extend class Actor { private void CheckStopped() { let player = self.player; if (player && player.mo == self && !(player.cheats & CF_PREDICTING) && Vel == (0, 0, 0)) { player.mo.PlayIdle(); player.Vel = (0, 0); } } //=========================================================================== // // A_Stop // resets all velocity of the actor to 0 // //=========================================================================== void A_Stop() { let player = self.player; Vel = (0, 0, 0); CheckStopped(); } //=========================================================================== // // A_ScaleVelocity // // Scale actor's velocity. // //=========================================================================== void A_ScaleVelocity(double scale, int ptr = AAPTR_DEFAULT) { let ref = GetPointer(ptr); if (ref == NULL) { return; } bool was_moving = ref.Vel != (0, 0, 0); ref.Vel *= scale; // If the actor was previously moving but now is not, and is a player, // update its player variables. (See A_Stop.) if (was_moving) { ref.CheckStopped(); } } //=========================================================================== // // A_ChangeVelocity // //=========================================================================== void A_ChangeVelocity(double x = 0, double y = 0, double z = 0, int flags = 0, int ptr = AAPTR_DEFAULT) { let ref = GetPointer(ptr); if (ref == NULL) { return; } bool was_moving = ref.Vel != (0, 0, 0); let newvel = (x, y, z); double sina = sin(ref.Angle); double cosa = cos(ref.Angle); if (flags & 1) // relative axes - make x, y relative to actor's current angle { newvel.X = x * cosa - y * sina; newvel.Y = x * sina + y * cosa; } if (flags & 2) // discard old velocity - replace old velocity with new velocity { ref.Vel = newvel; } else // add new velocity to old velocity { ref.Vel += newvel; } if (was_moving) { ref.CheckStopped(); } } void A_SpriteOffset(double ox = 0.0, double oy = 0.0) { SpriteOffset.X = ox; SpriteOffset.Y = oy; } }