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Exported P_CheckFor3DFloorHit and P_CheckFor3DCeilingHit to ZScript.
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2 changed files with 33 additions and 0 deletions
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@ -1587,6 +1587,37 @@ DEFINE_ACTION_FUNCTION_NATIVE(AKey, GetKeyType, P_GetKeyType)
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ACTION_RETURN_POINTER(P_GetKeyType(num));
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ACTION_RETURN_POINTER(P_GetKeyType(num));
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}
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}
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//=====================================================================================
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//
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// 3D Floor exports
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//
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//=====================================================================================
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int CheckFor3DFloorHit(AActor *self, double z, bool trigger)
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{
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return P_CheckFor3DFloorHit(self, z, trigger);
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}
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DEFINE_ACTION_FUNCTION_NATIVE(AActor, CheckFor3DFloorHit, CheckFor3DFloorHit)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_FLOAT(z);
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PARAM_BOOL(trigger);
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ACTION_RETURN_BOOL(P_CheckFor3DFloorHit(self, z, trigger));
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}
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int CheckFor3DCeilingHit(AActor *self, double z, bool trigger)
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{
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return P_CheckFor3DCeilingHit(self, z, trigger);
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}
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DEFINE_ACTION_FUNCTION_NATIVE(AActor, CheckFor3DCeilingHit, CheckFor3DCeilingHit)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_FLOAT(z);
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PARAM_BOOL(trigger);
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ACTION_RETURN_BOOL(P_CheckFor3DCeilingHit(self, z, trigger));
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}
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DEFINE_FIELD(AActor, snext)
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DEFINE_FIELD(AActor, snext)
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@ -625,6 +625,8 @@ class Actor : Thinker native
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native clearscope Actor GetPointer(int aaptr);
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native clearscope Actor GetPointer(int aaptr);
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native double BulletSlope(out FTranslatedLineTarget pLineTarget = null, int aimflags = 0);
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native double BulletSlope(out FTranslatedLineTarget pLineTarget = null, int aimflags = 0);
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native void CheckFakeFloorTriggers (double oldz, bool oldz_has_viewheight = false);
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native void CheckFakeFloorTriggers (double oldz, bool oldz_has_viewheight = false);
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native bool CheckFor3DFloorHit(double z, bool trigger);
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native bool CheckFor3DCeilingHit(double z, bool trigger);
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native bool CheckMissileSpawn(double maxdist);
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native bool CheckMissileSpawn(double maxdist);
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native bool CheckPosition(Vector2 pos, bool actorsonly = false, FCheckPosition tm = null);
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native bool CheckPosition(Vector2 pos, bool actorsonly = false, FCheckPosition tm = null);
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