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Exports P_ActivateLine to ZScript (along with constants for activation type)
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3 changed files with 39 additions and 0 deletions
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@ -242,6 +242,26 @@ bool P_ActivateLine (line_t *line, AActor *mo, int side, int activationType, DVe
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return true;
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}
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DEFINE_ACTION_FUNCTION(_Line, Activate)
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{
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PARAM_SELF_PROLOGUE(line_t);
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PARAM_POINTER(mo, AActor);
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PARAM_INT(side);
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PARAM_INT(activationType);
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PARAM_FLOAT_DEF(optx);
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PARAM_FLOAT_DEF(opty);
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PARAM_FLOAT_DEF(optz);
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if ( optx == opty == optz == NAN )
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{
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ACTION_RETURN_BOOL(P_ActivateLine(self, mo, side, activationType, NULL));
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}
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else
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{
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DVector3 optpos = DVector3(optx, opty, optz);
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ACTION_RETURN_BOOL(P_ActivateLine(self, mo, side, activationType, &optpos));
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}
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}
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//============================================================================
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//
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// P_TestActivateLine
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@ -1223,3 +1223,21 @@ enum ActorRenderFeatureFlag
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RFF_VOXELS = 1<<12, // renderer is capable of voxels
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};
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// Special activation types
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enum SPAC
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{
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SPAC_Cross = 1<<0, // when player crosses line
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SPAC_Use = 1<<1, // when player uses line
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SPAC_MCross = 1<<2, // when monster crosses line
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SPAC_Impact = 1<<3, // when projectile hits line
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SPAC_Push = 1<<4, // when player pushes line
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SPAC_PCross = 1<<5, // when projectile crosses line
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SPAC_UseThrough = 1<<6, // when player uses line (doesn't block)
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// SPAC_PTOUCH is mapped to SPAC_PCross|SPAC_Impact
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SPAC_AnyCross = 1<<7, // when anything without the MF2_TELEPORT flag crosses the line
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SPAC_MUse = 1<<8, // monsters can use
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SPAC_MPush = 1<<9, // monsters can push
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SPAC_UseBack = 1<<10, // Can be used from the backside
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SPAC_PlayerActivate = (SPAC_Cross|SPAC_Use|SPAC_Impact|SPAC_Push|SPAC_AnyCross|SPAC_UseThrough|SPAC_UseBack),
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};
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@ -156,6 +156,7 @@ struct Line native play
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native Line getPortalDestination();
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native int getPortalAlignment();
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native int Index();
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native bool Activate(Actor activator, int side, int type, Vector3 pos = (double.nan, double.nan, double.nan));
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int GetUDMFInt(Name nm)
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{
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