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native int MaxSoulsphere;
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native uint8 ExplosionStyle;
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native double ExplosionAlpha;
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native int NoAutofreeze;
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native int BFGCells;
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}
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struct State native
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{
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native State NextState;
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native int sprite;
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native int16 Tics;
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native uint16 TicRange;
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native uint8 Frame;
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native uint8 UseFlags;
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native int Misc1;
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native int Misc2;
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native uint16 bSlow;
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native uint16 bFast;
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native bool bFullbright;
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native bool bNoDelay;
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native bool bSameFrame;
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native bool bCanRaise;
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native bool bDehacked;
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native int DistanceTo(state other);
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}
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struct F3DFloor native
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{
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}
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struct Line native
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{
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enum ELineFlags
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{
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ML_BLOCKING =0x00000001, // solid, is an obstacle
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ML_BLOCKMONSTERS =0x00000002, // blocks monsters only
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ML_TWOSIDED =0x00000004, // backside will not be present at all if not two sided
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ML_DONTPEGTOP = 0x00000008, // upper texture unpegged
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ML_DONTPEGBOTTOM = 0x00000010, // lower texture unpegged
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ML_SECRET = 0x00000020, // don't map as two sided: IT'S A SECRET!
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ML_SOUNDBLOCK = 0x00000040, // don't let sound cross two of these
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ML_DONTDRAW = 0x00000080, // don't draw on the automap
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ML_MAPPED = 0x00000100, // set if already drawn in automap
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ML_REPEAT_SPECIAL = 0x00000200, // special is repeatable
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ML_ADDTRANS = 0x00000400, // additive translucency (can only be set internally)
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// Extended flags
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ML_MONSTERSCANACTIVATE = 0x00002000, // [RH] Monsters (as well as players) can activate the line
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ML_BLOCK_PLAYERS = 0x00004000,
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ML_BLOCKEVERYTHING = 0x00008000, // [RH] Line blocks everything
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ML_ZONEBOUNDARY = 0x00010000,
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ML_RAILING = 0x00020000,
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ML_BLOCK_FLOATERS = 0x00040000,
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ML_CLIP_MIDTEX = 0x00080000, // Automatic for every Strife line
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ML_WRAP_MIDTEX = 0x00100000,
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ML_3DMIDTEX = 0x00200000,
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ML_CHECKSWITCHRANGE = 0x00400000,
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ML_FIRSTSIDEONLY = 0x00800000, // activated only when crossed from front side
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ML_BLOCKPROJECTILE = 0x01000000,
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ML_BLOCKUSE = 0x02000000, // blocks all use actions through this line
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ML_BLOCKSIGHT = 0x04000000, // blocks monster line of sight
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ML_BLOCKHITSCAN = 0x08000000, // blocks hitscan attacks
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ML_3DMIDTEX_IMPASS = 0x10000000, // [TP] if 3D midtex, behaves like a height-restricted ML_BLOCKING
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};
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//native readonly vertex v1, v2; // vertices, from v1 to v2
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native readonly Vector2 delta; // precalculated v2 - v1 for side checking
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native uint flags;
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native uint activation; // activation type
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native int special;
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native int args[5]; // <--- hexen-style arguments (expanded to ZDoom's full width)
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native double alpha; // <--- translucency (0=invisibile, FRACUNIT=opaque)
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//native Side sidedef[2];
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native readonly double bbox[4]; // bounding box, for the extent of the LineDef.
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native readonly Sector frontsector, backsector;
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native int validcount; // if == validcount, already checked
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native int locknumber; // [Dusk] lock number for special
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native readonly uint portalindex;
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}
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struct Sector native
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{
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//secplane_t floorplane, ceilingplane;
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//FDynamicColormap *ColorMap; // [RH] Per-sector colormap
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native Actor SoundTarget;
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native int16 special;
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native int16 lightlevel;
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native int16 seqType;
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native int sky;
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native Name SeqName;
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native readonly Vector2 centerspot;
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native int validcount;
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native Actor thinglist;
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native double friction, movefactor;
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native int terrainnum[2];
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// thinker_t for reversable actions
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//SectorEffect floordata;
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//SectorEffect ceilingdata;
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//SectorEffect lightingdata;
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enum EInterpolationType
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{
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CeilingMove,
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FloorMove,
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CeilingScroll,
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FloorScroll
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};
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//Interpolation interpolations[4];
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native uint8 soundtraversed;
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native int8 stairlock;
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native int prevsec;
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native int nextsec;
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native readonly int16 linecount;
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//line_t **lines; // this is defined internally to avoid exposing some overly complicated type to the parser
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native readonly Sector heightsec;
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native uint bottommap, midmap, topmap;
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//struct msecnode_t *touching_thinglist;
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//struct msecnode_t *render_thinglist;
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native double gravity;
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native Name damagetype;
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native int damageamount;
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native int16 damageinterval;
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native int16 leakydamage;
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native uint16 ZoneNumber;
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enum ESectorMoreFlags
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{
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SECMF_FAKEFLOORONLY = 2, // when used as heightsec in R_FakeFlat, only copies floor
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SECMF_CLIPFAKEPLANES = 4, // as a heightsec, clip planes to target sector's planes
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SECMF_NOFAKELIGHT = 8, // heightsec does not change lighting
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SECMF_IGNOREHEIGHTSEC= 16, // heightsec is only for triggering sector actions
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SECMF_UNDERWATER = 32, // sector is underwater
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SECMF_FORCEDUNDERWATER= 64, // sector is forced to be underwater
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SECMF_UNDERWATERMASK = 32+64,
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SECMF_DRAWN = 128, // sector has been drawn at least once
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SECMF_HIDDEN = 256, // Do not draw on textured automap
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}
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native uint16 MoreFlags;
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enum ESectorFlags
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{
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SECF_SILENT = 1, // actors in sector make no noise
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SECF_NOFALLINGDAMAGE= 2, // No falling damage in this sector
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SECF_FLOORDROP = 4, // all actors standing on this floor will remain on it when it lowers very fast.
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SECF_NORESPAWN = 8, // players can not respawn in this sector
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SECF_FRICTION = 16, // sector has friction enabled
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SECF_PUSH = 32, // pushers enabled
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SECF_SILENTMOVE = 64, // Sector movement makes mo sound (Eternity got this so this may be useful for an extended cross-port standard.)
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SECF_DMGTERRAINFX = 128, // spawns terrain splash when inflicting damage
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SECF_ENDGODMODE = 256, // getting damaged by this sector ends god mode
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SECF_ENDLEVEL = 512, // ends level when health goes below 10
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SECF_HAZARD = 1024, // Change to Strife's delayed damage handling.
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SECF_WASSECRET = 1 << 30, // a secret that was discovered
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SECF_SECRET = 1 << 31, // a secret sector
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SECF_DAMAGEFLAGS = SECF_ENDGODMODE|SECF_ENDLEVEL|SECF_DMGTERRAINFX|SECF_HAZARD,
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SECF_NOMODIFY = SECF_SECRET|SECF_WASSECRET, // not modifiable by Sector_ChangeFlags
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SECF_SPECIALFLAGS = SECF_DAMAGEFLAGS|SECF_FRICTION|SECF_PUSH, // these flags originate from 'special and must be transferrable by floor thinkers
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}
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native uint Flags;
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native SectorAction SecActTarget;
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native readonly uint Portals[2];
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native readonly int PortalGroup;
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native readonly int sectornum;
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native double, Sector, F3DFloor NextHighestCeilingAt(double x, double y, double bottomz, double topz, int flags = 0);
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native double, Sector, F3DFloor NextLowestFloorAt(double x, double y, double z, int flags = 0, double steph = 0);
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native void RemoveForceField();
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native static Sector PointInSector(Vector2 pt);
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native void SetColor(color c, int desat = 0);
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native void SetFade(color c);
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}
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struct Wads
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{
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enum WadNamespace
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{
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ns_hidden = -1,
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ns_global = 0,
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ns_sprites,
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ns_flats,
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ns_colormaps,
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ns_acslibrary,
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ns_newtextures,
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ns_bloodraw,
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ns_bloodsfx,
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ns_bloodmisc,
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ns_strifevoices,
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ns_hires,
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ns_voxels,
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ns_specialzipdirectory,
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ns_sounds,
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ns_patches,
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ns_graphics,
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ns_music,
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ns_firstskin,
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}
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native static int CheckNumForName(string name, int ns, int wadnum = -1, bool exact = false);
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}
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struct TerrainDef native
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{
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native Name TerrainName;
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native int Splash;
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native int DamageAmount;
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native Name DamageMOD;
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native int DamageTimeMask;
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native double FootClip;
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native float StepVolume;
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native int WalkStepTics;
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native int RunStepTics;
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native Sound LeftStepSound;
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native Sound RightStepSound;
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native bool IsLiquid;
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native bool AllowProtection;
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native double Friction;
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native double MoveFactor;
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};
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enum EPickStart
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{
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PPS_FORCERANDOM = 1,
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PPS_NOBLOCKINGCHECK = 2,
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}
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// Although String is a builtin type, this is a convenient way to attach methods to it.
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struct String native
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{
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native void Replace(String pattern, String replacement);
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}
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class Floor : Thinker native
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{
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// only here so that some constants and functions can be added. Not directly usable yet.
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enum EFloor
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{
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floorLowerToLowest,
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floorLowerToNearest,
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floorLowerToHighest,
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floorLowerByValue,
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floorRaiseByValue,
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floorRaiseToHighest,
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floorRaiseToNearest,
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floorRaiseAndCrush,
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floorRaiseAndCrushDoom,
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floorCrushStop,
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floorLowerInstant,
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floorRaiseInstant,
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floorMoveToValue,
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floorRaiseToLowestCeiling,
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floorRaiseByTexture,
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floorLowerAndChange,
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floorRaiseAndChange,
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floorRaiseToLowest,
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floorRaiseToCeiling,
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floorLowerToLowestCeiling,
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floorLowerByTexture,
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floorLowerToCeiling,
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donutRaise,
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buildStair,
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waitStair,
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resetStair,
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// Not to be used as parameters to EV_DoFloor()
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genFloorChg0,
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genFloorChgT,
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genFloorChg
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};
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native static bool CreateFloor(sector sec, EFloor floortype, line ln, double speed, double height = 0, int crush = -1, int change = 0, bool crushmode = false, bool hereticlower = false);
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}
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class Ceiling : Thinker native
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{
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enum ECeiling
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{
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ceilLowerByValue,
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ceilRaiseByValue,
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ceilMoveToValue,
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ceilLowerToHighestFloor,
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ceilLowerInstant,
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ceilRaiseInstant,
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ceilCrushAndRaise,
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ceilLowerAndCrush,
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ceil_placeholder,
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ceilCrushRaiseAndStay,
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ceilRaiseToNearest,
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ceilLowerToLowest,
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ceilLowerToFloor,
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// The following are only used by Generic_Ceiling
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ceilRaiseToHighest,
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ceilLowerToHighest,
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ceilRaiseToLowest,
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ceilLowerToNearest,
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ceilRaiseToHighestFloor,
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ceilRaiseToFloor,
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ceilRaiseByTexture,
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ceilLowerByTexture,
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genCeilingChg0,
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genCeilingChgT,
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genCeilingChg
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}
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enum ECrushMode
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{
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crushDoom = 0,
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crushHexen = 1,
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crushSlowdown = 2
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}
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native bool CreateCeiling(sector sec, int type, line ln, double speed, double speed2, double height = 0, int crush = -1, int silent = 0, int change = 0, int crushmode = crushDoom);
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}
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struct LookExParams
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{
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double Fov;
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double minDist;
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double maxDist;
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double maxHeardist;
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int flags;
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State seestate;
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};
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