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