mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-26 03:30:46 +00:00
0d82280b87
- Added dynamic dispersion for custom dude - Added dynamic attack distance for custom dude - Added dynamic damage resistance scale for custom dude - There was some refactor actions performed - Added player RX channels for triggering the players - Updates for modern types - There was added player control modern type which can do a lot things. It's still WIP - Other updates and fixes mainly related to gModernMap Note that your save games will be no longer compatible # Conflicts: # source/blood/src/actor.h # source/blood/src/aiunicult.h # source/blood/src/db.h # source/blood/src/player.h # source/blood/src/triggers.h # source/blood/src/weapon.cpp
98 lines
2.7 KiB
C
98 lines
2.7 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#pragma once
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#include "resource.h"
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BEGIN_BLD_NS
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struct SEQFRAME {
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unsigned int tile : 12;
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unsigned int at1_4 : 1; // transparent
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unsigned int at1_5 : 1; // transparent
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unsigned int at1_6 : 1; // blockable
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unsigned int at1_7 : 1; // hittable
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unsigned int at2_0 : 8; // xrepeat
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unsigned int at3_0 : 8; // yrepeat
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signed int at4_0 : 8; // shade
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unsigned int at5_0 : 5; // palette
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unsigned int at5_5 : 1; //
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unsigned int at5_6 : 1; //
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unsigned int at5_7 : 1; //
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unsigned int at6_0 : 1; //
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unsigned int at6_1 : 1; //
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unsigned int at6_2 : 1; // invisible
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unsigned int at6_3 : 1; //
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unsigned int at6_4 : 1; //
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unsigned int tile2 : 4;
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unsigned soundRange : 4; // (by NoOne) random sound range relative to global SEQ sound
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unsigned surfaceSound : 1; // (by NoOne) trigger surface sound when moving / touching
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unsigned reserved : 2;
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};
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struct Seq {
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char signature[4];
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short version;
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short nFrames; // at6
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short at8;
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short ata;
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int atc;
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SEQFRAME frames[1]; // at10
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void Preload(void);
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void Precache(void);
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};
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struct ACTIVE
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{
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unsigned char type;
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unsigned short xindex;
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};
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struct SEQINST
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{
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DICTNODE *hSeq;
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Seq *pSequence;
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int at8;
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int atc;
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short at10;
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unsigned char frameIndex;
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char at13;
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void Update(ACTIVE *pActive);
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};
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inline int seqGetTile(SEQFRAME* pFrame)
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{
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return pFrame->tile+(pFrame->tile2<<12);
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}
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int seqRegisterClient(void(*pClient)(int, int));
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void seqPrecacheId(int id);
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SEQINST * GetInstance(int a1, int a2);
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void UnlockInstance(SEQINST *pInst);
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void seqSpawn(int a1, int a2, int a3, int a4 = -1);
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void seqKill(int a1, int a2);
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void seqKillAll(void);
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int seqGetStatus(int a1, int a2);
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int seqGetID(int a1, int a2);
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void seqProcess(int a1);
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END_BLD_NS
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