raze/wadsrc/static/zscript/coreactor.zs

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class CoreActor native
{
//native readonly sectortype sectp;
native int16 cstat;
//native int16 picnum; // access is disabled to allow later refactoring.
native readonly int16 statnum;
native int16 ang;
native int16 xvel;
native int16 yvel;
native int16 zvel, 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 clipdist;
native uint8 blend;
native uint8 xrepeat;
native uint8 yrepeat;
native int8 xoffset;
native int8 yoffset;
native int16 owner;
native uint16 cstat2;
native uint mdanimtims;
native int16 mdanimcur;
native int16 angoff, pitch, roll;
//native vec3 pivot_offset, position_offset; // no access needed - these are display only.
native uint8 renderflags;
native float alpha;
native readonly sectortype sector;
native readonly int16 spritesetpic;
native readonly int spawnindex;
// note that the pos vector is not directly accessible here.
// Its mixed fixed point format should be hidden from scripting, plus we need to wrap the setters to ensure proper sector linking anyway.
native Vector3 pos();
native Vector2 xy();
native double z();
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 setz(double newz);
native void addz(double amount);
native void setSpritePic(int index); // index into actor's spriteset.
native void backuppos();
}