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void A_HideDecepticon () |
{ |
Door_Close(999, 64); |
if (target != null && target.player != null) |
{ |
SoundAlert (target); |
} |
} |
} |
extend class Actor |
{ |
private void CheckStopped() |
{ |
let player = self.player; |
if (player && player.mo == self && !(player.cheats & CF_PREDICTING) && Vel == (0, 0, 0)) |
{ |
player.mo.PlayIdle(); |
player.Vel = (0, 0); |
} |
} |
//=========================================================================== |
// |
// A_Stop |
// resets all velocity of the actor to 0 |
// |
//=========================================================================== |
void A_Stop() |
{ |
let player = self.player; |
Vel = (0, 0, 0); |
CheckStopped(); |
} |
//=========================================================================== |
// |
// A_ScaleVelocity |
// |
// Scale actor's velocity. |
// |
//=========================================================================== |
void A_ScaleVelocity(double scale, int ptr = AAPTR_DEFAULT) |
{ |
let ref = GetPointer(ptr); |
if (ref == NULL) |
{ |
return; |
} |
bool was_moving = ref.Vel != (0, 0, 0); |
ref.Vel *= scale; |
// If the actor was previously moving but now is not, and is a player, |
// update its player variables. (See A_Stop.) |
if (was_moving) |
{ |
ref.CheckStopped(); |
} |
} |
//=========================================================================== |
// |
// A_ChangeVelocity |
// |
//=========================================================================== |
void A_ChangeVelocity(double x = 0, double y = 0, double z = 0, int flags = 0, int ptr = AAPTR_DEFAULT) |
{ |
let ref = GetPointer(ptr); |
if (ref == NULL) |
{ |
return; |
} |
bool was_moving = ref.Vel != (0, 0, 0); |
let newvel = (x, y, z); |
double sina = sin(ref.Angle); |
double cosa = cos(ref.Angle); |
if (flags & 1) // relative axes - make x, y relative to actor's current angle |
{ |
newvel.X = x * cosa - y * sina; |
newvel.Y = x * sina + y * cosa; |
} |
if (flags & 2) // discard old velocity - replace old velocity with new velocity |
{ |
ref.Vel = newvel; |
} |
else // add new velocity to old velocity |
{ |
ref.Vel += newvel; |
} |
Subsets and Splits