mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 15:22:16 +00:00
Exported P_CheckFor3DFloorHit and P_CheckFor3DCeilingHit to ZScript.
This commit is contained in:
parent
462fe891bd
commit
e7118804ba
2 changed files with 33 additions and 0 deletions
|
@ -1587,6 +1587,37 @@ DEFINE_ACTION_FUNCTION_NATIVE(AKey, GetKeyType, P_GetKeyType)
|
|||
ACTION_RETURN_POINTER(P_GetKeyType(num));
|
||||
}
|
||||
|
||||
//=====================================================================================
|
||||
//
|
||||
// 3D Floor exports
|
||||
//
|
||||
//=====================================================================================
|
||||
int CheckFor3DFloorHit(AActor *self, double z, bool trigger)
|
||||
{
|
||||
return P_CheckFor3DFloorHit(self, z, trigger);
|
||||
}
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(AActor, CheckFor3DFloorHit, CheckFor3DFloorHit)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
PARAM_FLOAT(z);
|
||||
PARAM_BOOL(trigger);
|
||||
|
||||
ACTION_RETURN_BOOL(P_CheckFor3DFloorHit(self, z, trigger));
|
||||
}
|
||||
|
||||
int CheckFor3DCeilingHit(AActor *self, double z, bool trigger)
|
||||
{
|
||||
return P_CheckFor3DCeilingHit(self, z, trigger);
|
||||
}
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(AActor, CheckFor3DCeilingHit, CheckFor3DCeilingHit)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
PARAM_FLOAT(z);
|
||||
PARAM_BOOL(trigger);
|
||||
|
||||
ACTION_RETURN_BOOL(P_CheckFor3DCeilingHit(self, z, trigger));
|
||||
}
|
||||
|
||||
|
||||
|
||||
DEFINE_FIELD(AActor, snext)
|
||||
|
|
|
@ -625,6 +625,8 @@ class Actor : Thinker native
|
|||
native clearscope Actor GetPointer(int aaptr);
|
||||
native double BulletSlope(out FTranslatedLineTarget pLineTarget = null, int aimflags = 0);
|
||||
native void CheckFakeFloorTriggers (double oldz, bool oldz_has_viewheight = false);
|
||||
native bool CheckFor3DFloorHit(double z, bool trigger);
|
||||
native bool CheckFor3DCeilingHit(double z, bool trigger);
|
||||
|
||||
native bool CheckMissileSpawn(double maxdist);
|
||||
native bool CheckPosition(Vector2 pos, bool actorsonly = false, FCheckPosition tm = null);
|
||||
|
|
Loading…
Reference in a new issue