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https://github.com/ZDoom/qzdoom.git
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143 lines
4.3 KiB
Text
143 lines
4.3 KiB
Text
// This file contains compatibility wrappers for DECORATE functions with bad parameters or other things that were refactored since the first release.
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extend class Object
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{
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deprecated("2.4", "Use gameinfo.gametype instead") static int GameType()
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{
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return gameinfo.gametype;
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}
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deprecated("2.4", "Use Console.MidPrint() instead") static void C_MidPrint(string fontname, string textlabel, bool bold = false)
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{
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let f = Font.GetFont(fontname);
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if (f == null) return;
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Console.MidPrint(f, textlabel, bold);
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}
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}
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extend class Actor
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{
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//==========================================================================
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//
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// CheckClass
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//
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// NON-ACTION function to check a pointer's class.
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// deprecated because functionality is directly accessible.
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//
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//==========================================================================
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deprecated("3.7", "Use GetClass(), type cast, or 'is' operator instead") bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false)
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{
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let check = GetPointer(ptr_select);
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if (check == null || checkclass == null)
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{
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return false;
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}
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else if (match_superclass)
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{
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return check is checkclass;
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}
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else
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{
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return check.GetClass() == checkclass;
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}
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}
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//==========================================================================
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//
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// GetDistance
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//
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// NON-ACTION function to get the distance in double.
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// deprecated because it requires AAPTR to work.
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//
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//==========================================================================
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deprecated("3.7", "Use Actor.Distance2D() or Actor.Distance3D() instead") double GetDistance(bool checkz, int ptr = AAPTR_TARGET) const
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{
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let target = GetPointer(ptr);
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if (!target || target == self)
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{
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return 0;
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}
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else
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{
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let diff = Vec3To(target);
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if (checkz)
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diff.Z += (target.Height - self.Height) / 2;
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else
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diff.Z = 0.;
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return diff.Length();
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}
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}
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//==========================================================================
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//
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// GetAngle
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//
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// NON-ACTION function to get the angle in degrees (normalized to -180..180)
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// deprecated because it requires AAPTR to work.
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//
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//==========================================================================
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deprecated("3.7", "Use Actor.AngleTo() instead") double GetAngle(int flags, int ptr = AAPTR_TARGET)
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{
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let target = GetPointer(ptr);
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if (!target || target == self)
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{
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return 0;
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}
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else
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{
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let angto = (flags & GAF_SWITCH) ? target.AngleTo(self) : self.AngleTo(target);
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let yaw = (flags & GAF_SWITCH) ? target.Angle : self.Angle;
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if (flags & GAF_RELATIVE) angto = deltaangle(yaw, angto);
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return angto;
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}
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}
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//==========================================================================
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//
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// GetSpriteAngle
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//
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// NON-ACTION function returns the sprite angle of a pointer.
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// deprecated because direct access to the data is now possible.
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//
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//==========================================================================
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deprecated("3.7", "Use Actor.SpriteAngle instead") double GetSpriteAngle(int ptr = AAPTR_DEFAULT)
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{
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let target = GetPointer(ptr);
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return target? target.SpriteAngle : 0;
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}
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//==========================================================================
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//
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// GetSpriteRotation
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//
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// NON-ACTION function returns the sprite rotation of a pointer.
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// deprecated because direct access to the data is now possible.
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//
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//==========================================================================
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deprecated("3.7", "Use Actor.SpriteRotation instead") double GetSpriteRotation(int ptr = AAPTR_DEFAULT)
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{
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let target = GetPointer(ptr);
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return target? target.SpriteRotation : 0;
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}
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deprecated("2.3", "Use A_SpawnProjectile() instead") void A_CustomMissile(class<Actor> missiletype, double spawnheight = 32, double spawnofs_xy = 0, double angle = 0, int flags = 0, double pitch = 0, int ptr = AAPTR_TARGET)
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{
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A_SpawnProjectile(missiletype, spawnheight, spawnofs_xy, angle, flags|CMF_BADPITCH, pitch, ptr);
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}
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}
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extend class StateProvider
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{
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deprecated("2.3", "Use A_FireProjectile() instead") action void A_FireCustomMissile(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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{
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A_FireProjectile(missiletype, angle, useammo, spawnofs_xy, spawnheight, flags, -pitch);
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}
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}
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