text
stringlengths 0
451
|
|---|
return true;
|
}
|
deprecated("2.3", "This function does nothing and is only for Zandronum compatibility") void A_FaceConsolePlayer(double MaxTurnAngle = 0) {}
|
void A_SetSpecial(int spec, int arg0 = 0, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0)
|
{
|
special = spec;
|
args[0] = arg0;
|
args[1] = arg1;
|
args[2] = arg2;
|
args[3] = arg3;
|
args[4] = arg4;
|
}
|
void A_ClearTarget()
|
{
|
target = null;
|
lastheard = null;
|
lastenemy = null;
|
}
|
void A_ChangeLinkFlags(int blockmap = FLAG_NO_CHANGE, int sector = FLAG_NO_CHANGE)
|
{
|
UnlinkFromWorld();
|
if (blockmap != FLAG_NO_CHANGE) bNoBlockmap = blockmap;
|
if (sector != FLAG_NO_CHANGE) bNoSector = sector;
|
LinkToWorld();
|
}
|
// killough 11/98: kill an object
|
void A_Die(name damagetype = "none")
|
{
|
DamageMobj(null, null, health, damagetype, DMG_FORCED);
|
}
|
void SpawnDirt (double radius)
|
{
|
static const class<Actor> chunks[] = { "Dirt1", "Dirt2", "Dirt3", "Dirt4", "Dirt5", "Dirt6" };
|
double zo = random[Dirt]() / 128. + 1;
|
Vector3 pos = Vec3Angle(radius, random[Dirt]() * (360./256), zo);
|
Actor mo = Spawn (chunks[random[Dirt](0, 5)], pos, ALLOW_REPLACE);
|
if (mo)
|
{
|
mo.Vel.Z = random[Dirt]() / 64.;
|
}
|
}
|
//
|
// A_SinkMobj
|
// Sink a mobj incrementally into the floor
|
//
|
bool SinkMobj (double speed)
|
{
|
if (Floorclip < Height)
|
{
|
Floorclip += speed;
|
return false;
|
}
|
return true;
|
}
|
//
|
// A_RaiseMobj
|
// Raise a mobj incrementally from the floor to
|
//
|
bool RaiseMobj (double speed)
|
{
|
// Raise a mobj from the ground
|
if (Floorclip > 0)
|
{
|
Floorclip -= speed;
|
if (Floorclip <= 0)
|
{
|
Floorclip = 0;
|
return true;
|
}
|
else
|
{
|
return false;
|
}
|
}
|
return true;
|
}
|
Actor AimTarget()
|
{
|
FTranslatedLineTarget t;
|
BulletSlope(t, ALF_PORTALRESTRICT);
|
return t.linetarget;
|
}
|
void RestoreRenderStyle()
|
{
|
bShadow = default.bShadow;
|
bGhost = default.bGhost;
|
RenderStyle = default.RenderStyle;
|
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.