- renamed all instances of 'float' parameters to 'double', so that the Float32 type can be made usable for structs.

This commit is contained in:
Christoph Oelckers 2016-11-21 13:04:27 +01:00
commit 7c122d03e9
9 changed files with 111 additions and 111 deletions

View file

@ -43,10 +43,10 @@ class Inventory : Actor native
class StateProvider : Inventory native
{
action native state A_JumpIfNoAmmo(statelabel label);
action native void A_CustomPunch(int damage, bool norandom = false, int flags = CPF_USEAMMO, class<Actor> pufftype = "BulletPuff", float range = 0, float lifesteal = 0, int lifestealmax = 0, class<BasicArmorBonus> armorbonustype = "ArmorBonus", sound MeleeSound = 0, sound MissSound = "");
action native void A_FireBullets(float spread_xy, float spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", int flags = 1, float range = 0, class<Actor> missile = null, float Spawnheight = 32, float Spawnofs_xy = 0);
action native void A_FireCustomMissile(class<Actor> missiletype, float angle = 0, bool useammo = true, float spawnofs_xy = 0, float spawnheight = 0, int flags = 0, float pitch = 0);
action native void A_RailAttack(int damage, int spawnofs_xy = 0, bool useammo = true, color color1 = 0, color color2 = 0, int flags = 0, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float spread_xy = 0, float spread_z = 0, float range = 0, int duration = 0, float sparsity = 1.0, float driftspeed = 1.0, class<Actor> spawnclass = "none", float spawnofs_z = 0, int spiraloffset = 270, int limit = 0);
action native void A_CustomPunch(int damage, bool norandom = false, int flags = CPF_USEAMMO, class<Actor> pufftype = "BulletPuff", double range = 0, double lifesteal = 0, int lifestealmax = 0, class<BasicArmorBonus> armorbonustype = "ArmorBonus", sound MeleeSound = 0, sound MissSound = "");
action native void A_FireBullets(double spread_xy, double spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", int flags = 1, double range = 0, class<Actor> missile = null, double Spawnheight = 32, double Spawnofs_xy = 0);
action native void A_FireCustomMissile(class<Actor> missiletype, double angle = 0, bool useammo = true, double spawnofs_xy = 0, double spawnheight = 0, int flags = 0, double pitch = 0);
action native void A_RailAttack(int damage, int spawnofs_xy = 0, bool useammo = true, color color1 = 0, color color2 = 0, int flags = 0, double maxdiff = 0, class<Actor> pufftype = "BulletPuff", double spread_xy = 0, double spread_z = 0, double range = 0, int duration = 0, double sparsity = 1.0, double driftspeed = 1.0, class<Actor> spawnclass = "none", double spawnofs_z = 0, int spiraloffset = 270, int limit = 0);
action native void A_WeaponReady(int flags = 0);
action native void A_Lower();
action native void A_Raise();
@ -457,7 +457,7 @@ class Weapon : StateProvider native
native bool DepleteAmmo(bool altFire, bool checkEnough = true, int ammouse = -1);
native action void A_ZoomFactor(float scale = 1, int flags = 0);
native action void A_ZoomFactor(double scale = 1, int flags = 0);
native action void A_SetCrosshair(int xhair);
const ZOOM_INSTANT = 1;
const ZOOM_NOSCALETURNING = 2;