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This includes renaming two native ones because they shared the same name with members of spritetype.
40 lines
1.4 KiB
Text
40 lines
1.4 KiB
Text
class DukeActor : CoreActor native
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{
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native DukeActor ownerActor, hitOwnerActor;
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native uint8 cgg;
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native uint8 spriteextra; // moved here for easier maintenance. This was originally a hacked in field in the sprite structure called 'filler'.
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native int16 /*attackertype,*/ hitang, hitextra, movflag;
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native int16 tempang; /*, dispicnum;*/
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native int16 timetosleep;
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native int floorz, ceilingz;
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native int saved_ammo;
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native int palvals;
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native int temp_data[6];
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native private int flags1, flags2;
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//walltype* temp_walls[2]; // SE20 + SE128
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//sectortype* temp_sect, *actorstayput;
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native DukeActor temp_actor, seek_actor;
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flagdef Inventory: flags1, 0;
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flagdef ShrinkAutoaim: flags1, 1;
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flagdef Badguy: flags1, 2;
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flagdef ForceAutoaim: flags1, 3;
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flagdef Boss: flags1, 4;
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flagdef Badguystayput: flags1, 5;
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flagdef GreenSlimeFood: flags1, 6;
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flagdef NoDamagePush: flags1, 7;
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flagdef NoWaterDrip: flags1, 8;
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flagdef InternalBadguy: flags1, 9;
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flagdef Killcount: flags1, 10;
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flagdef NoCanSeeCheck: flags1, 11;
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flagdef HitRadiusCheck: flags1, 12;
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flagdef MoveFTA_CheckSee: flags1, 13;
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flagdef MoveFTA_MakeStandable: flags1, 14;
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flagdef TriggerIfHitSector: flags1, 15;
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//flagdef MoveFTA_WakeupCheck: flags1, 16; // this one needs to be auto-set for RR, not for Duke, should not be exposed unless the feature becomes generally available.
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flagdef CheckSeeWithPal8: flags1, 17;
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flagdef NoShadow: flags1, 18;
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}
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