![]() ![]() TRACE_3DCallback = 0x0020, // use TraceCallback to determine whether we need to go through a line to do 3D floor check, or not. TRACE_ReportPortals = 0x0010, // Report any portal crossing to the TraceCallback TRACE_PortalRestrict = 0x0008, // Cannot go through portals without a static link offset. TRACE_Impact = 0x0004, // Trigger SPAC_IMPACT lines TRACE_PCross = 0x0002, // Trigger SPAC_PCROSS lines TRACE_NoSky = 0x0001, // Hitting the sky returns TRACE_HitNone TRACE_Abort // stop the trace, returning no hits TRACE_Skip, // continue the trace do not return this hit ![]() TRACE_Continue, // continue the trace, returning this hit if there are none further along TRACE_Stop, // stop the trace, returning this hit Native static BlockLinesIterator CreateFromPos(Vector3 pos, double checkh, double checkradius, Sector sec = null) Native static BlockLinesIterator Create(Actor origin, double checkradius = - 1) ![]() Native static BlockThingsIterator CreateFromPos( double checkx, double checky, double checkz, double checkh, double checkradius, bool ignorerestricted) Native static BlockThingsIterator Create(Actor origin, double checkradius = - 1, bool ignorerestricted = false) CreateActorIterator(tid, type) Ĭlass BlockThingsIterator : Object native Native Thinker Next( bool exact = false) ĭeprecated( "3.8 ", "Use Level.CreateActorIterator() instead ") static ActorIterator Create( int tid, class type = "Actor ") Native static ThinkerIterator Create( class type = "Actor ", int statnum = Thinker. Static clearscope int Tics2Seconds( int tics) This is to ensure that it can't tick before all actors called PostBeginPlay ![]() STAT_SECTOREFFECT, // All sector effects that cause floor and ceiling movement STAT_DEFAULT = 100, // Thinkers go here unless specified otherwise. These must be ticked after the light effects. STAT_LIGHTTRANSFER, // A sector light transfer. STAT_DECALTHINKER, // An object that thinks for a decal STAT_SCROLLER =STAT_FIRST_THINKING, // A DScroller thinker STAT_TRAVELLING, // An actor temporarily travelling to a new map STAT_CORPSEPOINTER, // An entry in Hexen's corpse queue STAT_AUTODECAL, // A decal that can be automatically deleted Native static void SetMusicVolume( float vol) Native static float S_GetLength(Sound sound_id) Native static bool S_ChangeMusic(String music_name, int order = 0, bool looping = true, bool force = false) Native static void S_ResumeSound ( bool notsfx) Native static void S_PauseSound ( bool notmusic, bool notsfx) Native static void S_StartSound (Sound sound_id, int channel, int flags = 0, float volume = 1, float attenuation = ATTN_NORM, float pitch = 0.0, float startTime = 0.0) PickPlayerStart(pnum, flags) ĭeprecated( "4.3 ", "Use S_StartSound() instead ") native static void S_Sound (Sound sound_id, int channel, float volume = 1, float attenuation = ATTN_NORM, float pitch = 0.0, float startTime = 0.0) Native static double G_SkillPropertyFloat( int p) ĭeprecated( "3.8 ", "Use Level.PickDeathMatchStart() instead ") static vector3, int G_PickDeathmatchStart()ĭeprecated( "3.8 ", "Use Level.PickPlayerStart() instead ") static vector3, int G_PickPlayerStart( int pnum, int flags = 0) Native static int G_SkillPropertyInt( int p) These really should be global functions. Private native static int BuiltinCallLineSpecial( int special, Actor activator, int arg1, int arg2, int arg3, int arg4, int arg5) Private native static Object BuiltinNewDoom(Class cls, int outerclass, int compatibility) This is needed because Actor contains a field named 'translation' which shadows the above. Native static bool SetPlayerTranslation( int group, int num, int plrnum, PlayerClass pclass) Native static void MidPrint(Font fontname, string textlabel, bool bold = false) This is a leftover of the abandoned Inventory.DrawPowerup method.ĭeprecated( "2.5 ", "Use StatusBar.DrawTexture() instead ") static ui void DrawHUDTexture(TextureID tex, double x, double y) Native static void DrawFrame( int x, int y, int w, int h) Native static void SetCameraTextureAspectRatio(String texture, double aspectScale, bool useTextureRatio = true) ĭeprecated( "3.8 ", "Use Level.ReplaceTextures() instead ") static void ReplaceTextures(String from, String to, int flags) Native static void SetCameraToTexture(Actor viewpoint, String texture, double fov) Native readonly Array > AllActorClasses ĭeprecated( "3.8 ", "Use Actor.isFrozen() or Level.isFrozen() instead ") native readonly bool globalfreeze ![]()
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