enum EClipMask { CLIPMASK0 = (1 << 16) + 1, CLIPMASK1 = (256 << 16) + 64 }; const MAXPLAYERS = 8; const MAXSTATUS = 1024; const zmaptoworld = (1. / 256.); const maptoworld = (1. / 16.); class CoreActor native { const REPEAT_SCALE = 1. / 64.; native readonly sectortype sector; native int16 cstat; //native int16 picnum; // access is disabled to allow later refactoring. native Vector3 pos; native readonly int16 statnum; native int16 intangle; native int16 xint; native int16 yint; native int16 inittype; // inittype, type and flags are for Blood. native int16 lotag, type; 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 Vector3 vel; native double viewzoffset; 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 setSpritePic(int index); // index into actor's spriteset. native void backuppos(); native void setPosition(Vector3 pos); native void setPositionZ(Vector3 pos); 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; } }