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actorlib.h
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actorlib.h
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#include <ACS_Zandronum.h>
[[call("StkCall")]] int ActorLib_CheckActorInventory (int tid, __str name);
[[call("StkCall")]] void ActorLib_GiveActorInventory (int tid, __str name, int amount);
[[call("StkCall")]] void ActorLib_TakeActorInventory (int tid, __str name, int amount);
[[call("StkCall")]] void ActorLib_UseActorInventory (int tid, __str name, int amount);
[[call("StkCall")]] void ActorLib_ClearActorInventory (int tid);
typedef struct
{
int tid;
__prop actorClass {default: ACS_GetActorClass(->tid)}
__prop x {default: ACS_GetActorX(->tid)}
__prop y {default: ACS_GetActorY(->tid)}
__prop z {default: ACS_GetActorZ(->tid)}
__prop velX {default: ACS_GetActorVelX(->tid)}
__prop velY {default: ACS_GetActorVelY(->tid)}
__prop velZ {default: ACS_GetActorVelZ(->tid)}
__prop angle {default: ACS_GetActorAngle(->tid), operator=: ACS_SetActorAngle(->tid, ...)}
__prop pitch {default: ACS_GetActorPitch(->tid), operator=: ACS_SetActorPitch(->tid, ...)}
__prop roll {default: ACS_GetActorRoll(->tid), operator=: ACS_SetActorRoll(->tid, ...)}
__prop checkInv {operator(): ActorLib_CheckActorInventory(->tid, ...)}
__prop giveInv {operator(): ActorLib_GiveActorInventory(->tid, ...)}
__prop takeInv {operator(): ActorLib_TakeActorInventory(->tid, ...)}
__prop useInv {operator(): ActorLib_UseActorInventory(->tid, ...)}
//__prop dropInv {operator(): DropInventory(->tid, ...)}
//__prop dropItem {operator(): DropItem(->tid, ...)}
__prop clearInv {operator(): ActorLib_ClearActorInventory(->tid, ...)}
__prop getUserVar {operator(): ACS_GetUserVariable(->tid, ...)}
__prop getUserArray {operator(): ACS_GetUserArray(->tid, ...)}
__prop damage {operator(): ACS_DamageActor(->tid, ...)}
__prop morph {operator(): ACS_MorphActor(->tid, ...)}
__prop unmorph {operator(): ACS_UnMorphActor(->tid, ...)}
__prop pickActor {operator(): ACS_PickActor(->tid, ...)}
__prop lineAttack {operator(): ACS_LineAttack(->tid, ...)}
__prop setPos {operator(): ACS_SetActorPosition(->tid, ...)}
__prop setVel {operator(): ACS_SetActorVelocity(->tid, ...)}
__prop setState {operator(): ACS_SetActorState(->tid, ...)}
__prop setSpecial {operator(): ACS_SetThingSpecial(->tid, ...)}
__prop setUserVar {operator(): ACS_SetUserVariable(->tid, ...)}
__prop setUserArray {operator(): ACS_SetUserArray(->tid, ...)}
__prop warp {operator(): ACS_Warp(->tid)}
__prop activeSound {default: ACS_GetActorPropertyString(->tid, APROP_ActiveSound), operator=: ACS_SetActorPropertyString(->tid, APROP_ActiveSound, ...)}
__prop accuracy {default: ACS_GetActorProperty(->tid, APROP_Accuracy), operator=: ACS_SetActorProperty(->tid, APROP_Accuracy, ...)}
__prop alpha {default: ACS_GetActorPropertyFixed(->tid, APROP_Alpha), operator=: ACS_SetActorPropertyFixed(->tid, APROP_Alpha, ...)}
__prop ambush {default: ACS_GetActorProperty(->tid, APROP_Ambush), operator=: ACS_SetActorProperty(->tid, APROP_Ambush, ...)}
__prop attackSound {default: ACS_GetActorPropertyString(->tid, APROP_AttackSound), operator=: ACS_SetActorPropertyString(->tid, APROP_AttackSound, ...)}
__prop attackZOffset {default: ACS_GetActorPropertyFixed(->tid, APROP_AttackZOffset), operator=: ACS_SetActorPropertyFixed(->tid, APROP_AttackZOffset, ...)}
__prop chaseGoal {default: ACS_GetActorProperty(->tid, APROP_ChaseGoal), operator=: ACS_SetActorProperty(->tid, APROP_ChaseGoal, ...)}
__prop damage {default: ACS_GetActorProperty(->tid, APROP_Damage), operator=: ACS_SetActorProperty(->tid, APROP_Damage, ...)}
__prop damageFactor {default: ACS_GetActorPropertyFixed(->tid, APROP_DamageFactor), operator=: ACS_SetActorPropertyFixed(->tid, APROP_DamageFactor, ...)}
__prop damageMultiplier {default: ACS_GetActorPropertyFixed(->tid, APROP_DamageMultiplier), operator=: ACS_SetActorPropertyFixed(->tid, APROP_DamageMultiplier, ...)}
__prop damageType {default: ACS_GetActorPropertyString(->tid, APROP_DamageType), operator=: ACS_SetActorPropertyString(->tid, APROP_DamageType, ...)}
__prop deathSound {default: ACS_GetActorPropertyString(->tid, APROP_DeathSound), operator=: ACS_SetActorPropertyString(->tid, APROP_DeathSound, ...)}
__prop dormant {default: ACS_GetActorProperty(->tid, APROP_Dormant), operator=: ACS_SetActorProperty(->tid, APROP_Dormant, ...)}
__prop dropped {default: ACS_GetActorProperty(->tid, APROP_Dropped), operator=: ACS_SetActorProperty(->tid, APROP_Dropped, ...)}
__prop friction {default: ACS_GetActorPropertyFixed(->tid, APROP_Friction), operator=: ACS_SetActorPropertyFixed(->tid, APROP_Friction, ...)}
__prop friendly {default: ACS_GetActorProperty(->tid, APROP_Friendly), operator=: ACS_SetActorProperty(->tid, APROP_Friendly, ...)}
//__prop friendlySeeBlocks {default: ACS_GetActorProperty(->tid, APROP_FriendlySeeBlocks), operator=: ACS_SetActorProperty(->tid, APROP_FriendlySeeBlocks, ...)} not in gdcc
__prop frightened {default: ACS_GetActorProperty(->tid, APROP_Frightened), operator=: ACS_SetActorProperty(->tid, APROP_Frightened, ...)}
__prop gravity {default: ACS_GetActorPropertyFixed(->tid, APROP_Gravity), operator=: ACS_SetActorPropertyFixed(->tid, APROP_Gravity, ...)}
__prop health {default: ACS_GetActorProperty(->tid, APROP_Health), operator=: ACS_SetActorProperty(->tid, APROP_Health, ...)}
__prop height {default: ACS_GetActorPropertyFixed(->tid, APROP_Height), operator=: ACS_SetActorPropertyFixed(->tid, APROP_Height, ...)}
__prop invulnerable {default: ACS_GetActorProperty(->tid, APROP_Invulnerable), operator=: ACS_SetActorProperty(->tid, APROP_Invulnerable, ...)}
__prop jumpZ {default: ACS_GetActorPropertyFixed(->tid, APROP_JumpZ), operator=: ACS_SetActorPropertyFixed(->tid, APROP_JumpZ, ...)}
__prop mass {default: ACS_GetActorProperty(->tid, APROP_Mass), operator=: ACS_SetActorProperty(->tid, APROP_Mass, ...)}
__prop masterTID {default: ACS_GetActorProperty(->tid, APROP_MasterTID), operator=: ACS_SetActorProperty(->tid, APROP_MasterTID, ...)}
__prop maxDropOffHeight {default: ACS_GetActorPropertyFixed(->tid, APROP_MaxDropOffHeight), operator=: ACS_SetActorPropertyFixed(->tid, APROP_MaxDropOffHeight, ...)}
__prop maxStepHeight {default: ACS_GetActorPropertyFixed(->tid, APROP_MaxStepHeight), operator=: ACS_SetActorPropertyFixed(->tid, APROP_MaxStepHeight, ...)}
__prop meleeRange {default: ACS_GetActorPropertyFixed(->tid, APROP_MeleeRange), operator=: ACS_SetActorPropertyFixed(->tid, APROP_MeleeRange, ...)}
//__prop nameTag {default: ACS_GetActorPropertyString(->tid, APROP_NameTag), operator=: ACS_SetActorPropertyString(->tid, APROP_NameTag, ...)}
//__prop noTrigger {default: ACS_GetActorProperty(->tid, APROP_NoTrigger), operator=: ACS_SetActorProperty(->tid, APROP_NoTrigger, ...)}
//__prop noTarget {default: ACS_GetActorProperty(->tid, APROP_NoTarget), operator=: ACS_SetActorProperty(->tid, APROP_NoTarget, ...)}
__prop painSound {default: ACS_GetActorPropertyString(->tid, APROP_PainSound), operator=: ACS_SetActorPropertyString(->tid, APROP_PainSound, ...)}
__prop radius {default: ACS_GetActorPropertyFixed(->tid, APROP_Radius), operator=: ACS_SetActorPropertyFixed(->tid, APROP_Radius, ...)}
//__prop reactionTime {default: ACS_GetActorProperty(->tid, APROP_ReactionTime), operator=: ACS_SetActorProperty(->tid, APROP_ReactionTime, ...)}
__prop renderStyle {default: ACS_GetActorProperty(->tid, APROP_RenderStyle), operator=: ACS_SetActorProperty(->tid, APROP_RenderStyle, ...)}
__prop scaleX {default: ACS_GetActorPropertyFixed(->tid, APROP_ScaleX), operator=: ACS_SetActorPropertyFixed(->tid, APROP_ScaleX, ...)}
__prop scaleY {default: ACS_GetActorPropertyFixed(->tid, APROP_ScaleY), operator=: ACS_SetActorPropertyFixed(->tid, APROP_ScaleY, ...)}
__prop score {default: ACS_GetActorProperty(->tid, APROP_Score), operator=: ACS_SetActorProperty(->tid, APROP_Score, ...)}
__prop seeSound {default: ACS_GetActorPropertyString(->tid, APROP_SeeSound), operator=: ACS_SetActorPropertyString(->tid, APROP_SeeSound, ...)}
__prop soundClass {default: ACS_GetActorPropertyString(->tid, APROP_SoundClass), operator=: ACS_SetActorPropertyString(->tid, APROP_SoundClass, ...)}
__prop spawnHealth {default: ACS_GetActorProperty(->tid, APROP_SpawnHealth), operator=: ACS_SetActorProperty(->tid, APROP_SpawnHealth, ...)}
__prop species {default: ACS_GetActorPropertyString(->tid, APROP_Species), operator=: ACS_SetActorPropertyString(->tid, APROP_Species, ...)}
__prop speed {default: ACS_GetActorPropertyFixed(->tid, APROP_Speed), operator=: ACS_SetActorPropertyFixed(->tid, APROP_Speed, ...)}
__prop stamina {default: ACS_GetActorProperty(->tid, APROP_Stamina), operator=: ACS_SetActorProperty(->tid, APROP_Stamina, ...)}
__prop stencilColor {default: ACS_GetActorProperty(->tid, APROP_StencilColor), operator=: ACS_SetActorProperty(->tid, APROP_StencilColor, ...)}
__prop targetTID {default: ACS_GetActorProperty(->tid, APROP_TargetTID), operator=: ACS_SetActorProperty(->tid, APROP_TargetTID, ...)}
__prop tracerTID {default: ACS_GetActorProperty(->tid, APROP_TracerTID), operator=: ACS_SetActorProperty(->tid, APROP_TracerTID, ...)}
__prop viewHeight {default: ACS_GetActorPropertyFixed(->tid, APROP_ViewHeight), operator=: ACS_SetActorPropertyFixed(->tid, APROP_ViewHeight, ...)}
//__prop waterLevel {default: ACS_GetActorProperty(->tid, APROP_WaterLevel), operator=: ACS_SetActorProperty(->tid, APROP_WaterLevel, ...)}
//__prop waterDepth {default: ACS_GetActorPropertyFixed(->tid, APROP_WaterDepth), operator=: ACS_SetActorPropertyFixed(->tid, APROP_WaterDepth, ...)}
} ActorT;
__addrdef extern __mod_arr actorlib_sta;
extern const actorlib_sta ActorT self;