Added direct native entry points to a larger number of functions.
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parent
a846ed391e
commit
6c9d0b166a
17 changed files with 1112 additions and 720 deletions
190
src/p_mobj.cpp
190
src/p_mobj.cpp
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@ -178,179 +178,6 @@ AActor::~AActor ()
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// Use Destroy() instead.
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}
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DEFINE_FIELD(AActor, snext)
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DEFINE_FIELD(AActor, player)
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DEFINE_FIELD_NAMED(AActor, __Pos, pos)
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DEFINE_FIELD_NAMED(AActor, __Pos.X, x)
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DEFINE_FIELD_NAMED(AActor, __Pos.Y, y)
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DEFINE_FIELD_NAMED(AActor, __Pos.Z, z)
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DEFINE_FIELD(AActor, Prev)
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DEFINE_FIELD(AActor, SpriteAngle)
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DEFINE_FIELD(AActor, SpriteRotation)
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DEFINE_FIELD(AActor, VisibleStartAngle)
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DEFINE_FIELD(AActor, VisibleStartPitch)
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DEFINE_FIELD(AActor, VisibleEndAngle)
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DEFINE_FIELD(AActor, VisibleEndPitch)
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DEFINE_FIELD_NAMED(AActor, Angles.Yaw, angle)
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DEFINE_FIELD_NAMED(AActor, Angles.Pitch, pitch)
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DEFINE_FIELD_NAMED(AActor, Angles.Roll, roll)
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DEFINE_FIELD(AActor, Vel)
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DEFINE_FIELD_NAMED(AActor, Vel.X, velx)
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DEFINE_FIELD_NAMED(AActor, Vel.Y, vely)
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DEFINE_FIELD_NAMED(AActor, Vel.Z, velz)
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DEFINE_FIELD_NAMED(AActor, Vel.X, momx)
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DEFINE_FIELD_NAMED(AActor, Vel.Y, momy)
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DEFINE_FIELD_NAMED(AActor, Vel.Z, momz)
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DEFINE_FIELD(AActor, Speed)
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DEFINE_FIELD(AActor, FloatSpeed)
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DEFINE_FIELD(AActor, sprite)
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DEFINE_FIELD(AActor, frame)
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DEFINE_FIELD(AActor, Scale)
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DEFINE_FIELD_NAMED(AActor, Scale.X, scalex)
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DEFINE_FIELD_NAMED(AActor, Scale.Y, scaley)
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DEFINE_FIELD(AActor, RenderStyle)
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DEFINE_FIELD(AActor, picnum)
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DEFINE_FIELD(AActor, Alpha)
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DEFINE_FIELD(AActor, fillcolor)
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DEFINE_FIELD_NAMED(AActor, Sector, CurSector) // clashes with type 'sector'.
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DEFINE_FIELD(AActor, subsector)
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DEFINE_FIELD(AActor, ceilingz)
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DEFINE_FIELD(AActor, floorz)
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DEFINE_FIELD(AActor, dropoffz)
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DEFINE_FIELD(AActor, floorsector)
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DEFINE_FIELD(AActor, floorpic)
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DEFINE_FIELD(AActor, floorterrain)
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DEFINE_FIELD(AActor, ceilingsector)
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DEFINE_FIELD(AActor, ceilingpic)
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DEFINE_FIELD(AActor, Height)
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DEFINE_FIELD(AActor, radius)
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DEFINE_FIELD(AActor, renderradius)
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DEFINE_FIELD(AActor, projectilepassheight)
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DEFINE_FIELD(AActor, tics)
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DEFINE_FIELD_NAMED(AActor, state, curstate) // clashes with type 'state'.
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DEFINE_FIELD_NAMED(AActor, DamageVal, Damage) // name differs for historic reasons
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DEFINE_FIELD(AActor, projectileKickback)
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DEFINE_FIELD(AActor, VisibleToTeam)
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DEFINE_FIELD(AActor, special1)
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DEFINE_FIELD(AActor, special2)
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DEFINE_FIELD(AActor, specialf1)
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DEFINE_FIELD(AActor, specialf2)
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DEFINE_FIELD(AActor, weaponspecial)
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DEFINE_FIELD(AActor, health)
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DEFINE_FIELD(AActor, movedir)
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DEFINE_FIELD(AActor, visdir)
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DEFINE_FIELD(AActor, movecount)
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DEFINE_FIELD(AActor, strafecount)
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DEFINE_FIELD(AActor, target)
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DEFINE_FIELD(AActor, master)
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DEFINE_FIELD(AActor, tracer)
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DEFINE_FIELD(AActor, LastHeard)
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DEFINE_FIELD(AActor, lastenemy)
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DEFINE_FIELD(AActor, LastLookActor)
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DEFINE_FIELD(AActor, reactiontime)
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DEFINE_FIELD(AActor, threshold)
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DEFINE_FIELD(AActor, DefThreshold)
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DEFINE_FIELD(AActor, SpawnPoint)
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DEFINE_FIELD(AActor, SpawnAngle)
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DEFINE_FIELD(AActor, StartHealth)
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DEFINE_FIELD(AActor, WeaveIndexXY)
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DEFINE_FIELD(AActor, WeaveIndexZ)
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DEFINE_FIELD(AActor, skillrespawncount)
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DEFINE_FIELD(AActor, args)
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DEFINE_FIELD(AActor, Mass)
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DEFINE_FIELD(AActor, special)
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DEFINE_FIELD(AActor, tid)
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DEFINE_FIELD(AActor, TIDtoHate)
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DEFINE_FIELD(AActor, waterlevel)
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DEFINE_FIELD(AActor, Score)
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DEFINE_FIELD(AActor, accuracy)
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DEFINE_FIELD(AActor, stamina)
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DEFINE_FIELD(AActor, meleerange)
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DEFINE_FIELD(AActor, PainThreshold)
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DEFINE_FIELD(AActor, Gravity)
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DEFINE_FIELD(AActor, Floorclip)
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DEFINE_FIELD(AActor, DamageType)
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DEFINE_FIELD(AActor, DamageTypeReceived)
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DEFINE_FIELD(AActor, FloatBobPhase)
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DEFINE_FIELD(AActor, FloatBobStrength)
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DEFINE_FIELD(AActor, RipperLevel)
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DEFINE_FIELD(AActor, RipLevelMin)
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DEFINE_FIELD(AActor, RipLevelMax)
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DEFINE_FIELD(AActor, Species)
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DEFINE_FIELD(AActor, alternative)
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DEFINE_FIELD(AActor, goal)
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DEFINE_FIELD(AActor, MinMissileChance)
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DEFINE_FIELD(AActor, LastLookPlayerNumber)
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DEFINE_FIELD(AActor, SpawnFlags)
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DEFINE_FIELD(AActor, meleethreshold)
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DEFINE_FIELD(AActor, maxtargetrange)
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DEFINE_FIELD(AActor, bouncefactor)
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DEFINE_FIELD(AActor, wallbouncefactor)
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DEFINE_FIELD(AActor, bouncecount)
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DEFINE_FIELD(AActor, Friction)
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DEFINE_FIELD(AActor, FastChaseStrafeCount)
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DEFINE_FIELD(AActor, pushfactor)
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DEFINE_FIELD(AActor, lastpush)
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DEFINE_FIELD(AActor, activationtype)
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DEFINE_FIELD(AActor, lastbump)
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DEFINE_FIELD(AActor, DesignatedTeam)
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DEFINE_FIELD(AActor, BlockingMobj)
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DEFINE_FIELD(AActor, BlockingLine)
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DEFINE_FIELD(AActor, Blocking3DFloor)
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DEFINE_FIELD(AActor, BlockingCeiling)
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DEFINE_FIELD(AActor, BlockingFloor)
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DEFINE_FIELD(AActor, PoisonDamage)
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DEFINE_FIELD(AActor, PoisonDamageType)
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DEFINE_FIELD(AActor, PoisonDuration)
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DEFINE_FIELD(AActor, PoisonPeriod)
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DEFINE_FIELD(AActor, PoisonDamageReceived)
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DEFINE_FIELD(AActor, PoisonDamageTypeReceived)
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DEFINE_FIELD(AActor, PoisonDurationReceived)
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DEFINE_FIELD(AActor, PoisonPeriodReceived)
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DEFINE_FIELD(AActor, Poisoner)
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DEFINE_FIELD_NAMED(AActor, Inventory, Inv) // clashes with type 'Inventory'.
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DEFINE_FIELD(AActor, smokecounter)
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DEFINE_FIELD(AActor, FriendPlayer)
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DEFINE_FIELD(AActor, Translation)
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DEFINE_FIELD(AActor, AttackSound)
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DEFINE_FIELD(AActor, DeathSound)
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DEFINE_FIELD(AActor, SeeSound)
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DEFINE_FIELD(AActor, PainSound)
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DEFINE_FIELD(AActor, ActiveSound)
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DEFINE_FIELD(AActor, UseSound)
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DEFINE_FIELD(AActor, BounceSound)
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DEFINE_FIELD(AActor, WallBounceSound)
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DEFINE_FIELD(AActor, CrushPainSound)
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DEFINE_FIELD(AActor, MaxDropOffHeight)
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DEFINE_FIELD(AActor, MaxStepHeight)
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DEFINE_FIELD(AActor, PainChance)
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DEFINE_FIELD(AActor, PainType)
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DEFINE_FIELD(AActor, DeathType)
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DEFINE_FIELD(AActor, DamageFactor)
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DEFINE_FIELD(AActor, DamageMultiply)
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DEFINE_FIELD(AActor, TeleFogSourceType)
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DEFINE_FIELD(AActor, TeleFogDestType)
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DEFINE_FIELD(AActor, SpawnState)
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DEFINE_FIELD(AActor, SeeState)
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DEFINE_FIELD(AActor, MeleeState)
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DEFINE_FIELD(AActor, MissileState)
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DEFINE_FIELD(AActor, ConversationRoot)
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DEFINE_FIELD(AActor, Conversation)
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DEFINE_FIELD(AActor, DecalGenerator)
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DEFINE_FIELD(AActor, fountaincolor)
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DEFINE_FIELD(AActor, CameraHeight)
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DEFINE_FIELD(AActor, CameraFOV)
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DEFINE_FIELD(AActor, RadiusDamageFactor)
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DEFINE_FIELD(AActor, SelfDamageFactor)
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DEFINE_FIELD(AActor, StealthAlpha)
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DEFINE_FIELD(AActor, WoundHealth)
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DEFINE_FIELD(AActor, BloodColor)
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DEFINE_FIELD(AActor, BloodTranslation)
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DEFINE_FIELD(AActor, RenderHidden)
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DEFINE_FIELD(AActor, RenderRequired)
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DEFINE_FIELD(AActor, friendlyseeblocks)
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DEFINE_FIELD(AActor, SpawnTime)
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DEFINE_FIELD(AActor, InventoryID)
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//==========================================================================
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//
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@ -7319,23 +7146,6 @@ int AActor::GetGibHealth() const
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return -SpawnHealth();
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}
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double AActor::GetCameraHeight() const
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{
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return CameraHeight == INT_MIN ? Height / 2 : CameraHeight;
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}
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FDropItem *AActor::GetDropItems() const
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{
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return GetInfo()->DropItems;
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}
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double AActor::GetGravity() const
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{
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if (flags & MF_NOGRAVITY) return 0;
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return level.gravity * Sector->gravity * Gravity * 0.00125;
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}
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// killough 11/98:
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// Whether an object is "sentient" or not. Used for environmental influences.
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