mirror of
https://github.com/ZDoom/Raze.git
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b196e67f40
* - Change gBusyCount limit to a higher value since xsector limit raised. gModernMap: - The return of the event causer (kChannelEventCauser, TXID 50). - Fix flags for kModernPropertiesChanger type. - Add new modern type kModernVelocityChanger. - New features for kMarkerWarpDest type. - New features for kModernSectorFXChanger type. - Fix sector condition 58. - Fix sprite hitscan conditions (35 - 38). - Add new command (kCmdEventKillFull). - Misc changes. # Conflicts: # source/games/blood/src/actor.cpp # source/games/blood/src/nnexts.cpp
70 lines
2.1 KiB
C
70 lines
2.1 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#pragma once
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#include "build.h"
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#include "common_game.h"
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#include "db.h"
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#include "eventq.h"
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#include "dude.h"
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#include "player.h"
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BEGIN_BLD_NS
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enum BUSYID {
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BUSYID_0 = 0,
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BUSYID_1,
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BUSYID_2,
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BUSYID_3,
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BUSYID_4,
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BUSYID_5,
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BUSYID_6,
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BUSYID_7,
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};
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struct BUSY {
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sectortype* sect;
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int delta;
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int busy;
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int/*BUSYID*/ type;
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};
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extern TArray<BUSY> gBusy;
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void trTriggerSector(sectortype* pSector, int command, DBloodActor* initiator = nullptr);
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void trMessageSector(sectortype* pSector, EVENT event);
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void trTriggerWall(walltype*, int command, DBloodActor* initiator = nullptr);
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void trMessageWall(walltype* pWall, EVENT& event);
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void trTriggerSprite(DBloodActor* actor, int command, DBloodActor* initiator = nullptr);
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void trMessageSprite(DBloodActor* actor, EVENT event);
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void trProcessBusy(void);
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void trInit(TArray<DBloodActor*>& actors);
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void trTextOver(int nId);
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bool SetSpriteState(DBloodActor* actor, int nState, DBloodActor* initiator);
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bool SetWallState(walltype* pWall, int nState, DBloodActor* initiator);
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bool SetSectorState(sectortype* pSector, int nState, DBloodActor* initiator);
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void TeleFrag(DBloodActor* killer, sectortype* pSector);
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void SectorStartSound(sectortype* pSector, int nState);
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void SectorEndSound(sectortype* pSector, int nState);
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END_BLD_NS
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