qzdoom/wadsrc/static/zscript/actors/actions.zs

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extend class Actor
{
private void CheckStopped()
{
let player = self.player;
if (player && player.mo == self && !(player.cheats & CF_PREDICTING) && Vel == (0, 0, 0))
{
player.mo.PlayIdle();
player.Vel = (0, 0);
}
}
//===========================================================================
//
// A_Stop
// resets all velocity of the actor to 0
//
//===========================================================================
void A_Stop()
{
let player = self.player;
Vel = (0, 0, 0);
CheckStopped();
}
//===========================================================================
//
// A_ScaleVelocity
//
// Scale actor's velocity.
//
//===========================================================================
void A_ScaleVelocity(double scale, int ptr = AAPTR_DEFAULT)
{
let ref = GetPointer(ptr);
if (ref == NULL)
{
return;
}
bool was_moving = ref.Vel != (0, 0, 0);
ref.Vel *= 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)
{
ref.CheckStopped();
}
}
//===========================================================================
//
// A_ChangeVelocity
//
//===========================================================================
void A_ChangeVelocity(double x = 0, double y = 0, double z = 0, int flags = 0, int ptr = AAPTR_DEFAULT)
{
let ref = GetPointer(ptr);
if (ref == NULL)
{
return;
}
bool was_moving = ref.Vel != (0, 0, 0);
let newvel = (x, y, z);
double sina = sin(ref.Angle);
double cosa = cos(ref.Angle);
if (flags & 1) // relative axes - make x, y relative to actor's current angle
{
newvel.X = x * cosa - y * sina;
newvel.Y = x * sina + y * cosa;
}
if (flags & 2) // discard old velocity - replace old velocity with new velocity
{
ref.Vel = newvel;
}
else // add new velocity to old velocity
{
ref.Vel += newvel;
}
if (was_moving)
{
ref.CheckStopped();
}
}
void A_SpriteOffset(double ox = 0.0, double oy = 0.0)
{
SpriteOffset.X = ox;
SpriteOffset.Y = oy;
}
}