mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-26 05:51:30 +00:00
762263671a
nnext stuff was omitted for now. This also eliminates the DUDEEXTRA_STATS substructure and integrates its content directly into DUDEEXTRA.
115 lines
3.6 KiB
Text
115 lines
3.6 KiB
Text
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struct XSPRITE {
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//AISTATE* aiState; // ai
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uint flags;
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native BloodActor target; // target sprite
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native BloodActor burnSource;
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native Vector3 TargetPos;
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native double goalAng; // Dude goal ang
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native int sysData1; // used to keep here various system data, so user can't change it in map editor
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native int sysData2; //
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native int scale; // used for scaling SEQ size on sprites
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native uint physAttr; // currently used by additional physics sprites to keep its attributes.
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native uint health;
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native uint busy;
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native int16 data1; // Data 1
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native int16 data2; // Data 2
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native int16 data3; // Data 3
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native uint16 txID; // TX ID
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native uint16 rxID; // RX ID
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native uint16 command; // Cmd
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native uint16 busyTime; // busyTime
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native uint16 waitTime; // waitTime
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native uint16 data4; // Data 4
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native uint16 burnTime;
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native uint16 height;
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native uint16 stateTimer; // ai timer
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native uint8 respawnPending; // respawnPending
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native uint8 dropMsg; // Drop Item
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native uint8 key; // Key
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native uint8 lSkill; // Launch 12345
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native uint8 lockMsg; // Lock msg
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native int8 dodgeDir; // Dude dodge direction
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native uint8 wave; // Wave
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native uint8 medium; // medium
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native uint8 respawn; // Respawn option
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native uint8 modernFlags; // modern flags
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native uint8 sightstuff; // something about sight checks
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native uint8 patrolturndelay; // patrol turn delay
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flagdef internal state: flags, 0;
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flagdef internal triggerOn: flags, 1;
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flagdef internal triggerOff: flags, 2;
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flagdef internal restState: flags, 3;
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flagdef internal interruptable: flags, 4;
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flagdef internal Decoupled: flags, 5;
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flagdef internal triggerOnce: flags, 6;
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flagdef internal isTriggered: flags, 7;
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flagdef internal Push: flags, 8;
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flagdef internal Vector: flags, 9;
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flagdef internal Impact: flags, 10;
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flagdef internal Pickup: flags, 11;
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flagdef internal Touch: flags, 12;
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flagdef internal Sight: flags, 13;
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flagdef internal Proximity: flags, 14;
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flagdef internal lS: flags, 15;
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flagdef internal lB: flags, 16;
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flagdef internal lT: flags, 17;
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flagdef internal lC: flags, 18;
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flagdef internal DudeLockout: flags, 19;
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flagdef internal locked: flags, 20;
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flagdef internal dudeDeaf: flags, 21;
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flagdef internal dudeAmbush: flags, 22;
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flagdef internal dudeGuard: flags, 23;
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flagdef internal dudeFlag4: flags, 24;
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flagdef internal patrolstate: flags, 25;
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}
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struct SPRITEHIT
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{
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native CollisionData hit, ceilhit, florhit;
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}
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struct DUDEEXTRA
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{
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native int time;
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native uint8 teslaHit;
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native uint8 active;
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native int prio;
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native int thinkTime;
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native int birthCounter;
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}
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class BloodActor : CoreActor native
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{
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native double dudeSlope;
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native readonly bool hasx;
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native bool explosionhackflag; // this originally hijacked the target field which is not safe when working with pointers.
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native XSPRITE xspr;
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native SPRITEHIT hit;
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native DUDEEXTRA dudeExtra;
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native BloodActor ownerActor; // was previously stored in the sprite's owner field.
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// nnext stuff. For now not exported to scripting.
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//SPRITEMASS spriteMass;
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//GENDUDEEXTRA genDudeExtra;
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//TObjPtr<DBloodActor*> prevmarker; // needed by the nnext marker code. This originally hijacked targetX in XSPRITE
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//DVector3 basePoint;
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//EventObject condition[2];
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// transient data (not written to savegame)
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native int cumulDamage;
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native bool interpolated;
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native void ChangeType(class<BloodActor> newtype);
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}
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