mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 15:22:16 +00:00
653 lines
19 KiB
Text
653 lines
19 KiB
Text
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 int GameType();
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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 void C_MidPrint(string fontname, string textlabel, bool bold = false); // always uses the stringtable.
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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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/*virtual*/ native void Destroy();
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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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// 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);
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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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}
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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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}
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struct F3DFloor native
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{
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}
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struct Vertex native
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{
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native readonly Vector2 p;
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}
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struct Line native
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{
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enum ELineFlags
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{
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ML_BLOCKING =0x00000001, // solid, is an obstacle
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ML_BLOCKMONSTERS =0x00000002, // blocks monsters only
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ML_TWOSIDED =0x00000004, // backside will not be present at all if not two sided
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ML_DONTPEGTOP = 0x00000008, // upper texture unpegged
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ML_DONTPEGBOTTOM = 0x00000010, // lower texture unpegged
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ML_SECRET = 0x00000020, // don't map as two sided: IT'S A SECRET!
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ML_SOUNDBLOCK = 0x00000040, // don't let sound cross two of these
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ML_DONTDRAW = 0x00000080, // don't draw on the automap
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ML_MAPPED = 0x00000100, // set if already drawn in automap
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ML_REPEAT_SPECIAL = 0x00000200, // special is repeatable
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ML_ADDTRANS = 0x00000400, // additive translucency (can only be set internally)
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// Extended flags
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ML_MONSTERSCANACTIVATE = 0x00002000, // [RH] Monsters (as well as players) can activate the line
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ML_BLOCK_PLAYERS = 0x00004000,
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ML_BLOCKEVERYTHING = 0x00008000, // [RH] Line blocks everything
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ML_ZONEBOUNDARY = 0x00010000,
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ML_RAILING = 0x00020000,
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ML_BLOCK_FLOATERS = 0x00040000,
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ML_CLIP_MIDTEX = 0x00080000, // Automatic for every Strife line
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ML_WRAP_MIDTEX = 0x00100000,
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ML_3DMIDTEX = 0x00200000,
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ML_CHECKSWITCHRANGE = 0x00400000,
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ML_FIRSTSIDEONLY = 0x00800000, // activated only when crossed from front side
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ML_BLOCKPROJECTILE = 0x01000000,
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ML_BLOCKUSE = 0x02000000, // blocks all use actions through this line
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ML_BLOCKSIGHT = 0x04000000, // blocks monster line of sight
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ML_BLOCKHITSCAN = 0x08000000, // blocks hitscan attacks
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ML_3DMIDTEX_IMPASS = 0x10000000, // [TP] if 3D midtex, behaves like a height-restricted ML_BLOCKING
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};
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native readonly vertex v1, v2; // vertices, from v1 to v2
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native readonly Vector2 delta; // precalculated v2 - v1 for side checking
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native uint flags;
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native uint activation; // activation type
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native int special;
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native int args[5]; // <--- hexen-style arguments (expanded to ZDoom's full width)
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native double alpha; // <--- translucency (0=invisibile, FRACUNIT=opaque)
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//native Side sidedef[2];
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native readonly double bbox[4]; // bounding box, for the extent of the LineDef.
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native readonly Sector frontsector, backsector;
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native int validcount; // if == validcount, already checked
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native int locknumber; // [Dusk] lock number for special
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native readonly uint portalindex;
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native readonly uint portaltransferred;
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native bool isLinePortal();
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native bool isVisualPortal();
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native Line getPortalDestination();
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native int getPortalAlignment();
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native int Index();
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}
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struct SecPlane native
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{
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native Vector3 Normal;
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native double D;
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native double negiC;
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native bool isSlope();
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native int PointOnSide(Vector3 pos);
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native double ZatPoint (Vector2 v);
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native double ZatPointDist(Vector2 v, double dist);
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native bool isEqual(Secplane other);
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native void ChangeHeight(double hdiff);
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native double GetChangedHeight(double hdiff);
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native double HeightDiff(double oldd, double newd = 0.0);
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native double PointToDist(Vector2 xy, double z);
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}
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// This encapsulates all info Doom's original 'special' field contained - for saving and transferring.
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struct SecSpecial
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{
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Name damagetype;
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int damageamount;
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short special;
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short damageinterval;
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short leakydamage;
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int Flags;
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}
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struct Sector native
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{
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//secplane_t floorplane, ceilingplane; // defined internally
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//FDynamicColormap *ColorMap;
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native Actor SoundTarget;
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native int16 special;
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native int16 lightlevel;
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native int16 seqType;
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native int sky;
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native Name SeqName;
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native readonly Vector2 centerspot;
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native int validcount;
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native Actor thinglist;
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native double friction, movefactor;
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native int terrainnum[2];
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// thinker_t for reversable actions
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//SectorEffect floordata;
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//SectorEffect ceilingdata;
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//SectorEffect lightingdata;
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enum EInterpolationType
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{
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CeilingMove,
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FloorMove,
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CeilingScroll,
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FloorScroll
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};
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//Interpolation interpolations[4];
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native uint8 soundtraversed;
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native int8 stairlock;
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native int prevsec;
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native int nextsec;
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//TStaticPointedArray<line_t *> Lines; // this is defined internally to avoid exposing some overly complicated type to the parser
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native readonly Sector heightsec;
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native uint bottommap, midmap, topmap;
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//struct msecnode_t *touching_thinglist;
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//struct msecnode_t *sectorportal_thinglist;
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native double gravity;
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native Name damagetype;
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native int damageamount;
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native int16 damageinterval;
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native int16 leakydamage;
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native uint16 ZoneNumber;
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enum ESectorMoreFlags
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{
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SECMF_FAKEFLOORONLY = 2, // when used as heightsec in R_FakeFlat, only copies floor
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SECMF_CLIPFAKEPLANES = 4, // as a heightsec, clip planes to target sector's planes
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SECMF_NOFAKELIGHT = 8, // heightsec does not change lighting
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SECMF_IGNOREHEIGHTSEC= 16, // heightsec is only for triggering sector actions
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SECMF_UNDERWATER = 32, // sector is underwater
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SECMF_FORCEDUNDERWATER= 64, // sector is forced to be underwater
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SECMF_UNDERWATERMASK = 32+64,
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SECMF_DRAWN = 128, // sector has been drawn at least once
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SECMF_HIDDEN = 256, // Do not draw on textured automap
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}
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native uint16 MoreFlags;
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enum ESectorFlags
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{
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SECF_SILENT = 1, // actors in sector make no noise
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SECF_NOFALLINGDAMAGE= 2, // No falling damage in this sector
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SECF_FLOORDROP = 4, // all actors standing on this floor will remain on it when it lowers very fast.
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SECF_NORESPAWN = 8, // players can not respawn in this sector
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SECF_FRICTION = 16, // sector has friction enabled
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SECF_PUSH = 32, // pushers enabled
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SECF_SILENTMOVE = 64, // Sector movement makes mo sound (Eternity got this so this may be useful for an extended cross-port standard.)
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SECF_DMGTERRAINFX = 128, // spawns terrain splash when inflicting damage
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SECF_ENDGODMODE = 256, // getting damaged by this sector ends god mode
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SECF_ENDLEVEL = 512, // ends level when health goes below 10
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SECF_HAZARD = 1024, // Change to Strife's delayed damage handling.
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SECF_WASSECRET = 1 << 30, // a secret that was discovered
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SECF_SECRET = 1 << 31, // a secret sector
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SECF_DAMAGEFLAGS = SECF_ENDGODMODE|SECF_ENDLEVEL|SECF_DMGTERRAINFX|SECF_HAZARD,
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SECF_NOMODIFY = SECF_SECRET|SECF_WASSECRET, // not modifiable by Sector_ChangeFlags
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SECF_SPECIALFLAGS = SECF_DAMAGEFLAGS|SECF_FRICTION|SECF_PUSH, // these flags originate from 'special and must be transferrable by floor thinkers
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}
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enum EMoveResult
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{
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MOVE_OK,
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MOVE_CRUSHED,
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MOVE_PASTDEST
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};
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native uint Flags;
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native SectorAction SecActTarget;
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native readonly uint Portals[2];
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native readonly int PortalGroup;
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native readonly int sectornum;
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native int Index();
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native double, Sector, F3DFloor NextHighestCeilingAt(double x, double y, double bottomz, double topz, int flags = 0);
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native double, Sector, F3DFloor NextLowestFloorAt(double x, double y, double z, int flags = 0, double steph = 0);
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native void RemoveForceField();
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native static Sector PointInSector(Vector2 pt);
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native void SetColor(color c, int desat = 0);
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native void SetFade(color c);
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native bool PlaneMoving(int pos);
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native int GetFloorLight();
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native int GetCeilingLight();
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native Sector GetHeightSec();
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native void TransferSpecial(Sector model);
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native void GetSpecial(out SecSpecial spec);
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native void SetSpecial( SecSpecial spec);
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native int GetTerrain(int pos);
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native void CheckPortalPlane(int plane);
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native double, Sector HighestCeilingAt(Vector2 a);
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native double, Sector LowestFloorAt(Vector2 a);
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native double, double GetFriction(int plane);
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native void SetXOffset(int pos, double o);
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native void AddXOffset(int pos, double o);
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native double GetXOffset(int pos);
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native void SetYOffset(int pos, double o);
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native void AddYOffset(int pos, double o);
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native double GetYOffset(int pos, bool addbase = true);
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native void SetXScale(int pos, double o);
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native double GetXScale(int pos);
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native void SetYScale(int pos, double o);
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native double GetYScale(int pos);
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native void SetAngle(int pos, double o);
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native double GetAngle(int pos, bool addbase = true);
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native void SetBase(int pos, double y, double o);
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native void SetAlpha(int pos, double o);
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native double GetAlpha(int pos);
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native int GetFlags(int pos);
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native int GetVisFlags(int pos);
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native void ChangeFlags(int pos, int And, int Or);
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native int GetPlaneLight(int pos);
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native void SetPlaneLight(int pos, int level);
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native TextureID GetTexture(int pos);
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native void SetTexture(int pos, TextureID tex, bool floorclip = true);
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native double GetPlaneTexZ(int pos);
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native void SetPlaneTexZ(int pos, double val, bool dirtify = false); // This mainly gets used by init code. The only place where it must set the vertex to dirty is the interpolation code.
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native void ChangeLightLevel(int newval);
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native void SetLightLevel(int newval);
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native int GetLightLevel();
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native void AdjustFloorClip();
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native bool IsLinked(Sector other, bool ceiling);
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native bool PortalBlocksView(int plane);
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native bool PortalBlocksSight(int plane);
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native bool PortalBlocksMovement(int plane);
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native bool PortalBlocksSound(int plane);
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native bool PortalIsLinked(int plane);
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native void ClearPortal(int plane);
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native double GetPortalPlaneZ(int plane);
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native Vector2 GetPortalDisplacement(int plane);
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native int GetPortalType(int plane);
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native int GetOppositePortalGroup(int plane);
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native double CenterFloor();
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native double CenterCeiling();
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native int MoveFloor(double speed, double dest, int crush, int direction, bool hexencrush, bool instant = false);
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native int MoveCeiling(double speed, double dest, int crush, int direction, bool hexencrush);
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native Sector NextSpecialSector(int type, Sector prev);
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native double, Vertex FindLowestFloorSurrounding();
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native double, Vertex FindHighestFloorSurrounding();
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native double, Vertex FindNextHighestFloor();
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native double, Vertex FindNextLowestFloor();
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native double, Vertex FindLowestCeilingSurrounding();
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native double, Vertex FindHighestCeilingSurrounding();
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native double, Vertex FindNextLowestCeiling();
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native double, Vertex FindNextHighestCeiling();
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native double FindShortestTextureAround();
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native double FindShortestUpperAround();
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native Sector FindModelFloorSector(double floordestheight);
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native Sector FindModelCeilingSector(double floordestheight);
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native int FindMinSurroundingLight(int max);
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native double, Vertex FindLowestCeilingPoint();
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native double, Vertex FindHighestFloorPoint();
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bool isSecret()
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{
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return !!(Flags & SECF_SECRET);
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}
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bool wasSecret()
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{
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return !!(Flags & SECF_WASSECRET);
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}
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void ClearSecret()
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{
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Flags &= ~SECF_SECRET;
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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,
|
|
ns_strifevoices,
|
|
ns_hires,
|
|
ns_voxels,
|
|
|
|
ns_specialzipdirectory,
|
|
ns_sounds,
|
|
ns_patches,
|
|
ns_graphics,
|
|
ns_music,
|
|
|
|
ns_firstskin,
|
|
}
|
|
|
|
native static int CheckNumForName(string name, int ns, int wadnum = -1, bool exact = false);
|
|
}
|
|
|
|
struct TerrainDef native
|
|
{
|
|
native Name TerrainName;
|
|
native int Splash;
|
|
native int DamageAmount;
|
|
native Name DamageMOD;
|
|
native int DamageTimeMask;
|
|
native double FootClip;
|
|
native float StepVolume;
|
|
native int WalkStepTics;
|
|
native int RunStepTics;
|
|
native Sound LeftStepSound;
|
|
native Sound RightStepSound;
|
|
native bool IsLiquid;
|
|
native bool AllowProtection;
|
|
native double Friction;
|
|
native double MoveFactor;
|
|
};
|
|
|
|
enum EPickStart
|
|
{
|
|
PPS_FORCERANDOM = 1,
|
|
PPS_NOBLOCKINGCHECK = 2,
|
|
}
|
|
|
|
// Although String is a builtin type, this is a convenient way to attach methods to it.
|
|
struct String native
|
|
{
|
|
native void Replace(String pattern, String replacement);
|
|
}
|
|
|
|
class Floor : Thinker native
|
|
{
|
|
// only here so that some constants and functions can be added. Not directly usable yet.
|
|
enum EFloor
|
|
{
|
|
floorLowerToLowest,
|
|
floorLowerToNearest,
|
|
floorLowerToHighest,
|
|
floorLowerByValue,
|
|
floorRaiseByValue,
|
|
floorRaiseToHighest,
|
|
floorRaiseToNearest,
|
|
floorRaiseAndCrush,
|
|
floorRaiseAndCrushDoom,
|
|
floorCrushStop,
|
|
floorLowerInstant,
|
|
floorRaiseInstant,
|
|
floorMoveToValue,
|
|
floorRaiseToLowestCeiling,
|
|
floorRaiseByTexture,
|
|
|
|
floorLowerAndChange,
|
|
floorRaiseAndChange,
|
|
|
|
floorRaiseToLowest,
|
|
floorRaiseToCeiling,
|
|
floorLowerToLowestCeiling,
|
|
floorLowerByTexture,
|
|
floorLowerToCeiling,
|
|
|
|
donutRaise,
|
|
|
|
buildStair,
|
|
waitStair,
|
|
resetStair,
|
|
|
|
// Not to be used as parameters to EV_DoFloor()
|
|
genFloorChg0,
|
|
genFloorChgT,
|
|
genFloorChg
|
|
};
|
|
|
|
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);
|
|
}
|
|
|
|
class Ceiling : Thinker native
|
|
{
|
|
enum ECeiling
|
|
{
|
|
ceilLowerByValue,
|
|
ceilRaiseByValue,
|
|
ceilMoveToValue,
|
|
ceilLowerToHighestFloor,
|
|
ceilLowerInstant,
|
|
ceilRaiseInstant,
|
|
ceilCrushAndRaise,
|
|
ceilLowerAndCrush,
|
|
ceil_placeholder,
|
|
ceilCrushRaiseAndStay,
|
|
ceilRaiseToNearest,
|
|
ceilLowerToLowest,
|
|
ceilLowerToFloor,
|
|
|
|
// The following are only used by Generic_Ceiling
|
|
ceilRaiseToHighest,
|
|
ceilLowerToHighest,
|
|
ceilRaiseToLowest,
|
|
ceilLowerToNearest,
|
|
ceilRaiseToHighestFloor,
|
|
ceilRaiseToFloor,
|
|
ceilRaiseByTexture,
|
|
ceilLowerByTexture,
|
|
|
|
genCeilingChg0,
|
|
genCeilingChgT,
|
|
genCeilingChg
|
|
}
|
|
|
|
enum ECrushMode
|
|
{
|
|
crushDoom = 0,
|
|
crushHexen = 1,
|
|
crushSlowdown = 2
|
|
}
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
struct LookExParams
|
|
{
|
|
double Fov;
|
|
double minDist;
|
|
double maxDist;
|
|
double maxHeardist;
|
|
int flags;
|
|
State seestate;
|
|
};
|