enum EClipMask { CLIPMASK0 = (1 << 16) + 1, CLIPMASK1 = (256 << 16) + 64 }; enum EHitBits { kHitNone = 0, kHitSector = 0x4000, kHitWall = 0x8000, kHitSprite = 0xC000, kHitVoid = 0x10000, // SW only }; const MAXPLAYERS = 8; const MAXSTATUS = 1024; const zmaptoworld = (1. / 256.); const maptoworld = (1. / 16.); class CoreActor native { const REPEAT_SCALE = 1. / 64.; native sectortype sector; // cannot be read-only, some code calls clipmove directly on this. native int16 cstat; native Vector3 pos; native Vector3 opos; native readonly int16 statnum; native int16 intangle; native int16 xint; native int16 yint; native int16 inittype; // inittype and flags are for Blood. native int16 lotag; native int16 hitag, flags; native int16 extra; native int16 detail; native int8 shade; native uint8 pal; native uint8 intclipdist; native uint8 blend; native Vector2 scale; native int8 xoffset; native int8 yoffset; native int16 intowner; native uint16 cstat2; native uint mdanimtims; native int16 mdanimcur; native uint8 renderflags; native float alpha; native double clipdist; native double angle; native double pitch; native Vector3 vel; native double viewzoffset; native double oviewzoffset; native readonly int16 spritesetindex; native readonly int spawnindex; native void setpos(Vector3 newpos, bool relink = true); native void copypos(CoreActor newpos, bool relink = true); native void move(Vector3 newpos, bool relink = true); native void backuppos(); native void setPosition(Vector3 pos); native void setPositionZ(Vector3 pos); native bool isAwayFromWall(double dist); native TextureID spritetexture(); native void ChangeSector(sectortype s, bool forcetail = false); native void ChangeStat(int s, bool forcetail = false); native clearscope static double deltaangle(double ang1, double ang2); native clearscope static double absangle(double ang1, double ang2); native clearscope static double Normalize180(double ang); int randomFlip() { int r = random(0, 3); if (r == 0) return 0; if (r == 1) return CSTAT_SPRITE_XFLIP; if (r == 2) return CSTAT_SPRITE_YFLIP; return CSTAT_SPRITE_XFLIP | CSTAT_SPRITE_YFLIP; } int randomXFlip() { int r = random(0, 1); if (r == 0) return 0; return CSTAT_SPRITE_XFLIP; } }