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https://github.com/ZDoom/qzdoom.git
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- exported all relevant functions from sector_t.
Please note that currently most of these have little use, they are for future feature support.
This commit is contained in:
parent
82adc5bf1e
commit
3beed216dd
6 changed files with 813 additions and 28 deletions
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@ -278,6 +278,19 @@ EMoveResult sector_t::MoveFloor(double speed, double dest, int crush, int direct
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return EMoveResult::ok;
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}
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DEFINE_ACTION_FUNCTION(_Sector, MoveFloor)
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{
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PARAM_SELF_STRUCT_PROLOGUE(sector_t);
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PARAM_FLOAT(speed);
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PARAM_FLOAT(dest);
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PARAM_INT(crush);
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PARAM_INT(dir);
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PARAM_BOOL(hex);
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PARAM_BOOL_DEF(inst);
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ACTION_RETURN_INT((int)self->MoveFloor(speed, dest, crush, dir, hex, inst));
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}
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EMoveResult sector_t::MoveCeiling(double speed, double dest, int crush, int direction, bool hexencrush)
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{
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bool flag;
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@ -391,3 +404,14 @@ EMoveResult sector_t::MoveCeiling(double speed, double dest, int crush, int dire
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}
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return EMoveResult::ok;
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}
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DEFINE_ACTION_FUNCTION(_Sector, MoveCeiling)
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{
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PARAM_SELF_STRUCT_PROLOGUE(sector_t);
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PARAM_FLOAT(speed);
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PARAM_FLOAT(dest);
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PARAM_INT(crush);
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PARAM_INT(dir);
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PARAM_BOOL(hex);
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ACTION_RETURN_INT((int)self->MoveCeiling(speed, dest, crush, dir, hex));
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}
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@ -86,6 +86,13 @@ bool sector_t::IsLinked(sector_t *other, bool ceiling) const
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return false;
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}
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DEFINE_ACTION_FUNCTION(_Sector, isLinked)
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{
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PARAM_SELF_STRUCT_PROLOGUE(sector_t);
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PARAM_POINTER(other, sector_t);
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PARAM_BOOL(ceiling);
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ACTION_RETURN_BOOL(self->IsLinked(other, ceiling));
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}
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//============================================================================
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//
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@ -57,6 +57,14 @@ sector_t *sector_t::NextSpecialSector (int type, sector_t *nogood) const
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return NULL;
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}
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DEFINE_ACTION_FUNCTION(_Sector, NextSpecialSector)
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{
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PARAM_SELF_STRUCT_PROLOGUE(sector_t);
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PARAM_INT(type);
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PARAM_POINTER(nogood, sector_t);
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ACTION_RETURN_POINTER(self->NextSpecialSector(type, nogood));
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}
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//
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// P_FindLowestFloorSurrounding()
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// FIND LOWEST FLOOR HEIGHT IN SURROUNDING SECTORS
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@ -96,8 +104,16 @@ double sector_t::FindLowestFloorSurrounding (vertex_t **v) const
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return floor;
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}
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DEFINE_ACTION_FUNCTION(_Sector, FindLowestFloorSurrounding)
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{
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PARAM_SELF_STRUCT_PROLOGUE(sector_t);
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vertex_t *v;
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double h = self->FindLowestFloorSurrounding(&v);
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if (numret > 0) ret[0].SetFloat(h);
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if (numret > 1) ret[1].SetPointer(v, ATAG_GENERIC);
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return numret;
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}
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//
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// P_FindHighestFloorSurrounding()
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// FIND HIGHEST FLOOR HEIGHT IN SURROUNDING SECTORS
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@ -137,6 +153,16 @@ double sector_t::FindHighestFloorSurrounding (vertex_t **v) const
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return floor;
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}
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DEFINE_ACTION_FUNCTION(_Sector, FindHighestFloorSurrounding)
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{
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PARAM_SELF_STRUCT_PROLOGUE(sector_t);
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vertex_t *v;
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double h = self->FindHighestFloorSurrounding(&v);
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if (numret > 0) ret[0].SetFloat(h);
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if (numret > 1) ret[1].SetPointer(v, ATAG_GENERIC);
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return numret;
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}
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//
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@ -190,6 +216,16 @@ double sector_t::FindNextHighestFloor (vertex_t **v) const
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return height;
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}
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DEFINE_ACTION_FUNCTION(_Sector, FindNextHighestFloor)
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{
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PARAM_SELF_STRUCT_PROLOGUE(sector_t);
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vertex_t *v;
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double h = self->FindNextHighestFloor(&v);
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if (numret > 0) ret[0].SetFloat(h);
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if (numret > 1) ret[1].SetPointer(v, ATAG_GENERIC);
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return numret;
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}
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//
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// P_FindNextLowestFloor()
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@ -242,6 +278,17 @@ double sector_t::FindNextLowestFloor (vertex_t **v) const
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return height;
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}
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DEFINE_ACTION_FUNCTION(_Sector, FindNextLowestFloor)
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{
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PARAM_SELF_STRUCT_PROLOGUE(sector_t);
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vertex_t *v;
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double h = self->FindNextLowestFloor(&v);
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if (numret > 0) ret[0].SetFloat(h);
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if (numret > 1) ret[1].SetPointer(v, ATAG_GENERIC);
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return numret;
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}
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//
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// P_FindNextLowestCeiling()
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//
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@ -293,6 +340,17 @@ double sector_t::FindNextLowestCeiling (vertex_t **v) const
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return height;
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}
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DEFINE_ACTION_FUNCTION(_Sector, FindNextLowestCeiling)
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{
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PARAM_SELF_STRUCT_PROLOGUE(sector_t);
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vertex_t *v;
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double h = self->FindNextLowestCeiling(&v);
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if (numret > 0) ret[0].SetFloat(h);
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if (numret > 1) ret[1].SetPointer(v, ATAG_GENERIC);
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return numret;
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}
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//
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// P_FindNextHighestCeiling()
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//
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@ -344,6 +402,17 @@ double sector_t::FindNextHighestCeiling (vertex_t **v) const
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return height;
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}
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DEFINE_ACTION_FUNCTION(_Sector, FindNextHighestCeiling)
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{
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PARAM_SELF_STRUCT_PROLOGUE(sector_t);
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vertex_t *v;
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double h = self->FindNextHighestCeiling(&v);
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if (numret > 0) ret[0].SetFloat(h);
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if (numret > 1) ret[1].SetPointer(v, ATAG_GENERIC);
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return numret;
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}
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//
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// FIND LOWEST CEILING IN THE SURROUNDING SECTORS
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//
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@ -382,6 +451,16 @@ double sector_t::FindLowestCeilingSurrounding (vertex_t **v) const
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return height;
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}
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DEFINE_ACTION_FUNCTION(_Sector, FindLowestCeilingSurrounding)
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{
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PARAM_SELF_STRUCT_PROLOGUE(sector_t);
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vertex_t *v;
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double h = self->FindLowestCeilingSurrounding(&v);
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if (numret > 0) ret[0].SetFloat(h);
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if (numret > 1) ret[1].SetPointer(v, ATAG_GENERIC);
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return numret;
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}
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//
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// FIND HIGHEST CEILING IN THE SURROUNDING SECTORS
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@ -421,6 +500,17 @@ double sector_t::FindHighestCeilingSurrounding (vertex_t **v) const
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return height;
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}
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DEFINE_ACTION_FUNCTION(_Sector, FindHighestCeilingSurrounding)
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{
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PARAM_SELF_STRUCT_PROLOGUE(sector_t);
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vertex_t *v;
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double h = self->FindHighestCeilingSurrounding(&v);
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if (numret > 0) ret[0].SetFloat(h);
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if (numret > 1) ret[1].SetPointer(v, ATAG_GENERIC);
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return numret;
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}
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//
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// P_FindShortestTextureAround()
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//
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@ -461,6 +551,13 @@ double sector_t::FindShortestTextureAround () const
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return minsize < FLT_MAX ? minsize : TexMan[0]->GetHeight();
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}
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DEFINE_ACTION_FUNCTION(_Sector, FindShortestTextureAround)
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{
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PARAM_SELF_STRUCT_PROLOGUE(sector_t);
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double h = self->FindShortestTextureAround();
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ACTION_RETURN_FLOAT(h);
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}
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//
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// P_FindShortestUpperAround()
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@ -487,6 +584,12 @@ double sector_t::FindShortestUpperAround () const
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return minsize < FLT_MAX ? minsize : TexMan[0]->GetHeight();
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}
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DEFINE_ACTION_FUNCTION(_Sector, FindShortestUpperAround)
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{
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PARAM_SELF_STRUCT_PROLOGUE(sector_t);
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double h = self->FindShortestUpperAround();
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ACTION_RETURN_FLOAT(h);
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}
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//
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// P_FindModelFloorSector()
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@ -519,6 +622,14 @@ sector_t *sector_t::FindModelFloorSector (double floordestheight) const
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return NULL;
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}
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DEFINE_ACTION_FUNCTION(_Sector, FindModelFloorSector)
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{
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PARAM_SELF_STRUCT_PROLOGUE(sector_t);
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PARAM_FLOAT(fdh);
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auto h = self->FindModelFloorSector(fdh);
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ACTION_RETURN_POINTER(h);
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}
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//
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// P_FindModelCeilingSector()
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@ -552,6 +663,14 @@ sector_t *sector_t::FindModelCeilingSector (double floordestheight) const
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return NULL;
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}
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DEFINE_ACTION_FUNCTION(_Sector, FindModelCeilingSector)
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{
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PARAM_SELF_STRUCT_PROLOGUE(sector_t);
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PARAM_FLOAT(fdh);
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auto h = self->FindModelCeilingSector(fdh);
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ACTION_RETURN_POINTER(h);
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}
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//
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// Find minimum light from an adjacent sector
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//
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@ -570,6 +689,14 @@ int sector_t::FindMinSurroundingLight (int min) const
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return min;
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}
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DEFINE_ACTION_FUNCTION(_Sector, FindMinSurroundingLight)
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{
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PARAM_SELF_STRUCT_PROLOGUE(sector_t);
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PARAM_INT(min);
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auto h = self->FindMinSurroundingLight(min);
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ACTION_RETURN_INT(h);
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}
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//
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// Find the highest point on the floor of the sector
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//
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@ -609,6 +736,16 @@ double sector_t::FindHighestFloorPoint (vertex_t **v) const
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return height;
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}
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DEFINE_ACTION_FUNCTION(_Sector, FindHighestFloorPoint)
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{
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PARAM_SELF_STRUCT_PROLOGUE(sector_t);
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vertex_t *v;
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double h = self->FindHighestFloorPoint(&v);
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if (numret > 0) ret[0].SetFloat(h);
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if (numret > 1) ret[1].SetPointer(v, ATAG_GENERIC);
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return numret;
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}
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//
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// Find the lowest point on the ceiling of the sector
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//
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@ -648,6 +785,20 @@ double sector_t::FindLowestCeilingPoint (vertex_t **v) const
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return height;
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}
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DEFINE_ACTION_FUNCTION(_Sector, FindLowestCeilingPoint)
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{
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PARAM_SELF_STRUCT_PROLOGUE(sector_t);
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vertex_t *v;
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double h = self->FindLowestCeilingPoint(&v);
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if (numret > 0) ret[0].SetFloat(h);
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if (numret > 1) ret[1].SetPointer(v, ATAG_GENERIC);
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return numret;
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}
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//=====================================================================================
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//
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//
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//=====================================================================================
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void sector_t::SetColor(int r, int g, int b, int desat)
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{
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@ -666,6 +817,11 @@ DEFINE_ACTION_FUNCTION(_Sector, SetColor)
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return 0;
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}
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//=====================================================================================
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//
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//
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//=====================================================================================
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void sector_t::SetFade(int r, int g, int b)
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{
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PalEntry fade = PalEntry (r,g,b);
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@ -746,6 +902,11 @@ void sector_t::ClosestPoint(const DVector2 &in, DVector2 &out) const
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}
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//=====================================================================================
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//
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//
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//=====================================================================================
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bool sector_t::PlaneMoving(int pos)
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{
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if (pos == floor)
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@ -754,6 +915,17 @@ bool sector_t::PlaneMoving(int pos)
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return (ceilingdata != NULL || (planes[ceiling].Flags & PLANEF_BLOCKED));
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}
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DEFINE_ACTION_FUNCTION(_Sector, PlaneMoving)
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{
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PARAM_SELF_STRUCT_PROLOGUE(sector_t);
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PARAM_INT(pos);
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ACTION_RETURN_BOOL(self->PlaneMoving(pos));
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}
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//=====================================================================================
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//
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//
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//=====================================================================================
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int sector_t::GetFloorLight () const
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{
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@ -767,6 +939,17 @@ int sector_t::GetFloorLight () const
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}
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}
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DEFINE_ACTION_FUNCTION(_Sector, GetFloorLight)
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{
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PARAM_SELF_STRUCT_PROLOGUE(sector_t);
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ACTION_RETURN_INT(self->GetFloorLight());
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}
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//=====================================================================================
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//
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//
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//=====================================================================================
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int sector_t::GetCeilingLight () const
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{
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if (GetFlags(ceiling) & PLANEF_ABSLIGHTING)
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@ -779,6 +962,16 @@ int sector_t::GetCeilingLight () const
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}
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}
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DEFINE_ACTION_FUNCTION(_Sector, GetCeilingLight)
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{
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PARAM_SELF_STRUCT_PROLOGUE(sector_t);
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ACTION_RETURN_INT(self->GetCeilingLight());
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}
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//=====================================================================================
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//
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//
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//=====================================================================================
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FSectorPortal *sector_t::ValidatePortal(int which)
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{
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@ -789,8 +982,12 @@ FSectorPortal *sector_t::ValidatePortal(int which)
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return port;
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}
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//=====================================================================================
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//
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//
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//=====================================================================================
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sector_t *sector_t::GetHeightSec() const
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sector_t *sector_t::GetHeightSec() const
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{
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if (heightsec == NULL)
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{
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@ -814,6 +1011,16 @@ sector_t *sector_t::GetHeightSec() const
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return heightsec;
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}
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DEFINE_ACTION_FUNCTION(_Sector, GetHeightSec)
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{
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PARAM_SELF_STRUCT_PROLOGUE(sector_t);
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ACTION_RETURN_POINTER(self->GetHeightSec());
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}
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//=====================================================================================
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//
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//
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//=====================================================================================
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void sector_t::GetSpecial(secspecial_t *spec)
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{
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@ -825,6 +1032,19 @@ void sector_t::GetSpecial(secspecial_t *spec)
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spec->Flags = Flags & SECF_SPECIALFLAGS;
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}
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DEFINE_ACTION_FUNCTION(_Sector, GetSpecial)
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{
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PARAM_SELF_STRUCT_PROLOGUE(sector_t);
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PARAM_POINTER(spec, secspecial_t);
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self->GetSpecial(spec);
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return 0;
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}
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//=====================================================================================
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//
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//
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//=====================================================================================
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void sector_t::SetSpecial(const secspecial_t *spec)
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{
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special = spec->special;
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@ -835,6 +1055,20 @@ void sector_t::SetSpecial(const secspecial_t *spec)
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Flags = (Flags & ~SECF_SPECIALFLAGS) | (spec->Flags & SECF_SPECIALFLAGS);
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}
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DEFINE_ACTION_FUNCTION(_Sector, SetSpecial)
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{
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PARAM_SELF_STRUCT_PROLOGUE(sector_t);
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PARAM_POINTER(spec, secspecial_t);
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self->SetSpecial(spec);
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return 0;
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}
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//=====================================================================================
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//
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//
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//=====================================================================================
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void sector_t::TransferSpecial(sector_t *model)
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{
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special = model->special;
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@ -845,11 +1079,36 @@ void sector_t::TransferSpecial(sector_t *model)
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Flags = (Flags&~SECF_SPECIALFLAGS) | (model->Flags & SECF_SPECIALFLAGS);
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}
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DEFINE_ACTION_FUNCTION(_Sector, TransferSpecial)
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{
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PARAM_SELF_STRUCT_PROLOGUE(sector_t);
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PARAM_POINTER(spec, sector_t);
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self->TransferSpecial(spec);
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return 0;
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}
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//=====================================================================================
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//
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//
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//=====================================================================================
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int sector_t::GetTerrain(int pos) const
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{
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return terrainnum[pos] >= 0 ? terrainnum[pos] : TerrainTypes[GetTexture(pos)];
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}
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DEFINE_ACTION_FUNCTION(_Sector, GetTerrain)
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{
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PARAM_SELF_STRUCT_PROLOGUE(sector_t);
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PARAM_INT(pos);
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ACTION_RETURN_INT(self->GetTerrain(pos));
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}
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//=====================================================================================
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//
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//
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//=====================================================================================
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|
||||
void sector_t::CheckPortalPlane(int plane)
|
||||
{
|
||||
if (GetPortalType(plane) == PORTS_LINKEDPORTAL)
|
||||
|
@ -861,6 +1120,14 @@ void sector_t::CheckPortalPlane(int plane)
|
|||
}
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, CheckPortalPlane)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(plane);
|
||||
self->CheckPortalPlane(plane);
|
||||
return 0;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Finds the highest ceiling at the given position, all portals considered
|
||||
|
@ -884,6 +1151,18 @@ double sector_t::HighestCeilingAt(const DVector2 &p, sector_t **resultsec)
|
|||
return check->ceilingplane.ZatPoint(pos);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, HighestCeilingAt)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_FLOAT(x);
|
||||
PARAM_FLOAT(y);
|
||||
sector_t *s;
|
||||
double h = self->HighestCeilingAt(DVector2(x, y), &s);
|
||||
if (numret > 0) ret[0].SetFloat(h);
|
||||
if (numret > 1) ret[1].SetPointer(s, ATAG_GENERIC);
|
||||
return numret;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Finds the lowest floor at the given position, all portals considered
|
||||
|
@ -907,6 +1186,22 @@ double sector_t::LowestFloorAt(const DVector2 &p, sector_t **resultsec)
|
|||
return check->floorplane.ZatPoint(pos);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, LowestFloorAt)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_FLOAT(x);
|
||||
PARAM_FLOAT(y);
|
||||
sector_t *s;
|
||||
double h = self->LowestFloorAt(DVector2(x, y), &s);
|
||||
if (numret > 0) ret[0].SetFloat(h);
|
||||
if (numret > 1) ret[1].SetPointer(s, ATAG_GENERIC);
|
||||
return numret;
|
||||
}
|
||||
|
||||
//=====================================================================================
|
||||
//
|
||||
//
|
||||
//=====================================================================================
|
||||
|
||||
double sector_t::NextHighestCeilingAt(double x, double y, double bottomz, double topz, int flags, sector_t **resultsec, F3DFloor **resultffloor)
|
||||
{
|
||||
|
@ -980,6 +1275,11 @@ DEFINE_ACTION_FUNCTION(_Sector, NextHighestCeilingAt)
|
|||
return numret;
|
||||
}
|
||||
|
||||
//=====================================================================================
|
||||
//
|
||||
//
|
||||
//=====================================================================================
|
||||
|
||||
double sector_t::NextLowestFloorAt(double x, double y, double z, int flags, double steph, sector_t **resultsec, F3DFloor **resultffloor)
|
||||
{
|
||||
sector_t *sec = this;
|
||||
|
@ -1080,6 +1380,17 @@ DEFINE_ACTION_FUNCTION(_Sector, NextLowestFloorAt)
|
|||
}
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, GetFriction)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(plane);
|
||||
double mf;
|
||||
double h = self->GetFriction(plane, &mf);
|
||||
if (numret > 0) ret[0].SetFloat(h);
|
||||
if (numret > 1) ret[1].SetFloat(mf);
|
||||
return numret;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
|
@ -1107,6 +1418,32 @@ DEFINE_ACTION_FUNCTION(_Sector, NextLowestFloorAt)
|
|||
return 0;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// phares 3/12/98: End of friction effects
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void sector_t::AdjustFloorClip() const
|
||||
{
|
||||
msecnode_t *node;
|
||||
|
||||
for (node = touching_thinglist; node; node = node->m_snext)
|
||||
{
|
||||
if (node->m_thing->flags2 & MF2_FLOORCLIP)
|
||||
{
|
||||
node->m_thing->AdjustFloorClip();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, AdjustFloorClip)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
self->AdjustFloorClip();
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, PointInSector)
|
||||
{
|
||||
|
@ -1116,6 +1453,325 @@ DEFINE_ACTION_FUNCTION(_Sector, NextLowestFloorAt)
|
|||
ACTION_RETURN_POINTER(P_PointInSector(x, y));
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, SetXOffset)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(pos);
|
||||
PARAM_FLOAT(o);
|
||||
self->SetXOffset(pos, o);
|
||||
return 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, AddXOffset)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(pos);
|
||||
PARAM_FLOAT(o);
|
||||
self->AddXOffset(pos, o);
|
||||
return 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, GetXOffset)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(pos);
|
||||
ACTION_RETURN_FLOAT(self->GetXOffset(pos));
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, SetYOffset)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(pos);
|
||||
PARAM_FLOAT(o);
|
||||
self->SetXOffset(pos, o);
|
||||
return 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, AddYOffset)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(pos);
|
||||
PARAM_FLOAT(o);
|
||||
self->AddXOffset(pos, o);
|
||||
return 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, GetYOffset)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(pos);
|
||||
PARAM_BOOL_DEF(addbase);
|
||||
ACTION_RETURN_FLOAT(self->GetYOffset(pos, addbase));
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, SetXScale)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(pos);
|
||||
PARAM_FLOAT(o);
|
||||
self->SetXScale(pos, o);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, GetXScale)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(pos);
|
||||
ACTION_RETURN_FLOAT(self->GetXScale(pos));
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, SetYScale)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(pos);
|
||||
PARAM_FLOAT(o);
|
||||
self->SetXScale(pos, o);
|
||||
return 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, GetYScale)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(pos);
|
||||
ACTION_RETURN_FLOAT(self->GetYScale(pos));
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, SetAngle)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(pos);
|
||||
PARAM_ANGLE(o);
|
||||
self->SetAngle(pos, o);
|
||||
return 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, GetAngle)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(pos);
|
||||
PARAM_BOOL_DEF(addbase);
|
||||
ACTION_RETURN_FLOAT(self->GetAngle(pos, addbase).Degrees);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, SetBase)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(pos);
|
||||
PARAM_FLOAT(o);
|
||||
PARAM_ANGLE(a);
|
||||
self->SetBase(pos, o, a);
|
||||
return 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, SetAlpha)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(pos);
|
||||
PARAM_FLOAT(o);
|
||||
self->SetAlpha(pos, o);
|
||||
return 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, GetAlpha)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(pos);
|
||||
ACTION_RETURN_FLOAT(self->GetAlpha(pos));
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, GetFlags)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(pos);
|
||||
ACTION_RETURN_INT(self->GetFlags(pos));
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, GetVisFlags)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(pos);
|
||||
ACTION_RETURN_INT(self->GetVisFlags(pos));
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, ChangeFlags)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(pos);
|
||||
PARAM_INT(a);
|
||||
PARAM_INT(o);
|
||||
self->ChangeFlags(pos, a, o);
|
||||
return 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, SetPlaneLight)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(pos);
|
||||
PARAM_INT(o);
|
||||
self->SetPlaneLight(pos, o);
|
||||
return 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, GetPlaneLight)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(pos);
|
||||
ACTION_RETURN_INT(self->GetPlaneLight(pos));
|
||||
}
|
||||
|
||||
class FSetTextureID : public FTextureID
|
||||
{
|
||||
public:
|
||||
FSetTextureID(int v) : FTextureID(v) {}
|
||||
};
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, SetTexture)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(pos);
|
||||
PARAM_INT(o);
|
||||
PARAM_BOOL_DEF(adj);
|
||||
self->SetTexture(pos, FSetTextureID(o), adj);
|
||||
return 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, GetTexture)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(pos);
|
||||
ACTION_RETURN_INT(self->GetTexture(pos).GetIndex());
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, SetPlaneTexZ)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(pos);
|
||||
PARAM_FLOAT(o);
|
||||
PARAM_BOOL_DEF(dirty);
|
||||
self->SetPlaneTexZ(pos, o, dirty);
|
||||
return 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, GetPlaneTexZ)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(pos);
|
||||
ACTION_RETURN_FLOAT(self->GetPlaneTexZ(pos));
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, SetLightLevel)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(o);
|
||||
self->SetLightLevel(o);
|
||||
return 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, ChangeLightLevel)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(o);
|
||||
self->ChangeLightLevel(o);
|
||||
return 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, GetLightLevel)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
ACTION_RETURN_INT(self->GetLightLevel());
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, ClearSpecial)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
self->ClearSpecial();
|
||||
return 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, PortalBlocksView)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(pos);
|
||||
ACTION_RETURN_BOOL(self->PortalBlocksView(pos));
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, PortalBlocksSight)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(pos);
|
||||
ACTION_RETURN_BOOL(self->PortalBlocksSight(pos));
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, PortalBlocksMovement)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(pos);
|
||||
ACTION_RETURN_BOOL(self->PortalBlocksMovement(pos));
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, PortalBlocksSound)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(pos);
|
||||
ACTION_RETURN_BOOL(self->PortalBlocksSound(pos));
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, PortalIsLinked)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(pos);
|
||||
ACTION_RETURN_BOOL(self->PortalIsLinked(pos));
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, ClearPortal)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(pos);
|
||||
self->ClearPortal(pos);
|
||||
return 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, GetPortalPlaneZ)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(pos);
|
||||
ACTION_RETURN_FLOAT(self->GetPortalPlaneZ(pos));
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, GetPortalDisplacement)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(pos);
|
||||
ACTION_RETURN_VEC2(self->GetPortalDisplacement(pos));
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, GetPortalType)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(pos);
|
||||
ACTION_RETURN_INT(self->GetPortalType(pos));
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, GetOppositePortalGroup)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
PARAM_INT(pos);
|
||||
ACTION_RETURN_INT(self->GetOppositePortalGroup(pos));
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, CenterFloor)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
ACTION_RETURN_FLOAT(self->CenterFloor());
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, CenterCeiling)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
ACTION_RETURN_FLOAT(self->CenterCeiling());
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
|
@ -1448,3 +2104,5 @@ DEFINE_FIELD_X(Line, line_t, portalindex)
|
|||
DEFINE_FIELD_X(Secplane, secplane_t, normal)
|
||||
DEFINE_FIELD_X(Secplane, secplane_t, D)
|
||||
DEFINE_FIELD_X(Secplane, secplane_t, negiC)
|
||||
|
||||
DEFINE_FIELD_X(Vertex, vertex_t, p)
|
||||
|
|
|
@ -1589,23 +1589,3 @@ double FrictionToMoveFactor(double friction)
|
|||
|
||||
return movefactor;
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// phares 3/12/98: End of friction effects
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
void sector_t::AdjustFloorClip () const
|
||||
{
|
||||
msecnode_t *node;
|
||||
|
||||
for (node = touching_thinglist; node; node = node->m_snext)
|
||||
{
|
||||
if (node->m_thing->flags2 & MF2_FLOORCLIP)
|
||||
{
|
||||
node->m_thing->AdjustFloorClip();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -92,11 +92,8 @@ typedef double vtype;
|
|||
|
||||
struct vertex_t
|
||||
{
|
||||
private:
|
||||
DVector2 p;
|
||||
|
||||
public:
|
||||
|
||||
void set(fixed_t x, fixed_t y)
|
||||
{
|
||||
p.X = x / 65536.;
|
||||
|
@ -136,7 +133,7 @@ public:
|
|||
|
||||
DVector2 fPos()
|
||||
{
|
||||
return { p.X, p.Y };
|
||||
return p;
|
||||
}
|
||||
|
||||
angle_t viewangle; // precalculated angle for clipping
|
||||
|
|
|
@ -185,6 +185,11 @@ struct F3DFloor native
|
|||
{
|
||||
}
|
||||
|
||||
struct Vertex native
|
||||
{
|
||||
native readonly Vector2 p;
|
||||
}
|
||||
|
||||
struct Line native
|
||||
{
|
||||
enum ELineFlags
|
||||
|
@ -250,7 +255,18 @@ struct SecPlane native
|
|||
native void ChangeHeight(double hdiff);
|
||||
native double GetChangedHeight(double hdiff);
|
||||
native double HeightDiff(double oldd, double newd = 0.0);
|
||||
native double PointToDist(const DVector2 &xy, double z);
|
||||
native double PointToDist(Vector2 xy, double z);
|
||||
}
|
||||
|
||||
// This encapsulates all info Doom's original 'special' field contained - for saving and transferring.
|
||||
struct SecSpecial
|
||||
{
|
||||
Name damagetype;
|
||||
int damageamount;
|
||||
short special;
|
||||
short damageinterval;
|
||||
short leakydamage;
|
||||
int Flags;
|
||||
}
|
||||
|
||||
struct Sector native
|
||||
|
@ -345,6 +361,14 @@ struct Sector native
|
|||
SECF_NOMODIFY = SECF_SECRET|SECF_WASSECRET, // not modifiable by Sector_ChangeFlags
|
||||
SECF_SPECIALFLAGS = SECF_DAMAGEFLAGS|SECF_FRICTION|SECF_PUSH, // these flags originate from 'special and must be transferrable by floor thinkers
|
||||
}
|
||||
|
||||
enum EMoveResult
|
||||
{
|
||||
MOVE_OK,
|
||||
MOVE_CRUSHED,
|
||||
MOVE_PASTDEST
|
||||
};
|
||||
|
||||
native uint Flags;
|
||||
|
||||
native SectorAction SecActTarget;
|
||||
|
@ -362,6 +386,101 @@ struct Sector native
|
|||
native static Sector PointInSector(Vector2 pt);
|
||||
native void SetColor(color c, int desat = 0);
|
||||
native void SetFade(color c);
|
||||
|
||||
native bool PlaneMoving(int pos);
|
||||
native int GetFloorLight();
|
||||
native int GetCeilingLight();
|
||||
native Sector GetHeightSec();
|
||||
native void TransferSpecial(Sector model);
|
||||
native void GetSpecial(out SecSpecial spec);
|
||||
native void SetSpecial( SecSpecial spec);
|
||||
native int GetTerrain(int pos);
|
||||
native void CheckPortalPlane(int plane);
|
||||
native double, Sector HighestCeilingAt(Vector2 a);
|
||||
native double, Sector LowestFloorAt(Vector2 a);
|
||||
native double, double GetFriction(int plane);
|
||||
|
||||
native void SetXOffset(int pos, double o);
|
||||
native void AddXOffset(int pos, double o);
|
||||
native double GetXOffset(int pos);
|
||||
native void SetYOffset(int pos, double o);
|
||||
native void AddYOffset(int pos, double o);
|
||||
native double GetYOffset(int pos, bool addbase = true);
|
||||
native void SetXScale(int pos, double o);
|
||||
native double GetXScale(int pos);
|
||||
native void SetYScale(int pos, double o);
|
||||
native double GetYScale(int pos);
|
||||
native void SetAngle(int pos, double o);
|
||||
native double GetAngle(int pos, bool addbase = true);
|
||||
native void SetBase(int pos, double y, double o);
|
||||
native void SetAlpha(int pos, double o);
|
||||
native double GetAlpha(int pos);
|
||||
native int GetFlags(int pos);
|
||||
native int GetVisFlags(int pos);
|
||||
native void ChangeFlags(int pos, int And, int Or);
|
||||
native int GetPlaneLight(int pos);
|
||||
native void SetPlaneLight(int pos, int level);
|
||||
native TextureID GetTexture(int pos);
|
||||
native void SetTexture(int pos, TextureID tex, bool floorclip = true);
|
||||
native double GetPlaneTexZ(int pos);
|
||||
native void SetPlaneTexZ(int pos, double val, bool dirtify = false); // This mainly gets used by init code. The only place where it must set the vertex to dirty is the interpolation code.
|
||||
native void ChangeLightLevel(int newval);
|
||||
native void SetLightLevel(int newval);
|
||||
native int GetLightLevel();
|
||||
native void AdjustFloorClip();
|
||||
native bool IsLinked(Sector other, bool ceiling);
|
||||
|
||||
native bool PortalBlocksView(int plane);
|
||||
native bool PortalBlocksSight(int plane);
|
||||
native bool PortalBlocksMovement(int plane);
|
||||
native bool PortalBlocksSound(int plane);
|
||||
native bool PortalIsLinked(int plane);
|
||||
native void ClearPortal(int plane);
|
||||
native double GetPortalPlaneZ(int plane);
|
||||
native Vector2 GetPortalDisplacement(int plane);
|
||||
native int GetPortalType(int plane);
|
||||
native int GetOppositePortalGroup(int plane);
|
||||
native double CenterFloor();
|
||||
native double CenterCeiling();
|
||||
|
||||
native int MoveFloor(double speed, double dest, int crush, int direction, bool hexencrush, bool instant = false);
|
||||
native int MoveCeiling(double speed, double dest, int crush, int direction, bool hexencrush);
|
||||
|
||||
native Sector NextSpecialSector(int type, Sector prev);
|
||||
native double, Vertex FindLowestFloorSurrounding();
|
||||
native double, Vertex FindHighestFloorSurrounding();
|
||||
native double, Vertex FindNextHighestFloor();
|
||||
native double, Vertex FindNextLowestFloor();
|
||||
native double, Vertex FindLowestCeilingSurrounding();
|
||||
native double, Vertex FindHighestCeilingSurrounding();
|
||||
native double, Vertex FindNextLowestCeiling();
|
||||
native double, Vertex FindNextHighestCeiling();
|
||||
|
||||
native double FindShortestTextureAround();
|
||||
native double FindShortestUpperAround();
|
||||
native Sector FindModelFloorSector(double floordestheight);
|
||||
native Sector FindModelCeilingSector(double floordestheight);
|
||||
native int FindMinSurroundingLight(int max);
|
||||
native double, Vertex FindLowestCeilingPoint();
|
||||
native double, Vertex FindHighestFloorPoint();
|
||||
|
||||
|
||||
bool isSecret()
|
||||
{
|
||||
return !!(Flags & SECF_SECRET);
|
||||
}
|
||||
|
||||
bool wasSecret()
|
||||
{
|
||||
return !!(Flags & SECF_WASSECRET);
|
||||
}
|
||||
|
||||
void ClearSecret()
|
||||
{
|
||||
Flags &= ~SECF_SECRET;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
struct Wads
|
||||
|
|
Loading…
Reference in a new issue