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{
return sin(fb * (180./32)) * 8;
}
native clearscope bool isFrozen() const;
virtual native void BeginPlay();
virtual native void Activate(Actor activator);
virtual native void Deactivate(Actor activator);
virtual native int DoSpecialDamage (Actor target, int damage, Name damagetype);
virtual native int TakeSpecialDamage (Actor inflictor, Actor source, int damage, Name damagetype);
virtual native void Die(Actor source, Actor inflictor, int dmgflags = 0, Name MeansOfDeath = 'none');
virtual native bool Slam(Actor victim);
virtual void Touch(Actor toucher) {}
virtual native void FallAndSink(double grav, double oldfloorz);
private native void Substitute(Actor replacement);
native ui void DisplayNameTag();
// Called by inventory items to see if this actor is capable of touching them.
// If true, the item will attempt to be picked up. Useful for things like
// allowing morphs to pick up limited items such as keys while preventing
// them from picking other items up.
virtual bool CanTouchItem(Inventory item)
{
return true;
}
// Called by PIT_CheckThing to check if two actors actually can collide.
virtual bool CanCollideWith(Actor other, bool passive)
{
return true;
}
// Called by PIT_CheckLine to check if an actor can cross a line.
virtual bool CanCrossLine(Line crossing, Vector3 next)
{
return true;
}
// Called by revival/resurrection to check if one can resurrect the other.
// "other" can be null when not passive.
virtual bool CanResurrect(Actor other, bool passive)
{
return true;
}
// Called when an actor is to be reflected by a disc of repulsion.
// Returns true to continue normal blast processing.
virtual bool SpecialBlastHandling (Actor source, double strength)
{
return true;
}
// This is called before a missile gets exploded.
virtual int SpecialMissileHit (Actor victim)
{
return -1;
}
// This is called when a missile bounces off something.
virtual int SpecialBounceHit(Actor bounceMobj, Line bounceLine, SecPlane bouncePlane)
{
return -1;
}
// Called when the player presses 'use' and an actor is found, except if the
// UseSpecial flag is set. Use level.ExecuteSpecial to call action specials
// instead.
virtual bool Used(Actor user)
{
return false;
}
virtual class<Actor> GetBloodType(int type)
{
Class<Actor> bloodcls;
if (type == 0)
{
bloodcls = BloodType;
}
else if (type == 1)
{
bloodcls = BloodType2;
}
else if (type == 2)
{
bloodcls = BloodType3;
}
else
{
return NULL;
}
if (bloodcls != NULL)
{
bloodcls = GetReplacement(bloodcls);
}
return bloodcls;
}
virtual int GetGibHealth()