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fe6fcdff1f
Note that intangle needs to be kept - primarily for SW's ST tags.
47 lines
1.2 KiB
Text
47 lines
1.2 KiB
Text
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class CoreActor native
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{
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//native readonly sectortype sectp;
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native int16 cstat;
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//native int16 picnum; // access is disabled to allow later refactoring.
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native readonly Vector3 pos;
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native readonly int16 statnum;
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//native int16 ang;
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native int16 xvel;
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native int16 yvel;
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native int16 zvel, inittype; // inittype, type and flags are for Blood.
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native int16 lotag, type;
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native int16 hitag, flags;
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native int16 extra;
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native int16 detail;
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native int8 shade;
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native uint8 pal;
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native uint8 clipdist;
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native uint8 blend;
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native uint8 xrepeat;
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native uint8 yrepeat;
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native int8 xoffset;
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native int8 yoffset;
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native int16 owner;
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native uint16 cstat2;
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native uint mdanimtims;
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native int16 mdanimcur;
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native int16 angoff, pitch, roll;
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//native vec3 pivot_offset, position_offset; // no access needed - these are display only.
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native uint8 renderflags;
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native float alpha;
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native readonly sectortype sector;
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native readonly int16 spritesetpic;
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native readonly int spawnindex;
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native void setpos(Vector3 newpos, bool relink = true);
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native void copypos(CoreActor newpos, bool relink = true);
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native void move(Vector3 newpos, bool relink = true);
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native void setSpritePic(int index); // index into actor's spriteset.
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native void backuppos();
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}
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