- updated CoreActor’s script exports.

This commit is contained in:
Christoph Oelckers 2022-10-11 17:55:27 +02:00
parent 5a045a6232
commit 5f50ee5204
2 changed files with 9 additions and 9 deletions

View file

@ -488,13 +488,12 @@ double DCoreActor::GetOffsetAndHeight(double& height)
return zofs - tileTopOffset(spr.picnum) * yscale;
}
DEFINE_FIELD_NAMED(DCoreActor, spr.sectp, sector)
DEFINE_FIELD_NAMED(DCoreActor, spr.sectp, sectp)
DEFINE_FIELD_NAMED(DCoreActor, spr.cstat, cstat)
DEFINE_FIELD_NAMED(DCoreActor, spr.cstat2, cstat2)
DEFINE_FIELD_NAMED(DCoreActor, spr.picnum, picnum)
DEFINE_FIELD_NAMED(DCoreActor, spr.statnum, statnum)
//DEFINE_FIELD_NAMED(DCoreActor, spr.angle, angle)
DEFINE_FIELD_NAMED(DCoreActor, spr.intangle, intangle)
DEFINE_FIELD_NAMED(DCoreActor, spr.pos, pos)
DEFINE_FIELD_NAMED(DCoreActor, spr.xint, xint)
DEFINE_FIELD_NAMED(DCoreActor, spr.yint, yint)
@ -513,13 +512,14 @@ DEFINE_FIELD_NAMED(DCoreActor, spr.blend, blend)
DEFINE_FIELD_NAMED(DCoreActor, spr.scale, scale)
DEFINE_FIELD_NAMED(DCoreActor, spr.xoffset, xoffset)
DEFINE_FIELD_NAMED(DCoreActor, spr.yoffset, yoffset)
DEFINE_FIELD_NAMED(DCoreActor, spr.intowner, owner)
DEFINE_FIELD_NAMED(DCoreActor, spr.intowner, intowner)
DEFINE_FIELD_NAMED(DCoreActor, sprext.mdanimtims, mdanimtims)
DEFINE_FIELD_NAMED(DCoreActor, sprext.mdanimcur, mdanimcur)
DEFINE_FIELD_NAMED(DCoreActor, sprext.renderflags, renderflags)
DEFINE_FIELD_NAMED(DCoreActor, sprext.alpha, alpha)
DEFINE_FIELD_NAMED(DCoreActor, time, spawnindex)
DEFINE_FIELD_NAMED(DCoreActor, spritesetindex, spritesetpic)
DEFINE_FIELD_NAMED(DCoreActor, spr.angle, angle)
void coreactor_setpos(DCoreActor* self, double x, double y, double z, int relink)
{

View file

@ -1,13 +1,13 @@
class CoreActor native
{
//native readonly sectortype sectp;
native readonly sectortype sectp;
native int16 cstat;
//native int16 picnum; // access is disabled to allow later refactoring.
native readonly Vector3 pos;
native readonly int16 statnum;
//native int16 ang;
native int16 intangle;
native int16 xint;
native int16 yint;
native int16 inittype; // inittype, type and flags are for Blood.
@ -23,7 +23,7 @@ class CoreActor native
native Vector2 scale;
native int8 xoffset;
native int8 yoffset;
native int16 owner;
native int16 intowner;
native uint16 cstat2;
native uint mdanimtims;
@ -31,8 +31,8 @@ class CoreActor native
native uint8 renderflags;
native float alpha;
native double clipdist;
native double angle;
native readonly sectortype sector;
native readonly int16 spritesetpic;
native readonly int spawnindex;