2022-01-25 23:57:52 +00:00
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BEGIN_DUKE_NS
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//---------------------------------------------------------------------------
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//
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// global exports
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//
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//---------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(_Duke, GetViewPlayer)
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{
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ACTION_RETURN_POINTER(&ps[screenpeek]);
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}
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DEFINE_ACTION_FUNCTION(_Duke, MaxPlayerHealth)
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{
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ACTION_RETURN_INT(gs.max_player_health);
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}
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DEFINE_ACTION_FUNCTION(_Duke, MaxAmmoAmount)
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{
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PARAM_PROLOGUE;
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PARAM_INT(weap);
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int max = weap < 0 || weap >= MAX_WEAPONS ? 0 : gs.max_ammo_amount[weap];
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ACTION_RETURN_INT(max);
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}
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void S_PlaySpecialMusic(unsigned int m);
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DEFINE_ACTION_FUNCTION_NATIVE(_Duke, PlaySpecialMusic, S_PlaySpecialMusic)
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{
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PARAM_PROLOGUE;
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PARAM_INT(song);
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S_PlaySpecialMusic(song);
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return 0;
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}
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static int PlaySound(int num, int chan, int flags, double vol)
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{
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return S_PlaySound(num, chan, EChanFlags::FromInt(flags), float(vol));
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}
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DEFINE_ACTION_FUNCTION_NATIVE(_Duke, PlaySound, PlaySound)
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{
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PARAM_PROLOGUE;
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PARAM_INT(snd);
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PARAM_INT(chan);
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PARAM_INT(flags);
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PARAM_FLOAT(vol);
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ACTION_RETURN_INT(PlaySound(snd, chan, flags, vol));
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}
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static void StopSound(int num)
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{
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S_StopSound(num);
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}
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DEFINE_ACTION_FUNCTION_NATIVE(_Duke, StopSound, StopSound)
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{
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PARAM_PROLOGUE;
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PARAM_INT(snd);
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StopSound(snd);
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return 0;
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}
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DEFINE_ACTION_FUNCTION_NATIVE(_Duke, CheckSoundPlaying, S_CheckSoundPlaying)
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{
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PARAM_PROLOGUE;
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PARAM_INT(snd);
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ACTION_RETURN_INT(S_CheckSoundPlaying(snd));
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}
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2022-02-20 23:19:26 +00:00
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player_struct* duke_checkcursectnums(sectortype* sector)
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{
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if (!sector) return nullptr;
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int pp = checkcursectnums(sector);
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return pp ? &ps[pp] : nullptr;
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}
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DEFINE_ACTION_FUNCTION_NATIVE(_Duke, checkcursectnums, duke_checkcursectnums)
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{
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PARAM_PROLOGUE;
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PARAM_POINTER(sect, sectortype);
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ACTION_RETURN_POINTER(duke_checkcursectnums(sect));
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}
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2022-01-25 23:57:52 +00:00
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DEFINE_GLOBAL_UNSIZED(dlevel)
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//---------------------------------------------------------------------------
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//
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// DukeActor
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//
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//---------------------------------------------------------------------------
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DEFINE_FIELD(DDukeActor, ownerActor)
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DEFINE_FIELD(DDukeActor, hitOwnerActor)
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DEFINE_FIELD(DDukeActor, cgg)
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DEFINE_FIELD(DDukeActor, spriteextra)
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DEFINE_FIELD(DDukeActor, hitang)
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DEFINE_FIELD(DDukeActor, hitextra)
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DEFINE_FIELD(DDukeActor, movflag)
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DEFINE_FIELD(DDukeActor, tempang)
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DEFINE_FIELD(DDukeActor, timetosleep)
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DEFINE_FIELD(DDukeActor, floorz)
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DEFINE_FIELD(DDukeActor, ceilingz)
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DEFINE_FIELD(DDukeActor, saved_ammo)
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DEFINE_FIELD(DDukeActor, palvals)
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DEFINE_FIELD(DDukeActor, temp_data)
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DEFINE_FIELD(DDukeActor, temp_actor)
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DEFINE_FIELD(DDukeActor, seek_actor)
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DEFINE_FIELD(DDukeActor, flags1)
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DEFINE_FIELD(DDukeActor, flags2)
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2022-01-26 21:51:36 +00:00
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DEFINE_FIELD(DDukeActor, spritesetindex)
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2022-02-20 23:19:26 +00:00
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DEFINE_FIELD(DDukeActor, temp_walls)
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DEFINE_FIELD(DDukeActor, temp_sect)
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DEFINE_FIELD(DDukeActor, actorstayput)
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2022-01-26 21:51:36 +00:00
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static void setSpritesetImage(DDukeActor* self, unsigned int index)
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{
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auto& spriteset = static_cast<PClassActor*>(self->GetClass())->ActorInfo()->SpriteSet;
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if (index >= spriteset.Size())
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{
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ThrowAbortException(X_ARRAY_OUT_OF_BOUNDS, "Bad sprite set index %d (max. allowed is %d", index, spriteset.Size() - 1);
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}
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self->spritesetindex = index;
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self->spr.picnum = spriteset[index];
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, SetSpritesetImage, setSpritesetImage)
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{
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PARAM_SELF_PROLOGUE(DDukeActor);
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PARAM_UINT(index);
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setSpritesetImage(self, index);
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return 0;
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}
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2022-01-25 23:57:52 +00:00
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2022-02-20 23:19:26 +00:00
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DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, getglobalz, getglobalz)
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{
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PARAM_SELF_PROLOGUE(DDukeActor);
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getglobalz(self);
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return 0;
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}
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player_struct* DukeActor_findplayer(DDukeActor* self)
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{
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int a;
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return &ps[findplayer(self, &a)];
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, findplayer, DukeActor_findplayer)
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{
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PARAM_SELF_PROLOGUE(DDukeActor);
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ACTION_RETURN_POINTER(DukeActor_findplayer(self));
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}
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int DukeActor_ifhitbyweapon(DDukeActor* self)
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{
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return fi.ifhitbyweapon(self);
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, ifhitbyweapon, DukeActor_ifhitbyweapon)
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{
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PARAM_SELF_PROLOGUE(DDukeActor);
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ACTION_RETURN_INT(DukeActor_ifhitbyweapon(self));
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, domove, ssp)
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{
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PARAM_SELF_PROLOGUE(DDukeActor);
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PARAM_INT(clipmask);
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ACTION_RETURN_INT(ssp(self, clipmask));
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}
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int DukeActor_PlayActorSound(DDukeActor* self, int snd)
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{
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return S_PlayActorSound(snd, self);
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, PlayActorSound, DukeActor_PlayActorSound)
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{
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PARAM_SELF_PROLOGUE(DDukeActor);
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PARAM_INT(snd);
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ACTION_RETURN_INT(DukeActor_PlayActorSound(self, snd));
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}
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2022-01-25 23:57:52 +00:00
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//---------------------------------------------------------------------------
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//
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// DukePlayer
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//
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//---------------------------------------------------------------------------
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DEFINE_FIELD_X(DukePlayer, player_struct, gotweapon)
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DEFINE_FIELD_X(DukePlayer, player_struct, pals)
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DEFINE_FIELD_X(DukePlayer, player_struct, weapon_sway)
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DEFINE_FIELD_X(DukePlayer, player_struct, oweapon_sway)
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DEFINE_FIELD_X(DukePlayer, player_struct, weapon_pos)
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DEFINE_FIELD_X(DukePlayer, player_struct, kickback_pic)
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DEFINE_FIELD_X(DukePlayer, player_struct, random_club_frame)
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DEFINE_FIELD_X(DukePlayer, player_struct, oweapon_pos)
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DEFINE_FIELD_X(DukePlayer, player_struct, okickback_pic)
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DEFINE_FIELD_X(DukePlayer, player_struct, orandom_club_frame)
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DEFINE_FIELD_X(DukePlayer, player_struct, hard_landing)
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DEFINE_FIELD_X(DukePlayer, player_struct, ohard_landing)
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DEFINE_FIELD_X(DukePlayer, player_struct, psectlotag)
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//DEFINE_FIELD_X(DukePlayer, player_struct, exitx)
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//DEFINE_FIELD_X(DukePlayer, player_struct, exity)
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//DEFINE_FIELD_X(DukePlayer, player_struct, loogiex)
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//DEFINE_FIELD_X(DukePlayer, player_struct, loogiey)
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DEFINE_FIELD_X(DukePlayer, player_struct, numloogs)
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DEFINE_FIELD_X(DukePlayer, player_struct, loogcnt)
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DEFINE_FIELD_X(DukePlayer, player_struct, invdisptime)
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//DEFINE_FIELD_X(DukePlayer, player_struct, bobposx)
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//DEFINE_FIELD_X(DukePlayer, player_struct, bobposy)
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//DEFINE_FIELD_X(DukePlayer, player_struct, oposx)
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//DEFINE_FIELD_X(DukePlayer, player_struct, oposy)
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//DEFINE_FIELD_X(DukePlayer, player_struct, oposz)
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DEFINE_FIELD_X(DukePlayer, player_struct, pyoff)
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DEFINE_FIELD_X(DukePlayer, player_struct, opyoff)
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//DEFINE_FIELD_X(DukePlayer, player_struct, posxv)
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//DEFINE_FIELD_X(DukePlayer, player_struct, posyv)
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//DEFINE_FIELD_X(DukePlayer, player_struct, poszv)
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DEFINE_FIELD_X(DukePlayer, player_struct, last_pissed_time)
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2022-02-04 16:36:38 +00:00
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//DEFINE_FIELD_X(DukePlayer, player_struct, truefz)
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//DEFINE_FIELD_X(DukePlayer, player_struct, truecz)
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2022-01-25 23:57:52 +00:00
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DEFINE_FIELD_X(DukePlayer, player_struct, player_par)
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DEFINE_FIELD_X(DukePlayer, player_struct, visibility)
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DEFINE_FIELD_X(DukePlayer, player_struct, bobcounter)
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DEFINE_FIELD_X(DukePlayer, player_struct, randomflamex)
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DEFINE_FIELD_X(DukePlayer, player_struct, crack_time)
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DEFINE_FIELD_X(DukePlayer, player_struct, aim_mode)
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DEFINE_FIELD_X(DukePlayer, player_struct, ftt)
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DEFINE_FIELD_X(DukePlayer, player_struct, cursector)
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DEFINE_FIELD_X(DukePlayer, player_struct, last_extra)
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DEFINE_FIELD_X(DukePlayer, player_struct, subweapon)
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DEFINE_FIELD_X(DukePlayer, player_struct, ammo_amount)
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DEFINE_FIELD_X(DukePlayer, player_struct, frag)
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DEFINE_FIELD_X(DukePlayer, player_struct, fraggedself)
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DEFINE_FIELD_X(DukePlayer, player_struct, curr_weapon)
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DEFINE_FIELD_X(DukePlayer, player_struct, last_weapon)
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DEFINE_FIELD_X(DukePlayer, player_struct, tipincs)
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DEFINE_FIELD_X(DukePlayer, player_struct, wantweaponfire)
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DEFINE_FIELD_X(DukePlayer, player_struct, holoduke_amount)
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DEFINE_FIELD_X(DukePlayer, player_struct, hurt_delay)
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DEFINE_FIELD_X(DukePlayer, player_struct, hbomb_hold_delay)
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DEFINE_FIELD_X(DukePlayer, player_struct, jumping_counter)
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DEFINE_FIELD_X(DukePlayer, player_struct, airleft)
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DEFINE_FIELD_X(DukePlayer, player_struct, knee_incs)
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DEFINE_FIELD_X(DukePlayer, player_struct, access_incs)
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DEFINE_FIELD_X(DukePlayer, player_struct, ftq)
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DEFINE_FIELD_X(DukePlayer, player_struct, access_wall)
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DEFINE_FIELD_X(DukePlayer, player_struct, got_access)
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DEFINE_FIELD_X(DukePlayer, player_struct, weapon_ang)
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DEFINE_FIELD_X(DukePlayer, player_struct, firstaid_amount)
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DEFINE_FIELD_X(DukePlayer, player_struct, actor)
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DEFINE_FIELD_X(DukePlayer, player_struct, one_parallax_sectnum)
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DEFINE_FIELD_X(DukePlayer, player_struct, over_shoulder_on)
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DEFINE_FIELD_X(DukePlayer, player_struct, fist_incs)
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DEFINE_FIELD_X(DukePlayer, player_struct, cheat_phase)
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DEFINE_FIELD_X(DukePlayer, player_struct, extra_extra8)
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DEFINE_FIELD_X(DukePlayer, player_struct, quick_kick)
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DEFINE_FIELD_X(DukePlayer, player_struct, last_quick_kick)
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DEFINE_FIELD_X(DukePlayer, player_struct, heat_amount)
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DEFINE_FIELD_X(DukePlayer, player_struct, timebeforeexit)
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DEFINE_FIELD_X(DukePlayer, player_struct, customexitsound)
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DEFINE_FIELD_X(DukePlayer, player_struct, weaprecs)
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DEFINE_FIELD_X(DukePlayer, player_struct, weapreccnt)
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DEFINE_FIELD_X(DukePlayer, player_struct, interface_toggle_flag)
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DEFINE_FIELD_X(DukePlayer, player_struct, dead_flag)
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DEFINE_FIELD_X(DukePlayer, player_struct, show_empty_weapon)
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DEFINE_FIELD_X(DukePlayer, player_struct, scuba_amount)
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DEFINE_FIELD_X(DukePlayer, player_struct, jetpack_amount)
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DEFINE_FIELD_X(DukePlayer, player_struct, steroids_amount)
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DEFINE_FIELD_X(DukePlayer, player_struct, shield_amount)
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DEFINE_FIELD_X(DukePlayer, player_struct, pycount)
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DEFINE_FIELD_X(DukePlayer, player_struct, frag_ps)
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DEFINE_FIELD_X(DukePlayer, player_struct, transporter_hold)
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DEFINE_FIELD_X(DukePlayer, player_struct, last_full_weapon)
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DEFINE_FIELD_X(DukePlayer, player_struct, footprintshade)
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DEFINE_FIELD_X(DukePlayer, player_struct, boot_amount)
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DEFINE_FIELD_X(DukePlayer, player_struct, on_warping_sector)
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DEFINE_FIELD_X(DukePlayer, player_struct, footprintcount)
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DEFINE_FIELD_X(DukePlayer, player_struct, hbomb_on)
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DEFINE_FIELD_X(DukePlayer, player_struct, jumping_toggle)
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DEFINE_FIELD_X(DukePlayer, player_struct, rapid_fire_hold)
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DEFINE_FIELD_X(DukePlayer, player_struct, on_ground)
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DEFINE_FIELD_X(DukePlayer, player_struct, inven_icon)
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DEFINE_FIELD_X(DukePlayer, player_struct, buttonpalette)
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DEFINE_FIELD_X(DukePlayer, player_struct, jetpack_on)
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DEFINE_FIELD_X(DukePlayer, player_struct, spritebridge)
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DEFINE_FIELD_X(DukePlayer, player_struct, lastrandomspot)
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DEFINE_FIELD_X(DukePlayer, player_struct, scuba_on)
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DEFINE_FIELD_X(DukePlayer, player_struct, footprintpal)
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DEFINE_FIELD_X(DukePlayer, player_struct, heat_on)
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DEFINE_FIELD_X(DukePlayer, player_struct, holster_weapon)
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DEFINE_FIELD_X(DukePlayer, player_struct, falling_counter)
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DEFINE_FIELD_X(DukePlayer, player_struct, refresh_inventory)
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DEFINE_FIELD_X(DukePlayer, player_struct, toggle_key_flag)
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DEFINE_FIELD_X(DukePlayer, player_struct, knuckle_incs)
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DEFINE_FIELD_X(DukePlayer, player_struct, walking_snd_toggle)
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DEFINE_FIELD_X(DukePlayer, player_struct, palookup)
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DEFINE_FIELD_X(DukePlayer, player_struct, quick_kick_msg)
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DEFINE_FIELD_X(DukePlayer, player_struct, max_secret_rooms)
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DEFINE_FIELD_X(DukePlayer, player_struct, secret_rooms)
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DEFINE_FIELD_X(DukePlayer, player_struct, max_actors_killed)
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DEFINE_FIELD_X(DukePlayer, player_struct, actors_killed)
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DEFINE_FIELD_X(DukePlayer, player_struct, resurrected)
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DEFINE_FIELD_X(DukePlayer, player_struct, stairs)
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DEFINE_FIELD_X(DukePlayer, player_struct, detonate_count)
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//DEFINE_FIELD_X(DukePlayer, player_struct, noise.X)
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//DEFINE_FIELD_X(DukePlayer, player_struct, noise.Y)
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DEFINE_FIELD_X(DukePlayer, player_struct, noise_radius)
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DEFINE_FIELD_X(DukePlayer, player_struct, drink_timer)
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DEFINE_FIELD_X(DukePlayer, player_struct, eat_timer)
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DEFINE_FIELD_X(DukePlayer, player_struct, SlotWin)
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DEFINE_FIELD_X(DukePlayer, player_struct, recoil)
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DEFINE_FIELD_X(DukePlayer, player_struct, detonate_time)
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DEFINE_FIELD_X(DukePlayer, player_struct, yehaa_timer)
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DEFINE_FIELD_X(DukePlayer, player_struct, drink_amt)
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DEFINE_FIELD_X(DukePlayer, player_struct, eat)
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DEFINE_FIELD_X(DukePlayer, player_struct, drunkang)
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DEFINE_FIELD_X(DukePlayer, player_struct, eatang)
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DEFINE_FIELD_X(DukePlayer, player_struct, shotgun_state)
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DEFINE_FIELD_X(DukePlayer, player_struct, donoise)
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DEFINE_FIELD_X(DukePlayer, player_struct, keys)
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DEFINE_FIELD_X(DukePlayer, player_struct, drug_aspect)
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DEFINE_FIELD_X(DukePlayer, player_struct, drug_timer)
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DEFINE_FIELD_X(DukePlayer, player_struct, SeaSick)
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DEFINE_FIELD_X(DukePlayer, player_struct, MamaEnd)
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DEFINE_FIELD_X(DukePlayer, player_struct, moto_drink)
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DEFINE_FIELD_X(DukePlayer, player_struct, TiltStatus)
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DEFINE_FIELD_X(DukePlayer, player_struct, oTiltStatus)
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DEFINE_FIELD_X(DukePlayer, player_struct, VBumpNow)
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DEFINE_FIELD_X(DukePlayer, player_struct, VBumpTarget)
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DEFINE_FIELD_X(DukePlayer, player_struct, TurbCount)
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DEFINE_FIELD_X(DukePlayer, player_struct, drug_stat)
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DEFINE_FIELD_X(DukePlayer, player_struct, DrugMode)
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DEFINE_FIELD_X(DukePlayer, player_struct, lotag800kill)
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DEFINE_FIELD_X(DukePlayer, player_struct, sea_sick_stat)
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DEFINE_FIELD_X(DukePlayer, player_struct, hurt_delay2)
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DEFINE_FIELD_X(DukePlayer, player_struct, nocheat)
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DEFINE_FIELD_X(DukePlayer, player_struct, OnMotorcycle)
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DEFINE_FIELD_X(DukePlayer, player_struct, OnBoat)
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DEFINE_FIELD_X(DukePlayer, player_struct, moto_underwater)
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DEFINE_FIELD_X(DukePlayer, player_struct, NotOnWater)
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DEFINE_FIELD_X(DukePlayer, player_struct, MotoOnGround)
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DEFINE_FIELD_X(DukePlayer, player_struct, moto_do_bump)
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DEFINE_FIELD_X(DukePlayer, player_struct, moto_bump_fast)
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DEFINE_FIELD_X(DukePlayer, player_struct, moto_on_oil)
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DEFINE_FIELD_X(DukePlayer, player_struct, moto_on_mud)
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|
|
DEFINE_FIELD_X(DukePlayer, player_struct, vehForwardScale)
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|
|
DEFINE_FIELD_X(DukePlayer, player_struct, vehReverseScale)
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|
|
DEFINE_FIELD_X(DukePlayer, player_struct, MotoSpeed)
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|
|
DEFINE_FIELD_X(DukePlayer, player_struct, vehTurnLeft)
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|
|
DEFINE_FIELD_X(DukePlayer, player_struct, vehTurnRight)
|
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|
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DEFINE_FIELD_X(DukePlayer, player_struct, vehBraking)
|
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|
|
DEFINE_FIELD_X(DukePlayer, player_struct, holoduke_on)
|
2022-02-20 23:19:26 +00:00
|
|
|
DEFINE_FIELD_X(DukePlayer, player_struct, actorsqu)
|
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|
|
DEFINE_FIELD_X(DukePlayer, player_struct, wackedbyactor)
|
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|
|
DEFINE_FIELD_X(DukePlayer, player_struct, on_crane)
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|
|
DEFINE_FIELD_X(DukePlayer, player_struct, somethingonplayer)
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|
|
DEFINE_FIELD_X(DukePlayer, player_struct, access_spritenum)
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|
|
|
DEFINE_FIELD_X(DukePlayer, player_struct, dummyplayersprite)
|
|
|
|
DEFINE_FIELD_X(DukePlayer, player_struct, newOwner)
|
2022-01-25 23:57:52 +00:00
|
|
|
|
|
|
|
DEFINE_ACTION_FUNCTION(_DukePlayer, IsFrozen)
|
|
|
|
{
|
|
|
|
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
|
|
|
ACTION_RETURN_BOOL(self->GetActor()->spr.pal == 1 && self->last_extra < 2);
|
|
|
|
}
|
|
|
|
|
|
|
|
DEFINE_ACTION_FUNCTION(_DukePlayer, GetGameVar)
|
|
|
|
{
|
|
|
|
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
|
|
|
PARAM_STRING(name);
|
|
|
|
PARAM_INT(def);
|
|
|
|
ACTION_RETURN_INT(GetGameVar(name, def, self->GetActor(), self->GetPlayerNum()).safeValue());
|
|
|
|
}
|
|
|
|
|
2022-02-20 23:19:26 +00:00
|
|
|
DEFINE_ACTION_FUNCTION(_DukePlayer, angleAsBuild)
|
|
|
|
{
|
|
|
|
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
|
|
|
ACTION_RETURN_INT(self->angle.ang.asbuild());
|
|
|
|
}
|
|
|
|
|
|
|
|
void dukeplayer_backuppos(player_struct* self)
|
|
|
|
{
|
|
|
|
self->backuppos();
|
|
|
|
}
|
|
|
|
|
|
|
|
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, backuppos, dukeplayer_backuppos)
|
|
|
|
{
|
|
|
|
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
|
|
|
dukeplayer_backuppos(self);
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void dukeplayer_setpos(player_struct* self, double x, double y, double z)
|
|
|
|
{
|
|
|
|
self->pos.X = int(x * worldtoint);
|
|
|
|
self->pos.Y = int(y * worldtoint);
|
|
|
|
self->pos.Z = int(z * zworldtoint);
|
|
|
|
}
|
|
|
|
|
|
|
|
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, setpos, dukeplayer_setpos)
|
|
|
|
{
|
|
|
|
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
|
|
|
|
PARAM_FLOAT(x);
|
|
|
|
PARAM_FLOAT(y);
|
|
|
|
PARAM_FLOAT(z);
|
|
|
|
dukeplayer_setpos(self, x, y, z);
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2022-01-25 23:57:52 +00:00
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// Class properties
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
DEFINE_PROPERTY(spriteset, Ssssssssssssssssssss, DukeActor)
|
|
|
|
{
|
|
|
|
for (int i = 0; i < PROP_PARM_COUNT; ++i)
|
|
|
|
{
|
|
|
|
PROP_STRING_PARM(n, i);
|
|
|
|
bag.Info->ActorInfo()->SpriteSet.Push(TileFiles.tileForName(n));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2022-02-04 16:36:38 +00:00
|
|
|
END_DUKE_NS
|