From 7ce800957641fc1eb81f23d57ed5e40f4c8520f1 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Tue, 7 Mar 2017 18:58:18 +0100 Subject: [PATCH] - made several read-only actor functions accessible to UI code. --- wadsrc/static/zscript/actor.txt | 46 ++++++++++++------------- wadsrc/static/zscript/shared/player.txt | 4 +-- 2 files changed, 25 insertions(+), 25 deletions(-) diff --git a/wadsrc/static/zscript/actor.txt b/wadsrc/static/zscript/actor.txt index 994fe6f4b..b007316fa 100644 --- a/wadsrc/static/zscript/actor.txt +++ b/wadsrc/static/zscript/actor.txt @@ -450,13 +450,13 @@ class Actor : Thinker native native static int FindUniqueTid(int start = 0, int limit = 0); native void SetShade(color col); - native string GetTag(string defstr = "") const; + native clearscope string GetTag(string defstr = "") const; native void SetTag(string defstr = ""); native double GetBobOffset(double frac = 0); native void ClearCounters(); native bool GiveBody (int num, int max=0); native bool HitFloor(); - native bool isTeammate(Actor other) const; + native clearscope bool isTeammate(Actor other) const; native int PlayerNumber(); native void SetFriendPlayer(PlayerInfo player); native void SoundAlert(Actor target, bool splash = false, double maxdist = 0); @@ -468,15 +468,15 @@ class Actor : Thinker native native bool UpdateWaterLevel (bool splash = true); native bool IsZeroDamage(); native void ClearInterpolation(); - native Vector3 PosRelative(sector sec) const; + native clearscope Vector3 PosRelative(sector sec) const; native void HandleSpawnFlags(); native void ExplodeMissile(line lin = null, Actor target = null, bool onsky = false); native void RestoreDamage(); - native int SpawnHealth() const; + native clearscope int SpawnHealth() const; native void SetDamage(int dmg); - native double Distance2D(Actor other) const; - native double Distance3D(Actor other) const; + native clearscope double Distance2D(Actor other) const; + native clearscope double Distance3D(Actor other) const; native void SetOrigin(vector3 newpos, bool moving); native void SetXYZ(vector3 newpos); native Actor GetPointer(int aaptr); @@ -511,7 +511,7 @@ class Actor : Thinker native native void BloodSplatter (Vector3 pos, double hitangle, bool axe = false); native bool HitWater (sector sec, Vector3 pos, bool checkabove = false, bool alert = true, bool force = false); native void PlaySpawnSound(Actor missile); - native bool CountsAsKill() const; + native clearscope bool CountsAsKill() const; native bool Teleport(Vector3 pos, double angle, int flags); native void TraceBleed(int damage, Actor missile); @@ -559,21 +559,21 @@ class Actor : Thinker native native void LinkToWorld(LinkContext ctx = null); native void UnlinkFromWorld(out LinkContext ctx = null); native bool CanSeek(Actor target); - native double AngleTo(Actor target, bool absolute = false) const; + native clearscope double AngleTo(Actor target, bool absolute = false) const; native void AddZ(double zadd, bool moving = true); native void SetZ(double z); - native vector2 Vec2To(Actor other) const; - native vector3 Vec3To(Actor other) const; - native vector3 Vec3Offset(double x, double y, double z, bool absolute = false) const; - native vector3 Vec3Angle(double length, double angle, double z = 0, bool absolute = false) const; - native vector2 Vec2Angle(double length, double angle, bool absolute = false) const; - native vector2 Vec2Offset(double x, double y, bool absolute = false) const; - native vector3 Vec2OffsetZ(double x, double y, double atz, bool absolute = false) const; - native void VelFromAngle(double speed = 0, double angle = 0) const; - native void Vel3DFromAngle(double speed, double angle, double pitch) const; + native clearscope vector2 Vec2To(Actor other) const; + native clearscope vector3 Vec3To(Actor other) const; + native clearscope vector3 Vec3Offset(double x, double y, double z, bool absolute = false) const; + native clearscope vector3 Vec3Angle(double length, double angle, double z = 0, bool absolute = false) const; + native clearscope vector2 Vec2Angle(double length, double angle, bool absolute = false) const; + native clearscope vector2 Vec2Offset(double x, double y, bool absolute = false) const; + native clearscope vector3 Vec2OffsetZ(double x, double y, double atz, bool absolute = false) const; + native void VelFromAngle(double speed = 0, double angle = 0); + native void Vel3DFromAngle(double speed, double angle, double pitch); native void Thrust(double speed = 0, double angle = 0); - native bool isFriend(Actor other) const; - native bool isHostile(Actor other) const; + native clearscope bool isFriend(Actor other) const; + native clearscope bool isHostile(Actor other) const; native void AdjustFloorClip(); native DropItem GetDropItems(); native void CopyFriendliness (Actor other, bool changeTarget, bool resetHealth = true); @@ -588,8 +588,8 @@ class Actor : Thinker native native void Howl(); native void DrawSplash (int count, double angle, int kind); native void GiveSecret(bool printmsg = true, bool playsound = true); - native double GetCameraHeight() const; - native double GetGravity() const; + native clearscope double GetCameraHeight() const; + native clearscope double GetGravity() const; native bool CheckClass(class checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false); native void AddInventory(Inventory inv); @@ -597,7 +597,7 @@ class Actor : Thinker native native void ClearInventory(); native bool GiveInventory(class type, int amount, bool givecheat = false); native bool TakeInventory(class itemclass, int amount, bool fromdecorate = false, bool notakeinfinite = false); - native Inventory FindInventory(class itemtype, bool subclass = false) const; + native clearscope Inventory FindInventory(class itemtype, bool subclass = false) const; native Inventory GiveInventoryType(class itemtype); native Inventory DropInventory (Inventory item, int amt = -1); native bool UseInventory(Inventory item); @@ -613,7 +613,7 @@ class Actor : Thinker native native double GetDistance(bool checkz, int ptr = AAPTR_TARGET); native double GetAngle(int flags, int ptr = AAPTR_TARGET); native double GetZAt(double px = 0, double py = 0, double angle = 0, int flags = 0, int pick_pointer = AAPTR_DEFAULT); - native int GetSpawnHealth() const; + native clearscope int GetSpawnHealth() const; native double GetCrouchFactor(int ptr = AAPTR_PLAYER1); native double GetCVar(string cvar); native int GetPlayerInput(int inputnum, int ptr = AAPTR_DEFAULT); diff --git a/wadsrc/static/zscript/shared/player.txt b/wadsrc/static/zscript/shared/player.txt index b13b84015..0329bd341 100644 --- a/wadsrc/static/zscript/shared/player.txt +++ b/wadsrc/static/zscript/shared/player.txt @@ -150,7 +150,7 @@ class PlayerPawn : Actor native } // This is for SBARINFO. - int, int GetEffectTicsForItem(class item) const + clearscope int, int GetEffectTicsForItem(class item) const { let pg = (class)(item); if (pg != null) @@ -167,7 +167,7 @@ class PlayerPawn : Actor native return -1, -1; } - native int GetMaxHealth(bool withupgrades = false) const; + native clearscope int GetMaxHealth(bool withupgrades = false) const; native bool ResetAirSupply (bool playgasp = false); native void CheckWeaponSwitch(class item); native clearscope static String GetPrintableDisplayName(Class cls);