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if (was_moving)
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{
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ref.CheckStopped();
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}
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}
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void A_SpriteOffset(double ox = 0.0, double oy = 0.0)
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{
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SpriteOffset.X = ox;
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SpriteOffset.Y = oy;
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}
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}
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struct FCheckPosition
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{
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// in
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native Actor thing;
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native Vector3 pos;
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// out
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native Sector cursector;
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native double floorz;
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native double ceilingz;
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native double dropoffz;
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native TextureID floorpic;
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native int floorterrain;
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native Sector floorsector;
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native TextureID ceilingpic;
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native Sector ceilingsector;
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native bool touchmidtex;
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native bool abovemidtex;
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native bool floatok;
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native bool FromPMove;
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native line ceilingline;
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native Actor stepthing;
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native bool DoRipping;
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native bool portalstep;
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native int portalgroup;
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native int PushTime;
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// These are internal helpers to properly initialize an object of this type.
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private native void _Constructor();
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private native void _Destructor();
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native void ClearLastRipped();
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}
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struct FLineTraceData
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{
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enum ETraceResult
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{
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TRACE_HitNone,
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TRACE_HitFloor,
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TRACE_HitCeiling,
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TRACE_HitWall,
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TRACE_HitActor,
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TRACE_CrossingPortal,
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TRACE_HasHitSky
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};
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native Actor HitActor;
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native Line HitLine;
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native Sector HitSector;
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native F3DFloor Hit3DFloor;
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native TextureID HitTexture;
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native Vector3 HitLocation;
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native Vector3 HitDir;
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native double Distance;
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native int NumPortals;
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native int LineSide;
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native int LinePart;
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native int SectorPlane;
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native int HitType;
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}
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struct LinkContext
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{
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voidptr sector_list; // really msecnode but that's not exported yet.
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voidptr render_list;
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}
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class ViewPosition native
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{
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native readonly Vector3 Offset;
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native readonly int Flags;
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}
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class Actor : Thinker native
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{
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const DEFAULT_HEALTH = 1000;
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const ONFLOORZ = -2147483648.0;
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const ONCEILINGZ = 2147483647.0;
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const STEEPSLOPE = (46342./65536.); // [RH] Minimum floorplane.c value for walking
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const FLOATRANDZ = ONCEILINGZ-1;
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const TELEFRAG_DAMAGE = 1000000;
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const MinVel = 1./65536;
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const LARGE_MASS = 10000000; // not INT_MAX on purpose
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const ORIG_FRICTION = (0xE800/65536.); // original value
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