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ff71ab14ce
So far only implemented for Blood.
154 lines
4.6 KiB
Text
154 lines
4.6 KiB
Text
// contains all global Blood definitions
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struct Blood native
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{
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// POWERUPS /////////////////////////////////////////////////////
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enum EPowerupType {
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kPwUpFeatherFall = 12,
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kPwUpShadowCloak = 13,
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kPwUpDeathMask = 14,
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kPwUpJumpBoots = 15,
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kPwUpTwoGuns = 17,
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kPwUpDivingSuit = 18,
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kPwUpGasMask = 19,
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kPwUpCrystalBall = 21,
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kPwUpDoppleganger = 23,
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kPwUpReflectShots = 24,
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kPwUpBeastVision = 25,
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kPwUpShadowCloakUseless = 26,
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kPwUpDeliriumShroom = 28,
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kPwUpGrowShroom = 29,
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kPwUpShrinkShroom = 30,
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kPwUpDeathMaskUseless = 31,
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kPwUpAsbestArmor = 39,
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kMaxPowerUps = 51,
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};
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enum EWeapon
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{
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kWeapNone = 0,
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kWeapPitchFork = 1,
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kWeapFlareGun = 2,
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kWeapShotgun = 3,
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kWeapTommyGun = 4,
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kWeapNapalm = 5,
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kWeapDynamite = 6,
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kWeapSpraycan = 7,
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kWeapTeslaCannon = 8,
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kWeapLifeLeech = 9,
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kWeapVoodooDoll = 10,
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kWeapProximity = 11,
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kWeapRemote = 12,
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kWeapBeast = 13,
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kWeapMax = 14,
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};
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native static void PlayIntroMusic();
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native static bool OriginalLoadScreen(); // doing it generically would necessitate exporting the tile manage which we do not want.
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native static void sndStartSample(int resid, int volume, int channel, bool loop = false, int chanflags = 0);
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native static void sndStartSampleNamed(String sname, int volume, int channel);
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native static TextureID PowerupIcon(int pwup);
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native static BloodPlayer GetViewPlayer();
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// These are just dummies to make the MP statusbar code compile.
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static void GetPlayers(Array<BloodPlayer> players)
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{
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players.Clear();
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players.Push(GetViewPlayer());
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}
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static int getGameType()
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{
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return 0;
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}
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}
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struct PACKINFO // not native!
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{
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bool isActive;
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int curAmount;
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}
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struct BloodPlayer native
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{
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native int GetHealth(); // health is stored in the XSPRITE which cannot be safely exported to scripting at the moment due to pending refactoring.
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native int powerupCheck(int pwup);
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//DUDEINFO* pDudeInfo;
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//PlayerHorizon horizon;
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//PlayerAngle angle;
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native uint8 newWeapon;
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native int weaponQav;
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native int qavCallback;
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native bool isRunning;
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native int posture; // stand, crouch, swim
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native int sceneQav; // by NoOne: used to keep qav id
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native double bobPhase;
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native int bobAmp;
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native double bobHeight;
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native double bobWidth;
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native int swayPhase;
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native int swayAmp;
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native double swayHeight;
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native double swayWidth;
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native int nPlayer; // Connect id
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//native int nSprite;
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native int lifeMode;
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native double zView;
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native double zViewVel;
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native double zWeapon;
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native double zWeaponVel;
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native double slope;
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native bool isUnderwater;
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native bool hasKey[8];
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native int8 hasFlag;
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native int damageControl[7];
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native int8 curWeapon;
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native int8 nextWeapon;
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native int weaponTimer;
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native int weaponState;
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native int weaponAmmo; //rename
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native bool hasWeapon[14];
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native int weaponMode[14];
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native int weaponOrder[2][14];
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native int ammoCount[12];
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native bool qavLoop;
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native int fuseTime;
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native int throwTime;
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native double throwPower;
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//native Aim aim; // world
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//native int aimTarget; // aim target sprite
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native int aimTargetsCount;
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//native short aimTargets[16];
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native int deathTime;
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native int pwUpTime[51]; // kMaxPowerUps
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native int fragCount;
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native int fragInfo[8];
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native int teamId;
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native int underwaterTime;
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native int bubbleTime;
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native int restTime;
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native int kickPower;
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native int laughCount;
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native bool godMode;
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native bool fallScream;
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native bool cantJump;
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native int packItemTime; // pack timer
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native int packItemId; // pack id 1: diving suit, 2: crystal ball, 3: beast vision 4: jump boots
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native PACKINFO packSlots[5]; // at325 [1]: diving suit, [2]: crystal ball, [3]: beast vision [4]: jump boots
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native int armor[3]; // armor
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//native int voodooTarget;
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native int flickerEffect;
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native int tiltEffect;
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native int visibility;
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native int painEffect;
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native int blindEffect;
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native int chokeEffect;
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native int handTime;
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native bool hand; // if true, there is hand start choking the player
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native int pickupEffect;
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native bool flashEffect; // if true, reduce pPlayer->visibility counter
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native int quakeEffect;
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native int player_par;
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native int nWaterPal;
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//POSTURE pPosture[kModeMax][kPostureMax];
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};
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