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Added CheckMove() function to ZScript Actor class
https://forum.zdoom.org/viewtopic.php?t=58964
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3 changed files with 18 additions and 0 deletions
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@ -2879,6 +2879,14 @@ bool P_CheckMove(AActor *thing, const DVector2 &pos, int flags)
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return true;
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return true;
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, CheckMove)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_FLOAT(x);
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PARAM_FLOAT(y);
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PARAM_INT_DEF(flags);
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ACTION_RETURN_BOOL(P_CheckMove(self, DVector2(x, y), flags));
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}
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//==========================================================================
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//==========================================================================
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@ -624,6 +624,7 @@ class Actor : Thinker native
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}
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}
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native bool TryMove(vector2 newpos, int dropoff, bool missilecheck = false, FCheckPosition tm = null);
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native bool TryMove(vector2 newpos, int dropoff, bool missilecheck = false, FCheckPosition tm = null);
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native bool CheckMove(vector2 newpos, int flags = 0);
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native void NewChaseDir();
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native void NewChaseDir();
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native void RandomChaseDir();
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native void RandomChaseDir();
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native bool CheckMissileRange();
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native bool CheckMissileRange();
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@ -516,6 +516,15 @@ enum EWarpFlags
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WARPF_COPYPITCH = 0x8000,
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WARPF_COPYPITCH = 0x8000,
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};
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};
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// Flags for Actor.CheckMove()
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enum ECheckMoveFlags
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{
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PCM_DROPOFF = 1,
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PCM_NOACTORS = 1 << 1,
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PCM_NOLINES = 1 << 2,
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};
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// flags for A_SetPitch/SetAngle/SetRoll
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// flags for A_SetPitch/SetAngle/SetRoll
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enum EAngleFlags
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enum EAngleFlags
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{
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{
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