mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 15:22:16 +00:00
d3ab691afb
- changed AlterWeaponSprite so that it doesn't expose renderer internals to the script code.
141 lines
5.2 KiB
Text
141 lines
5.2 KiB
Text
struct VisStyle
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{
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bool Invert;
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float Alpha;
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int RenderStyle;
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}
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class Inventory : Actor native
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{
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const BLINKTHRESHOLD = (4*32);
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native Actor Owner; // Who owns this item? NULL if it's still a pickup.
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native int Amount; // Amount of item this instance has
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native int MaxAmount; // Max amount of item this instance can have
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native int InterHubAmount; // Amount of item that can be kept between hubs or levels
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native int RespawnTics; // Tics from pickup time to respawn time
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native TextureID Icon; // Icon to show on status bar or HUD
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native int DropTime; // Countdown after dropping
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native Class<Actor> SpawnPointClass; // For respawning like Heretic's mace
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native Class<Actor> PickupFlash; // actor to spawn as pickup flash
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native Sound PickupSound;
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native bool bPickupGood;
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native bool bCreateCopyMoved;
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native bool bInitEffectFailed;
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Default
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{
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Inventory.Amount 1;
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Inventory.MaxAmount 1;
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Inventory.InterHubAmount 1;
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Inventory.UseSound "misc/invuse";
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Inventory.PickupSound "misc/i_pkup";
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Inventory.PickupMessage "$TXT_DEFAULTPICKUPMSG";
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}
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virtual native bool Use (bool pickup);
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virtual native color GetBlend ();
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virtual native bool HandlePickup(Inventory item);
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virtual native Inventory CreateCopy(Actor other);
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virtual native Inventory CreateTossable();
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virtual native bool SpecialDropAction (Actor dropper);
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virtual native String PickupMessage();
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virtual native bool ShouldStay();
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virtual native void DoEffect();
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virtual native void PlayPickupSound(Actor user);
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virtual native void AttachToOwner(Actor user);
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virtual native void DetachFromOwner();
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virtual native bool DrawPowerup(int x, int y);
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virtual native void AbsorbDamage (int damage, Name damageType, out int newdamage);
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//===========================================================================
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//
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// AInventory :: Travelled
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//
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// Called when an item in somebody's inventory is carried over to another
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// map, in case it needs to do special reinitialization.
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//
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//===========================================================================
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virtual void Travelled()
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{}
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virtual double GetSpeedFactor() { return 1; }
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virtual bool GetNoTeleportFreeze() { return false; }
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virtual void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive) {}
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virtual void AlterWeaponSprite(VisStyle vis, in out int changed) {}
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native bool GoAway();
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native void GoAwayAndDie();
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native void BecomeItem();
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native void BecomePickup();
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// These are regular functions for the item itself.
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private native void A_RestoreSpecialDoomThing();
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private native void A_RestoreSpecialThing1();
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private native void A_RestoreSpecialThing2();
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// In this case the caller function is more than a simple wrapper around the virtual method and
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// is what must be actually called to pick up an item.
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virtual protected native bool TryPickup(in out Actor toucher);
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virtual protected native bool TryPickupRestricted(in out Actor toucher);
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native bool, Actor CallTryPickup(Actor toucher);
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States(Actor, Overlay, Weapon, Item)
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{
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HideDoomish:
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TNT1 A 1050;
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TNT1 A 0 A_RestoreSpecialPosition;
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TNT1 A 1 A_RestoreSpecialDoomThing;
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Stop;
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HideSpecial:
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ACLO E 1400;
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ACLO A 0 A_RestoreSpecialPosition;
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ACLO A 4 A_RestoreSpecialThing1;
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ACLO BABCBCDC 4;
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ACLO D 4 A_RestoreSpecialThing2;
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Stop;
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Held:
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TNT1 A -1;
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Stop;
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HoldAndDestroy:
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TNT1 A 1;
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Stop;
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}
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}
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class StateProvider : Inventory native
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{
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action native state A_JumpIfNoAmmo(statelabel label);
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action native void A_CustomPunch(int damage, bool norandom = false, int flags = CPF_USEAMMO, class<Actor> pufftype = "BulletPuff", double range = 0, double lifesteal = 0, int lifestealmax = 0, class<BasicArmorBonus> armorbonustype = "ArmorBonus", sound MeleeSound = 0, sound MissSound = "");
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action native void A_FireBullets(double spread_xy, double spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", int flags = 1, double range = 0, class<Actor> missile = null, double Spawnheight = 32, double Spawnofs_xy = 0);
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action native void A_FireProjectile(class<Actor> missiletype, double angle = 0, bool useammo = true, double spawnofs_xy = 0, double spawnheight = 0, int flags = 0, double pitch = 0);
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action native void A_RailAttack(int damage, int spawnofs_xy = 0, bool useammo = true, color color1 = 0, color color2 = 0, int flags = 0, double maxdiff = 0, class<Actor> pufftype = "BulletPuff", double spread_xy = 0, double spread_z = 0, double range = 0, int duration = 0, double sparsity = 1.0, double driftspeed = 1.0, class<Actor> spawnclass = "none", double spawnofs_z = 0, int spiraloffset = 270, int limit = 0);
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action native void A_WeaponReady(int flags = 0);
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action native void A_Lower();
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action native void A_Raise();
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action native void A_ReFire(statelabel flash = null);
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action native void A_ClearReFire();
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action native void A_CheckReload();
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action native void A_GunFlash(statelabel flash = null, int flags = 0);
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action native state A_CheckForReload(int counter, statelabel label, bool dontincrement = false);
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action native void A_ResetReloadCounter();
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}
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class DehackedPickup : Inventory native
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{
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}
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class FakeInventory : Inventory native
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{
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native bool Respawnable;
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}
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class CustomInventory : StateProvider native
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{
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Default
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{
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DefaultStateUsage SUF_ACTOR|SUF_OVERLAY|SUF_ITEM;
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}
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}
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