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https://github.com/ZDoom/qzdoom.git
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Clearscoped getters for map data
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1 changed files with 98 additions and 98 deletions
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@ -32,7 +32,7 @@ struct SectorPortal native play
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struct Vertex native play
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{
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native readonly Vector2 p;
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native clearscope int Index();
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native clearscope int Index() const;
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}
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struct Side native play
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@ -77,44 +77,44 @@ struct Side native play
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native int16 Light;
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native uint16 Flags;
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native TextureID GetTexture(int which);
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native clearscope TextureID GetTexture(int which) const;
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native void SetTexture(int which, TextureID tex);
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native void SetTextureXOffset(int which, double offset);
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native double GetTextureXOffset(int which);
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native clearscope double GetTextureXOffset(int which) const;
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native void AddTextureXOffset(int which, double delta);
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native void SetTextureYOffset(int which, double offset);
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native double GetTextureYOffset(int which);
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native clearscope double GetTextureYOffset(int which) const;
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native void AddTextureYOffset(int which, double delta);
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native void SetTextureXScale(int which, double scale);
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native double GetTextureXScale(int which);
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native clearscope double GetTextureXScale(int which) const;
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native void MultiplyTextureXScale(int which, double delta);
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native void SetTextureYScale(int which, double scale);
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native double GetTextureYScale(int which);
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native clearscope double GetTextureYScale(int which) const;
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native void MultiplyTextureYScale(int which, double delta);
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native int GetTextureFlags(int tier);
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native clearscope int GetTextureFlags(int tier) const;
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native void ChangeTextureFlags(int tier, int And, int Or);
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native void SetSpecialColor(int tier, int position, Color scolor, bool useowncolor = true);
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native Color GetAdditiveColor(int tier);
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native clearscope Color GetAdditiveColor(int tier) const;
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native void SetAdditiveColor(int tier, Color color);
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native void EnableAdditiveColor(int tier, bool enable);
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native void SetColorization(int tier, Name cname);
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//native DInterpolation *SetInterpolation(int position);
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//native void StopInterpolation(int position);
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native clearscope Vertex V1();
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native clearscope Vertex V2();
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native clearscope Vertex V1() const;
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native clearscope Vertex V2() const;
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native clearscope int Index();
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native clearscope int Index() const;
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int GetUDMFInt(Name nm)
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clearscope int GetUDMFInt(Name nm) const
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{
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return Level.GetUDMFInt(LevelLocals.UDMF_Side, Index(), nm);
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}
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double GetUDMFFloat(Name nm)
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clearscope double GetUDMFFloat(Name nm) const
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{
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return Level.GetUDMFFloat(LevelLocals.UDMF_Side, Index(), nm);
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}
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String GetUDMFString(Name nm)
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clearscope String GetUDMFString(Name nm) const
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{
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return Level.GetUDMFString(LevelLocals.UDMF_Side, Index(), nm);
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}
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@ -186,28 +186,28 @@ struct Line native play
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native readonly int health;
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native readonly int healthgroup;
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native bool isLinePortal();
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native bool isVisualPortal();
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native Line getPortalDestination();
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native int getPortalAlignment();
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native clearscope int Index();
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native clearscope bool isLinePortal() const;
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native clearscope bool isVisualPortal() const;
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native clearscope Line getPortalDestination() const;
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native clearscope int getPortalAlignment() const;
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native clearscope int Index() const;
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native bool Activate(Actor activator, int side, int type);
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native bool RemoteActivate(Actor activator, int side, int type, Vector3 pos);
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int GetUDMFInt(Name nm)
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clearscope int GetUDMFInt(Name nm) const
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{
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return Level.GetUDMFInt(LevelLocals.UDMF_Line, Index(), nm);
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}
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double GetUDMFFloat(Name nm)
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clearscope double GetUDMFFloat(Name nm) const
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{
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return Level.GetUDMFFloat(LevelLocals.UDMF_Line, Index(), nm);
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}
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String GetUDMFString(Name nm)
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clearscope String GetUDMFString(Name nm) const
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{
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return Level.GetUDMFString(LevelLocals.UDMF_Line, Index(), nm);
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}
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native clearscope int GetHealth();
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native clearscope int GetHealth() const;
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native void SetHealth(int newhealth);
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}
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@ -217,15 +217,15 @@ struct SecPlane native play
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native double D;
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native double negiC;
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native bool isSlope() const;
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native int PointOnSide(Vector3 pos) const;
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native clearscope bool isSlope() const;
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native clearscope int PointOnSide(Vector3 pos) const;
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native clearscope double ZatPoint (Vector2 v) const;
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native double ZatPointDist(Vector2 v, double dist) const;
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native bool isEqual(Secplane other) const;
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native clearscope double ZatPointDist(Vector2 v, double dist) const;
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native clearscope bool isEqual(Secplane other) const;
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native void ChangeHeight(double hdiff);
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native double GetChangedHeight(double hdiff) const;
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native double HeightDiff(double oldd, double newd = 1e37) const;
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native double PointToDist(Vector2 xy, double z) const;
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native clearscope double GetChangedHeight(double hdiff) const;
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native clearscope double HeightDiff(double oldd, double newd = 1e37) const;
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native clearscope double PointToDist(Vector2 xy, double z) const;
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}
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struct F3DFloor native play
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@ -275,7 +275,7 @@ struct F3DFloor native play
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native readonly int alpha;
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native TextureID GetTexture(int pos);
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native clearscope TextureID GetTexture(int pos) const;
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}
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// This encapsulates all info Doom's original 'special' field contained - for saving and transferring.
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@ -428,15 +428,15 @@ struct Sector native play
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native readonly int sectornum;
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native clearscope int Index();
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native clearscope int Index() const;
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native double, Sector, F3DFloor NextHighestCeilingAt(double x, double y, double bottomz, double topz, int flags = 0);
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native double, Sector, F3DFloor NextLowestFloorAt(double x, double y, double z, int flags = 0, double steph = 0);
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native clearscope double, Sector, F3DFloor NextHighestCeilingAt(double x, double y, double bottomz, double topz, int flags = 0) const;
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native clearscope double, Sector, F3DFloor NextLowestFloorAt(double x, double y, double z, int flags = 0, double steph = 0) const;
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native F3DFloor Get3DFloor(int index);
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native int Get3DFloorCount();
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native Sector GetAttached(int index);
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native int GetAttachedCount();
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native clearscope F3DFloor Get3DFloor(int index) const;
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native clearscope int Get3DFloorCount() const;
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native clearscope Sector GetAttached(int index) const;
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native clearscope int GetAttachedCount() const;
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native void RemoveForceField();
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deprecated("3.8", "Use Level.PointInSector instead") static clearscope Sector PointInSector(Vector2 pt)
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@ -444,110 +444,110 @@ struct Sector native play
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return level.PointInSector(pt);
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}
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native bool PlaneMoving(int pos);
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native int GetFloorLight();
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native int GetCeilingLight();
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native Sector GetHeightSec();
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native clearscope bool PlaneMoving(int pos) const;
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native clearscope int GetFloorLight() const;
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native clearscope int GetCeilingLight() const;
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native clearscope Sector GetHeightSec() const;
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native void TransferSpecial(Sector model);
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native void GetSpecial(out SecSpecial spec);
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native clearscope void GetSpecial(out SecSpecial spec) const;
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native void SetSpecial( SecSpecial spec);
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native int GetTerrain(int pos);
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native TerrainDef GetFloorTerrain(int pos); // Gets the terraindef from floor/ceiling (see EPlane const).
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native clearscope int GetTerrain(int pos) const;
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native clearscope TerrainDef GetFloorTerrain(int pos) const; // Gets the terraindef from floor/ceiling (see EPlane const).
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native void CheckPortalPlane(int plane);
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native double, Sector HighestCeilingAt(Vector2 a);
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native double, Sector LowestFloorAt(Vector2 a);
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native double, double GetFriction(int plane);
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native clearscope double, Sector HighestCeilingAt(Vector2 a) const;
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native clearscope double, Sector LowestFloorAt(Vector2 a) const;
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native clearscope double, double GetFriction(int plane) const;
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native void SetXOffset(int pos, double o);
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native void AddXOffset(int pos, double o);
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native double GetXOffset(int pos);
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native clearscope double GetXOffset(int pos) const;
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native void SetYOffset(int pos, double o);
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native void AddYOffset(int pos, double o);
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native double GetYOffset(int pos, bool addbase = true);
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native clearscope double GetYOffset(int pos, bool addbase = true) const;
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native void SetXScale(int pos, double o);
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native double GetXScale(int pos);
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native clearscope double GetXScale(int pos) const;
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native void SetYScale(int pos, double o);
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native double GetYScale(int pos);
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native clearscope double GetYScale(int pos) const;
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native void SetAngle(int pos, double o);
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native double GetAngle(int pos, bool addbase = true);
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native clearscope double GetAngle(int pos, bool addbase = true) const;
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native void SetBase(int pos, double y, double o);
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native void SetAlpha(int pos, double o);
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native double GetAlpha(int pos);
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native int GetFlags(int pos);
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native int GetVisFlags(int pos);
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native clearscope double GetAlpha(int pos) const;
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native clearscope int GetFlags(int pos) const;
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native clearscope int GetVisFlags(int pos) const;
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native void ChangeFlags(int pos, int And, int Or);
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native int GetPlaneLight(int pos);
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native clearscope int GetPlaneLight(int pos) const;
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native void SetPlaneLight(int pos, int level);
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native void SetColor(color c, int desat = 0);
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native void SetFade(color c);
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native void SetFogDensity(int dens);
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native double GetGlowHeight(int pos);
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native color GetGlowColor(int pos);
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native clearscope double GetGlowHeight(int pos) const;
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native clearscope color GetGlowColor(int pos) const;
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native void SetGlowHeight(int pos, double height);
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native void SetGlowColor(int pos, color color);
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native void SetSpecialColor(int pos, color color);
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native void SetAdditiveColor(int pos, Color color);
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native void SetColorization(int tier, Name cname);
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native TextureID GetTexture(int pos);
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native clearscope TextureID GetTexture(int pos) const;
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native void SetTexture(int pos, TextureID tex, bool floorclip = true);
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native double GetPlaneTexZ(int pos);
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native clearscope double GetPlaneTexZ(int pos) const;
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native void SetPlaneTexZ(int pos, double val, bool dirtify = false); // This mainly gets used by init code. The only place where it must set the vertex to dirty is the interpolation code.
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native void ChangeLightLevel(int newval);
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native void SetLightLevel(int newval);
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native int GetLightLevel();
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native clearscope int GetLightLevel() const;
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native void AdjustFloorClip();
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native bool IsLinked(Sector other, bool ceiling);
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native clearscope bool IsLinked(Sector other, bool ceiling) const;
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native bool PortalBlocksView(int plane);
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native bool PortalBlocksSight(int plane);
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native bool PortalBlocksMovement(int plane);
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native bool PortalBlocksSound(int plane);
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native bool PortalIsLinked(int plane);
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native clearscope bool PortalBlocksView(int plane) const;
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native clearscope bool PortalBlocksSight(int plane) const;
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native clearscope bool PortalBlocksMovement(int plane) const;
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native clearscope bool PortalBlocksSound(int plane) const;
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native clearscope bool PortalIsLinked(int plane) const;
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native void ClearPortal(int plane);
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native double GetPortalPlaneZ(int plane);
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native Vector2 GetPortalDisplacement(int plane);
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native int GetPortalType(int plane);
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native int GetOppositePortalGroup(int plane);
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native double CenterFloor();
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native double CenterCeiling();
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native clearscope double GetPortalPlaneZ(int plane) const;
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native clearscope Vector2 GetPortalDisplacement(int plane) const;
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native clearscope int GetPortalType(int plane) const;
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native clearscope int GetOppositePortalGroup(int plane) const;
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native clearscope double CenterFloor() const;
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native clearscope double CenterCeiling() const;
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native int MoveFloor(double speed, double dest, int crush, int direction, bool hexencrush, bool instant = false);
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native int MoveCeiling(double speed, double dest, int crush, int direction, bool hexencrush);
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native Sector NextSpecialSector(int type, Sector prev);
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native double, Vertex FindLowestFloorSurrounding();
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native double, Vertex FindHighestFloorSurrounding();
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native double, Vertex FindNextHighestFloor();
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native double, Vertex FindNextLowestFloor();
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native double, Vertex FindLowestCeilingSurrounding();
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native double, Vertex FindHighestCeilingSurrounding();
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native double, Vertex FindNextLowestCeiling();
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native double, Vertex FindNextHighestCeiling();
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native clearscope Sector NextSpecialSector(int type, Sector prev) const;
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native clearscope double, Vertex FindLowestFloorSurrounding() const;
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native clearscope double, Vertex FindHighestFloorSurrounding() const;
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native clearscope double, Vertex FindNextHighestFloor() const;
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native clearscope double, Vertex FindNextLowestFloor() const;
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native clearscope double, Vertex FindLowestCeilingSurrounding() const;
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native clearscope double, Vertex FindHighestCeilingSurrounding() const;
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native clearscope double, Vertex FindNextLowestCeiling() const;
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native clearscope double, Vertex FindNextHighestCeiling() const;
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native double FindShortestTextureAround();
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native double FindShortestUpperAround();
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native Sector FindModelFloorSector(double floordestheight);
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native Sector FindModelCeilingSector(double floordestheight);
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native int FindMinSurroundingLight(int max);
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native double, Vertex FindLowestCeilingPoint();
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native double, Vertex FindHighestFloorPoint();
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native clearscope double FindShortestTextureAround() const;
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native clearscope double FindShortestUpperAround() const;
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native clearscope Sector FindModelFloorSector(double floordestheight) const;
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native clearscope Sector FindModelCeilingSector(double floordestheight) const;
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native clearscope int FindMinSurroundingLight(int max) const;
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native clearscope double, Vertex FindLowestCeilingPoint() const;
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native clearscope double, Vertex FindHighestFloorPoint() const;
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native void SetEnvironment(String env);
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native void SetEnvironmentID(int envnum);
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native SeqNode StartSoundSequenceID (int chan, int sequence, int type, int modenum, bool nostop = false);
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native SeqNode StartSoundSequence (int chan, Name seqname, int modenum);
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native SeqNode CheckSoundSequence (int chan);
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native clearscope SeqNode CheckSoundSequence (int chan) const;
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native void StopSoundSequence(int chan);
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native bool IsMakingLoopingSound ();
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native clearscope bool IsMakingLoopingSound () const;
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bool isSecret()
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clearscope bool isSecret() const
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{
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return !!(Flags & SECF_SECRET);
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}
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bool wasSecret()
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clearscope bool wasSecret() const
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{
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return !!(Flags & SECF_WASSECRET);
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}
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@ -557,15 +557,15 @@ struct Sector native play
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Flags &= ~SECF_SECRET;
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}
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int GetUDMFInt(Name nm)
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clearscope int GetUDMFInt(Name nm) const
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{
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return Level.GetUDMFInt(LevelLocals.UDMF_Sector, Index(), nm);
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}
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double GetUDMFFloat(Name nm)
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clearscope double GetUDMFFloat(Name nm) const
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{
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return Level.GetUDMFFloat(LevelLocals.UDMF_Sector, Index(), nm);
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}
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String GetUDMFString(Name nm)
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clearscope String GetUDMFString(Name nm) const
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{
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return Level.GetUDMFString(LevelLocals.UDMF_Sector, Index(), nm);
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}
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@ -599,7 +599,7 @@ struct Sector native play
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}
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native clearscope int GetHealth(SectorPart part);
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native clearscope int GetHealth(SectorPart part) const;
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native void SetHealth(SectorPart part, int newhealth);
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}
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