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native void UnlinkFromWorld(out LinkContext ctx = null);
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native bool CanSeek(Actor target);
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native clearscope double AngleTo(Actor target, bool absolute = false) const;
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native void AddZ(double zadd, bool moving = true);
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native void SetZ(double z);
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native clearscope vector2 Vec2To(Actor other) const;
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native clearscope vector3 Vec3To(Actor other) const;
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native clearscope vector3 Vec3Offset(double x, double y, double z, bool absolute = false) const;
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native clearscope vector3 Vec3Angle(double length, double angle, double z = 0, bool absolute = false) const;
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native clearscope vector2 Vec2Angle(double length, double angle, bool absolute = false) const;
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native clearscope vector2 Vec2Offset(double x, double y, bool absolute = false) const;
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native clearscope vector3 Vec2OffsetZ(double x, double y, double atz, bool absolute = false) const;
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native double PitchFromVel();
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native void VelIntercept(Actor targ, double speed = -1, bool aimpitch = true, bool oldvel = false, bool resetvel = false);
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native void VelFromAngle(double speed = 1e37, double angle = 1e37);
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native void Vel3DFromAngle(double speed, double angle, double pitch);
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native void Thrust(double speed = 1e37, double angle = 1e37);
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native clearscope bool isFriend(Actor other) const;
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native clearscope bool isHostile(Actor other) const;
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native void AdjustFloorClip();
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native clearscope DropItem GetDropItems() const;
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native void CopyFriendliness (Actor other, bool changeTarget, bool resetHealth = true);
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native bool LookForMonsters();
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native bool LookForTid(bool allaround, LookExParams params = null);
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native bool LookForEnemies(bool allaround, LookExParams params = null);
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native bool LookForPlayers(bool allaround, LookExParams params = null);
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native bool TeleportMove(Vector3 pos, bool telefrag, bool modifyactor = true);
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native clearscope double DistanceBySpeed(Actor other, double speed) const;
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native name GetSpecies();
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native void PlayActiveSound();
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native void Howl();
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native void DrawSplash (int count, double angle, int kind);
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native void GiveSecret(bool printmsg = true, bool playsound = true);
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native clearscope double GetCameraHeight() const;
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native clearscope double GetGravity() const;
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native void DoMissileDamage(Actor target);
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native void PlayPushSound();
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native bool BounceActor(Actor blocking, bool onTop);
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native bool BounceWall(Line l = null);
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native bool BouncePlane(SecPlane plane);
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native void PlayBounceSound(bool onFloor);
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native bool ReflectOffActor(Actor blocking);
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clearscope double PitchTo(Actor target, double zOfs = 0, double targZOfs = 0, bool absolute = false) const
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{
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Vector3 origin = (pos.xy, pos.z - floorClip + zOfs);
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Vector3 dest = (target.pos.xy, target.pos.z - target.floorClip + targZOfs);
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Vector3 diff;
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if (!absolute)
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diff = level.Vec3Diff(origin, dest);
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else
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diff = dest - origin;
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return -atan2(diff.z, diff.xy.Length());
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}
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//==========================================================================
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//
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// AActor :: GetLevelSpawnTime
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//
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// Returns the time when this actor was spawned,
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// relative to the current level.
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//
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//==========================================================================
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clearscope int GetLevelSpawnTime() const
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{
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return SpawnTime - level.totaltime + level.time;
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}
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//==========================================================================
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//
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// AActor :: GetAge
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//
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// Returns the number of ticks passed since this actor was spawned.
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//
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//==========================================================================
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clearscope int GetAge() const
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{
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return level.totaltime - SpawnTime;
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}
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clearscope double AccuracyFactor() const
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{
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return 1. / (1 << (accuracy * 5 / 100));
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}
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protected native void DestroyAllInventory(); // This is not supposed to be called by user code!
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native clearscope Inventory FindInventory(class<Inventory> itemtype, bool subclass = false) const;
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native Inventory GiveInventoryType(class<Inventory> itemtype);
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native bool UsePuzzleItem(int PuzzleItemType);
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action native void SetCamera(Actor cam, bool revert = false);
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native bool Warp(Actor dest, double xofs = 0, double yofs = 0, double zofs = 0, double angle = 0, int flags = 0, double heightoffset = 0, double radiusoffset = 0, double pitch = 0);
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// DECORATE compatible functions
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native double GetZAt(double px = 0, double py = 0, double angle = 0, int flags = 0, int pick_pointer = AAPTR_DEFAULT);
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