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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;