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