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https://github.com/ZDoom/qzdoom.git
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b3aa7c61a9
If a later module reused an existing name for a different class or struct type, this new name would completely shadow the old one, even in the base files. Changed it so that each compilation unit (i.e. each ZScript and DECORATE lump) get their own symbol table and can only see the symbol tables that got defined in lower numbered resource files so that later definitions do not pollute the available list of symbols when running the compiler backend and code generator - which happens after everything has been parsed. Another effect of this is that a mod that reuses the name of an internal global constant will only see its own constant, again reducing the risk of potential errors in case the internal definitions add some new values. Global constants are still discouraged from being used because what this does not and can not handle is the case that a mod defines a global constant with the same name as a class variable. In such a case the class variable will always take precedence for code inside that class. Note that the internal struct String had to be renamed for this because the stricter checks did not let the type String pass on the left side of a '.' anymore. - made PEnum inherit from PInt and not from PNamedType. The old inheritance broke nearly every check for integer compatibility in the compiler, so this hopefully leads to a working enum implementation.
412 lines
9.8 KiB
Text
412 lines
9.8 KiB
Text
struct TexMan
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{
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enum EUseTypes
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{
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Type_Any,
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Type_Wall,
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Type_Flat,
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Type_Sprite,
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Type_WallPatch,
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Type_Build,
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Type_SkinSprite,
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Type_Decal,
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Type_MiscPatch,
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Type_FontChar,
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Type_Override, // For patches between TX_START/TX_END
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Type_Autopage, // Automap background - used to enable the use of FAutomapTexture
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Type_SkinGraphic,
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Type_Null,
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Type_FirstDefined,
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};
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enum EFlags
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{
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TryAny = 1,
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Overridable = 2,
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ReturnFirst = 4,
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AllowSkins = 8,
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ShortNameOnly = 16,
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DontCreate = 32
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};
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native static TextureID CheckForTexture(String name, int usetype, int flags = TryAny);
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}
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struct Screen native
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{
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native static void DrawHUDTexture(TextureID tex, double x, double y);
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}
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struct Console native
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{
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native static void HideConsole();
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native static void MidPrint(string fontname, string textlabel, bool bold = false); // always uses the stringtable.
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}
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struct DamageTypeDefinition native
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{
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native static bool IgnoreArmor(Name type);
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}
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struct GameInfoStruct native
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{
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// will be extended as needed.
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native Name backpacktype;
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native double Armor2Percent;
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native String ArmorIcon1;
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native String ArmorIcon2;
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native int gametype;
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}
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class Object native
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{
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native bool bDestroyed;
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// These really should be global functions...
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native static int G_SkillPropertyInt(int p);
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native static double G_SkillPropertyFloat(int p);
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native static vector3, int G_PickDeathmatchStart();
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native static vector3, int G_PickPlayerStart(int pnum, int flags = 0);
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native static void S_Sound (Sound sound_id, int channel, float volume = 1, float attenuation = ATTN_NORM);
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native static void S_PauseSound (bool notmusic, bool notsfx);
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native static void S_ResumeSound (bool notsfx);
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native static bool S_ChangeMusic(String music_name, int order = 0, bool looping = true, bool force = false);
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native static uint BAM(double angle);
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native static void SetMusicVolume(float vol);
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native Name GetClassName();
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native void Destroy();
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// This does not call into the native method of the same name to avoid problems with objects that get garbage collected late on shutdown.
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virtual void OnDestroy() {}
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}
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class Thinker : Object native
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{
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enum EStatnums
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{
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// Thinkers that don't actually think
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STAT_INFO, // An info queue
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STAT_DECAL, // A decal
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STAT_AUTODECAL, // A decal that can be automatically deleted
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STAT_CORPSEPOINTER, // An entry in Hexen's corpse queue
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STAT_TRAVELLING, // An actor temporarily travelling to a new map
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// Thinkers that do think
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STAT_FIRST_THINKING=32,
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STAT_SCROLLER=STAT_FIRST_THINKING, // A DScroller thinker
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STAT_PLAYER, // A player actor
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STAT_BOSSTARGET, // A boss brain target
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STAT_LIGHTNING, // The lightning thinker
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STAT_DECALTHINKER, // An object that thinks for a decal
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STAT_INVENTORY, // An inventory item
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STAT_LIGHT, // A sector light effect
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STAT_LIGHTTRANSFER, // A sector light transfer. These must be ticked after the light effects.
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STAT_EARTHQUAKE, // Earthquake actors
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STAT_MAPMARKER, // Map marker actors
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STAT_DEFAULT = 100, // Thinkers go here unless specified otherwise.
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STAT_SECTOREFFECT, // All sector effects that cause floor and ceiling movement
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STAT_ACTORMOVER, // actor movers
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STAT_SCRIPTS, // The ACS thinker. This is to ensure that it can't tick before all actors called PostBeginPlay
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STAT_BOT, // Bot thinker
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MAX_STATNUM = 127
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}
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const TICRATE = 35;
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virtual native void Tick();
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virtual native void PostBeginPlay();
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virtual native void ChangeStatNum(int stat);
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}
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class ThinkerIterator : Object native
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{
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native static ThinkerIterator Create(class<Object> type = "Actor", int statnum=Thinker.MAX_STATNUM+1);
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native Thinker Next(bool exact = false);
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native void Reinit();
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}
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class ActorIterator : Object native
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{
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native static ActorIterator Create(int tid, class<Actor> type = "Actor");
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native Actor Next();
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native void Reinit();
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}
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class BlockThingsIterator : Object native
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{
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native Actor thing;
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native Vector3 position;
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native int portalflags;
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native static BlockThingsIterator Create(Actor origin, double checkradius = -1, bool ignorerestricted = false);
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native static BlockThingsIterator CreateFromPos(double checkx, double checky, double checkz, double checkh, double checkradius, bool ignorerestricted);
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native bool Next();
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}
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class DropItem : Object native
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{
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native readonly DropItem Next;
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native readonly name Name;
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native readonly int Probability;
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native int Amount;
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}
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class SpotState : Object native
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{
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native static SpotState GetSpotState();
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native SpecialSpot GetNextInList(class<Actor> type, int skipcounter);
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native SpecialSpot GetSpotWithMinMaxDistance(Class<Actor> type, double x, double y, double mindist, double maxdist);
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}
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struct LevelLocals native
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{
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native readonly int time;
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native readonly int maptime;
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native readonly int totaltime;
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native readonly int starttime;
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native readonly int partime;
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native readonly int sucktime;
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native readonly int cluster;
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native readonly int clusterflags;
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native readonly int levelnum;
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native readonly String LevelName;
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native readonly String MapName;
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native String NextMap;
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native String NextSecretMap;
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native readonly int maptype;
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native readonly String Music;
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native readonly int musicorder;
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native int total_secrets;
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native int found_secrets;
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native int total_items;
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native int found_items;
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native int total_monsters;
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native int killed_monsters;
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native double gravity;
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native double aircontrol;
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native double airfriction;
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native int airsupply;
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native double teamdamage;
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native bool monsterstelefrag;
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native bool actownspecial;
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native bool sndseqtotalctrl;
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native bool allmap;
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native bool missilesactivateimpact;
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native bool monsterfallingdamage;
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native bool checkswitchrange;
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native bool polygrind;
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native bool nomonsters;
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native bool frozen;
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native bool infinite_flight;
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// level_info_t *info cannot be done yet.
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}
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struct StringTable native
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{
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native static String Localize(String val, bool prefixed = false);
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}
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// a few values of this need to be readable by the play code.
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// Most are handled at load time and are omitted here.
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struct DehInfo native
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{
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native int MaxSoulsphere;
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native uint8 ExplosionStyle;
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native double ExplosionAlpha;
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native int NoAutofreeze;
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native int BFGCells;
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native int BlueAC;
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}
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struct State native
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{
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native State NextState;
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native int sprite;
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native int16 Tics;
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native uint16 TicRange;
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native uint8 Frame;
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native uint8 UseFlags;
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native int Misc1;
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native int Misc2;
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native uint16 bSlow;
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native uint16 bFast;
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native bool bFullbright;
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native bool bNoDelay;
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native bool bSameFrame;
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native bool bCanRaise;
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native bool bDehacked;
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native int DistanceTo(state other);
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native bool ValidateSpriteFrame();
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}
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struct F3DFloor native
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{
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}
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struct Wads
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{
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enum WadNamespace
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{
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ns_hidden = -1,
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ns_global = 0,
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ns_sprites,
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ns_flats,
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ns_colormaps,
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ns_acslibrary,
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ns_newtextures,
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ns_bloodraw,
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ns_bloodsfx,
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ns_bloodmisc,
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ns_strifevoices,
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ns_hires,
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ns_voxels,
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ns_specialzipdirectory,
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ns_sounds,
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ns_patches,
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ns_graphics,
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ns_music,
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ns_firstskin,
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}
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native static int CheckNumForName(string name, int ns, int wadnum = -1, bool exact = false);
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}
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struct TerrainDef native
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{
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native Name TerrainName;
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native int Splash;
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native int DamageAmount;
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native Name DamageMOD;
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native int DamageTimeMask;
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native double FootClip;
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native float StepVolume;
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native int WalkStepTics;
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native int RunStepTics;
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native Sound LeftStepSound;
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native Sound RightStepSound;
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native bool IsLiquid;
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native bool AllowProtection;
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native double Friction;
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native double MoveFactor;
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};
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enum EPickStart
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{
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PPS_FORCERANDOM = 1,
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PPS_NOBLOCKINGCHECK = 2,
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}
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// Although String is a builtin type, this is a convenient way to attach methods to it.
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struct StringStruct native
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{
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native void Replace(String pattern, String replacement);
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native static vararg String Format(String fmt, ...);
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native vararg void AppendFormat(String fmt, ...);
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}
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class Floor : Thinker native
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{
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// only here so that some constants and functions can be added. Not directly usable yet.
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enum EFloor
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{
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floorLowerToLowest,
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floorLowerToNearest,
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floorLowerToHighest,
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floorLowerByValue,
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floorRaiseByValue,
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floorRaiseToHighest,
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floorRaiseToNearest,
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floorRaiseAndCrush,
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floorRaiseAndCrushDoom,
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floorCrushStop,
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floorLowerInstant,
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floorRaiseInstant,
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floorMoveToValue,
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floorRaiseToLowestCeiling,
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floorRaiseByTexture,
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floorLowerAndChange,
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floorRaiseAndChange,
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floorRaiseToLowest,
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floorRaiseToCeiling,
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floorLowerToLowestCeiling,
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floorLowerByTexture,
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floorLowerToCeiling,
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donutRaise,
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buildStair,
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waitStair,
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resetStair,
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// Not to be used as parameters to EV_DoFloor()
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genFloorChg0,
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genFloorChgT,
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genFloorChg
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};
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native static bool CreateFloor(sector sec, EFloor floortype, line ln, double speed, double height = 0, int crush = -1, int change = 0, bool crushmode = false, bool hereticlower = false);
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}
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class Ceiling : Thinker native
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{
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enum ECeiling
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{
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ceilLowerByValue,
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ceilRaiseByValue,
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ceilMoveToValue,
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ceilLowerToHighestFloor,
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ceilLowerInstant,
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ceilRaiseInstant,
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ceilCrushAndRaise,
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ceilLowerAndCrush,
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ceil_placeholder,
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ceilCrushRaiseAndStay,
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ceilRaiseToNearest,
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ceilLowerToLowest,
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ceilLowerToFloor,
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// The following are only used by Generic_Ceiling
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ceilRaiseToHighest,
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ceilLowerToHighest,
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ceilRaiseToLowest,
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ceilLowerToNearest,
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ceilRaiseToHighestFloor,
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ceilRaiseToFloor,
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ceilRaiseByTexture,
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ceilLowerByTexture,
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genCeilingChg0,
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genCeilingChgT,
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genCeilingChg
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}
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enum ECrushMode
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{
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crushDoom = 0,
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crushHexen = 1,
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crushSlowdown = 2
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}
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native bool CreateCeiling(sector sec, int type, line ln, double speed, double speed2, double height = 0, int crush = -1, int silent = 0, int change = 0, int crushmode = crushDoom);
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}
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struct LookExParams
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{
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double Fov;
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double minDist;
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double maxDist;
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double maxHeardist;
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int flags;
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State seestate;
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};
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