raze/source/games/sw/src/swactor.h

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#pragma once
// included by game.h
BEGIN_SW_NS
class DSWActor : public DCoreActor
{
DECLARE_CLASS(DSWActor, DCoreActor)
HAS_OBJECT_POINTERS
public:
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bool hasUser;
USER user;
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walltype* tempwall; // transient, to replace a hack using a 16 bit sprite field.
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TObjPtr<DSWActor*> ownerActor;
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DSWActor() = default;
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bool hasU() { return hasUser; }
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void allocUser()
{
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hasUser = true;
}
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void clearUser()
{
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hasUser = false;
user.Clear();
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}
void Serialize(FSerializer& arc) override;
};
inline void UpdateChangeXY(DSWActor* actor)
{
actor->user.change.XY() = actor->spr.Angles.Yaw.ToVector() * actor->vel.X;
}
inline void UpdateChange(DSWActor* actor, double zfactor = 1.0)
{
UpdateChangeXY(actor);
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actor->user.change.Z = actor->vel.Z * zfactor;
}
// subclassed to add a game specific actor() method
// Iterator wrappers that return an actor pointer, not an index.
using SWStatIterator = TStatIterator<DSWActor>;
using SWSectIterator = TSectIterator<DSWActor>;
using SWSpriteIterator = TSpriteIterator<DSWActor>;
END_SW_NS