- made several read-only actor functions accessible to UI code.

This commit is contained in:
Christoph Oelckers 2017-03-07 18:58:18 +01:00
parent 5e91e79a4f
commit 7ce8009576
2 changed files with 25 additions and 25 deletions

View File

@ -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<Actor> 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<Inventory> type, int amount, bool givecheat = false);
native bool TakeInventory(class<Inventory> itemclass, int amount, bool fromdecorate = false, bool notakeinfinite = false);
native Inventory FindInventory(class<Inventory> itemtype, bool subclass = false) const;
native clearscope Inventory FindInventory(class<Inventory> itemtype, bool subclass = false) const;
native Inventory GiveInventoryType(class<Inventory> 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);

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@ -150,7 +150,7 @@ class PlayerPawn : Actor native
}
// This is for SBARINFO.
int, int GetEffectTicsForItem(class<Inventory> item) const
clearscope int, int GetEffectTicsForItem(class<Inventory> item) const
{
let pg = (class<PowerupGiver>)(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<Inventory> item);
native clearscope static String GetPrintableDisplayName(Class<Actor> cls);