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Exported bounce functions
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@ -1814,6 +1814,51 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, CheckFor3DCeilingHit, CheckFor3DCeilingHit
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ACTION_RETURN_BOOL(P_CheckFor3DCeilingHit(self, z, trigger));
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ACTION_RETURN_BOOL(P_CheckFor3DCeilingHit(self, z, trigger));
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}
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}
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//=====================================================================================
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//
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// Bounce exports
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//
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//=====================================================================================
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DEFINE_ACTION_FUNCTION(AActor, BounceActor)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_OBJECT(blocking, AActor);
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PARAM_BOOL(onTop);
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ACTION_RETURN_BOOL(P_BounceActor(self, blocking, onTop));
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}
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DEFINE_ACTION_FUNCTION(AActor, BounceWall)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_POINTER(l, line_t);
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auto cur = self->BlockingLine;
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if (l)
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self->BlockingLine = l;
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bool res = P_BounceWall(self);
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self->BlockingLine = cur;
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ACTION_RETURN_BOOL(res);
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}
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DEFINE_ACTION_FUNCTION(AActor, BouncePlane)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_POINTER(plane, secplane_t);
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ACTION_RETURN_BOOL(self->FloorBounceMissile(*plane));
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}
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DEFINE_ACTION_FUNCTION(AActor, PlayBounceSound)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_BOOL(onFloor);
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self->PlayBounceSound(onFloor);
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return 0;
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}
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static int isFrozen(AActor *self)
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static int isFrozen(AActor *self)
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@ -810,6 +810,10 @@ class Actor : Thinker native
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native clearscope double GetGravity() const;
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native clearscope double GetGravity() const;
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native void DoMissileDamage(Actor target);
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native void DoMissileDamage(Actor target);
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native void PlayPushSound();
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native void PlayPushSound();
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native bool BounceActor(Actor blocking, bool onTop);
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native bool BounceWall(Line l = null);
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native bool BouncePlane(SecPlane plane);
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native void PlayBounceSound(bool onFloor);
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clearscope double PitchTo(Actor target, double zOfs = 0, double targZOfs = 0, bool absolute = false) const
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clearscope double PitchTo(Actor target, double zOfs = 0, double targZOfs = 0, bool absolute = false) const
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{
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{
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