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native void HandleSpawnFlags();
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native void ExplodeMissile(line lin = null, Actor target = null, bool onsky = false);
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native void RestoreDamage();
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native clearscope int SpawnHealth() const;
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virtual clearscope int GetMaxHealth(bool withupgrades = false) const // this only exists to make checks for player health easier so they can avoid the type check and just call this method.
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{
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return SpawnHealth();
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}
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native void SetDamage(int dmg);
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native clearscope double Distance2D(Actor other) const;
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native clearscope double Distance3D(Actor other) const;
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native clearscope double Distance2DSquared(Actor other) const;
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native clearscope double Distance3DSquared(Actor other) const;
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native void SetOrigin(vector3 newpos, bool moving);
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native void SetXYZ(vector3 newpos);
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native clearscope Actor GetPointer(int aaptr);
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native double BulletSlope(out FTranslatedLineTarget pLineTarget = null, int aimflags = 0);
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native void CheckFakeFloorTriggers (double oldz, bool oldz_has_viewheight = false);
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native bool CheckFor3DFloorHit(double z, bool trigger);
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native bool CheckFor3DCeilingHit(double z, bool trigger);
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native int CheckMonsterUseSpecials(Line blocking = null);
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native bool CheckMissileSpawn(double maxdist);
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native bool CheckPosition(Vector2 pos, bool actorsonly = false, FCheckPosition tm = null);
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native bool TestMobjLocation();
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native static Actor Spawn(class<Actor> type, vector3 pos = (0,0,0), int replace = NO_REPLACE);
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native Actor SpawnMissile(Actor dest, class<Actor> type, Actor owner = null);
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native Actor SpawnMissileXYZ(Vector3 pos, Actor dest, Class<Actor> type, bool checkspawn = true, Actor owner = null);
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native Actor SpawnMissileZ (double z, Actor dest, class<Actor> type);
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native Actor SpawnMissileAngleZSpeed (double z, class<Actor> type, double angle, double vz, double speed, Actor owner = null, bool checkspawn = true);
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native Actor SpawnMissileZAimed (double z, Actor dest, Class<Actor> type);
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native Actor SpawnSubMissile(Class<Actor> type, Actor target);
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native Actor, Actor SpawnPlayerMissile(class<Actor> type, double angle = 1e37, double x = 0, double y = 0, double z = 0, out FTranslatedLineTarget pLineTarget = null, bool nofreeaim = false, bool noautoaim = false, int aimflags = 0);
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native void SpawnTeleportFog(Vector3 pos, bool beforeTele, bool setTarget);
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native Actor RoughMonsterSearch(int distance, bool onlyseekable = false, bool frontonly = false, double fov = 0);
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native clearscope int ApplyDamageFactor(Name damagetype, int damage);
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native int GetModifiedDamage(Name damagetype, int damage, bool passive, Actor inflictor = null, Actor source = null, int flags = 0);
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native bool CheckBossDeath();
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native bool CheckFov(Actor target, double fov);
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void A_Light(int extralight) { if (player) player.extralight = clamp(extralight, -20, 20); }
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void A_Light0() { if (player) player.extralight = 0; }
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void A_Light1() { if (player) player.extralight = 1; }
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void A_Light2() { if (player) player.extralight = 2; }
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void A_LightInverse() { if (player) player.extralight = 0x80000000; }
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native Actor OldSpawnMissile(Actor dest, class<Actor> type, Actor owner = null);
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native Actor SpawnPuff(class<Actor> pufftype, vector3 pos, double hitdir, double particledir, int updown, int flags = 0, Actor victim = null);
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native void SpawnBlood (Vector3 pos1, double dir, int damage);
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native void BloodSplatter (Vector3 pos, double hitangle, bool axe = false);
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native bool HitWater (sector sec, Vector3 pos, bool checkabove = false, bool alert = true, bool force = false);
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native void PlaySpawnSound(Actor missile);
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native clearscope bool CountsAsKill() const;
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native bool Teleport(Vector3 pos, double angle, int flags);
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native void TraceBleed(int damage, Actor missile);
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native void TraceBleedAngle(int damage, double angle, double pitch);
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native void SetIdle(bool nofunction = false);
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native bool CheckMeleeRange(double range = -1);
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native bool TriggerPainChance(Name mod, bool forcedPain = false);
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native virtual int DamageMobj(Actor inflictor, Actor source, int damage, Name mod, int flags = 0, double angle = 0);
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native void PoisonMobj (Actor inflictor, Actor source, int damage, int duration, int period, Name type);
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native double AimLineAttack(double angle, double distance, out FTranslatedLineTarget pLineTarget = null, double vrange = 0., int flags = 0, Actor target = null, Actor friender = null);
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native Actor, int LineAttack(double angle, double distance, double pitch, int damage, Name damageType, class<Actor> pufftype, int flags = 0, out FTranslatedLineTarget victim = null, double offsetz = 0., double offsetforward = 0., double offsetside = 0.);
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native bool LineTrace(double angle, double distance, double pitch, int flags = 0, double offsetz = 0., double offsetforward = 0., double offsetside = 0., out FLineTraceData data = null);
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native bool CheckSight(Actor target, int flags = 0);
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native bool IsVisible(Actor other, bool allaround, LookExParams params = null);
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native bool HitFriend();
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native bool MonsterMove();
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native SeqNode StartSoundSequenceID (int sequence, int type, int modenum, bool nostop = false);
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native SeqNode StartSoundSequence (Name seqname, int modenum);
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native void StopSoundSequence();
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native void FindFloorCeiling(int flags = 0);
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native double, double GetFriction();
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native bool, Actor TestMobjZ(bool quick = false);
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native clearscope static bool InStateSequence(State newstate, State basestate);
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bool TryWalk ()
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{
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if (!MonsterMove ())
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{
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return false;
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}
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movecount = random[TryWalk](0, 15);
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return true;
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}
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native bool TryMove(vector2 newpos, int dropoff, bool missilecheck = false, FCheckPosition tm = null);
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native bool CheckMove(vector2 newpos, int flags = 0, FCheckPosition tm = null);
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native void NewChaseDir();
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native void RandomChaseDir();
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native bool CheckMissileRange();
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native bool SetState(state st, bool nofunction = false);
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clearscope native state FindState(statelabel st, bool exact = false) const;
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bool SetStateLabel(statelabel st, bool nofunction = false) { return SetState(FindState(st), nofunction); }
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native action state ResolveState(statelabel st); // this one, unlike FindState, is context aware.
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native void LinkToWorld(LinkContext ctx = null);
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