mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 06:53:58 +00:00
Exports various resurrection-related functions to ZScript.
This commit is contained in:
parent
59c8d8ff64
commit
c3894ee348
4 changed files with 41 additions and 1 deletions
|
@ -4551,7 +4551,30 @@ DEFINE_ACTION_FUNCTION(AActor, A_RaiseSiblings)
|
|||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// A_RaiseSelf
|
||||
//
|
||||
//===========================================================================
|
||||
DEFINE_ACTION_FUNCTION(AActor, A_RaiseSelf)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
PARAM_INT_DEF(flags);
|
||||
ACTION_RETURN_BOOL(P_Thing_Raise(self, NULL, (flags & RF_NOCHECKPOSITION)));
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// CanRaise
|
||||
//
|
||||
//===========================================================================
|
||||
DEFINE_ACTION_FUNCTION(AActor, CanRaise)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
ACTION_RETURN_BOOL(P_Thing_CanRaise(self));
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// A_MonsterRefire
|
||||
|
|
|
@ -2971,6 +2971,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_ExtChase)
|
|||
return 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, A_CheckForResurrection)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
ACTION_RETURN_BOOL(P_CheckForResurrection(self, false));
|
||||
}
|
||||
|
||||
// for internal use
|
||||
void A_Chase(AActor *self)
|
||||
{
|
||||
|
|
|
@ -7785,6 +7785,13 @@ void AActor::Revive()
|
|||
E_WorldThingRevived(this);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, Revive)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
self->Revive();
|
||||
return 0;
|
||||
}
|
||||
|
||||
int AActor::GetGibHealth() const
|
||||
{
|
||||
IFVIRTUAL(AActor, GetGibHealth)
|
||||
|
|
|
@ -1018,6 +1018,7 @@ class Actor : Thinker native
|
|||
native void A_Chase(statelabel melee = null, statelabel missile = null, int flags = 0);
|
||||
native void A_Scream();
|
||||
native void A_VileChase();
|
||||
native bool A_CheckForResurrection();
|
||||
native void A_BossDeath();
|
||||
native void A_Detonate();
|
||||
bool A_CallSpecial(int special, int arg1=0, int arg2=0, int arg3=0, int arg4=0, int arg5=0)
|
||||
|
@ -1075,6 +1076,9 @@ class Actor : Thinker native
|
|||
native void A_RaiseMaster(int flags = 0);
|
||||
native void A_RaiseChildren(int flags = 0);
|
||||
native void A_RaiseSiblings(int flags = 0);
|
||||
native bool A_RaiseSelf(int flags = 0);
|
||||
native bool CanRaise();
|
||||
native void Revive();
|
||||
action native bool, Actor A_ThrowGrenade(class<Actor> itemtype, double zheight = 0, double xyvel = 0, double zvel = 0, bool useammo = true);
|
||||
native void A_Weave(int xspeed, int yspeed, double xdist, double ydist);
|
||||
native bool A_Morph(class<Actor> type, int duration = 0, int flags = 0, class<Actor> enter_flash = null, class<Actor> exit_flash = null);
|
||||
|
|
Loading…
Reference in a new issue