From af08413e1095e15a8595160ddee71d18b2e0021f Mon Sep 17 00:00:00 2001 From: Rachael Alexanderson Date: Sun, 21 Jan 2024 08:17:09 -0500 Subject: [PATCH] - reverting pull request #2361 - apparently pull request #2364 changed some behaviour and these two do not play nice together. One or the other unfortunately has to be rolled back to allow GZDoom to build properly again. Revert "Restored r_orthographic behavior." This reverts commit 26908f5bc58237d1662ca26182fc502f99d3be91. Revert "Changed all of the isometric functionality to mapinfo and playerinfo variables. Retained function of most of the CVars." This reverts commit dc897eacc0eb9bbd2cbeee8893db860219620017. Revert "Adding isometric camera mode with orthographic projection to current state of master branch of GZDoom." This reverts commit d2c2c93cf145b89f4b81b4087e971e89640618eb. --- src/common/filesystem/source/file_zip.cpp | 1 - .../rendering/hwrenderer/data/hw_cvars.h | 8 ----- .../rendering/hwrenderer/data/hw_vrmodes.cpp | 20 ++--------- .../rendering/hwrenderer/data/hw_vrmodes.h | 2 +- src/g_level.cpp | 8 ----- src/g_levellocals.h | 13 ------- src/gamedata/g_mapinfo.cpp | 19 ---------- src/gamedata/g_mapinfo.h | 7 ---- src/playsim/d_player.h | 2 -- src/playsim/p_user.cpp | 3 -- src/rendering/hwrenderer/hw_entrypoint.cpp | 36 ++----------------- src/rendering/hwrenderer/scene/hw_sprites.cpp | 18 ---------- src/rendering/r_utility.cpp | 34 ------------------ src/rendering/r_utility.h | 2 -- src/scripting/vmthunks.cpp | 16 --------- wadsrc/static/zscript/actors/player/player.zs | 1 - wadsrc/static/zscript/doombase.zs | 1 - 17 files changed, 5 insertions(+), 186 deletions(-) diff --git a/src/common/filesystem/source/file_zip.cpp b/src/common/filesystem/source/file_zip.cpp index 8351b7146..9f10d00a7 100644 --- a/src/common/filesystem/source/file_zip.cpp +++ b/src/common/filesystem/source/file_zip.cpp @@ -35,7 +35,6 @@ #include #include -#include #include "w_zip.h" #include "ancientzip.h" #include "resourcefile.h" diff --git a/src/common/rendering/hwrenderer/data/hw_cvars.h b/src/common/rendering/hwrenderer/data/hw_cvars.h index 2f90807eb..cf2364979 100644 --- a/src/common/rendering/hwrenderer/data/hw_cvars.h +++ b/src/common/rendering/hwrenderer/data/hw_cvars.h @@ -54,11 +54,3 @@ EXTERN_CVAR(Int, gl_shadowmap_filter) EXTERN_CVAR(Bool, gl_brightfog) EXTERN_CVAR(Bool, gl_lightadditivesurfaces) EXTERN_CVAR(Bool, gl_notexturefill) - -EXTERN_CVAR(Bool, r_isocam) -EXTERN_CVAR(Int, r_isoviewpoint) -EXTERN_CVAR(Float, r_iso_camdist) -EXTERN_CVAR(Float, r_iso_dist) -EXTERN_CVAR(Float, r_iso_pitch) -EXTERN_CVAR(Bool, r_drawplayersprites) -EXTERN_CVAR(Bool, r_orthographic) diff --git a/src/common/rendering/hwrenderer/data/hw_vrmodes.cpp b/src/common/rendering/hwrenderer/data/hw_vrmodes.cpp index 4534829ab..c51ce2ee9 100644 --- a/src/common/rendering/hwrenderer/data/hw_vrmodes.cpp +++ b/src/common/rendering/hwrenderer/data/hw_vrmodes.cpp @@ -146,27 +146,11 @@ float VREyeInfo::getShift() const return vr_swap_eyes ? -res : res; } -VSMatrix VREyeInfo::GetProjection(float fov, float aspectRatio, float fovRatio, bool iso_ortho) const +VSMatrix VREyeInfo::GetProjection(float fov, float aspectRatio, float fovRatio) const { VSMatrix result; - if (iso_ortho) // Orthographic projection for isometric viewpoint - { - double zNear = -1.0; // screen->GetZNear(); - double zFar = screen->GetZFar(); - - double fH = tan(DEG2RAD(fov) / 2) / fovRatio; - double fW = fH * aspectRatio * mScaleFactor; - double left = -fW; - double right = fW; - double bottom = -fH; - double top = fH; - - VSMatrix fmat(1); - fmat.ortho((float)left, (float)right, (float)bottom, (float)top, (float)zNear, (float)zFar); - return fmat; - } - else if (mShiftFactor == 0) + if (mShiftFactor == 0) { float fovy = (float)(2 * RAD2DEG(atan(tan(DEG2RAD(fov) / 2) / fovRatio))); result.perspective(fovy, aspectRatio, screen->GetZNear(), screen->GetZFar()); diff --git a/src/common/rendering/hwrenderer/data/hw_vrmodes.h b/src/common/rendering/hwrenderer/data/hw_vrmodes.h index 989281520..26c9fd211 100644 --- a/src/common/rendering/hwrenderer/data/hw_vrmodes.h +++ b/src/common/rendering/hwrenderer/data/hw_vrmodes.h @@ -27,7 +27,7 @@ struct VREyeInfo float mShiftFactor; float mScaleFactor; - VSMatrix GetProjection(float fov, float aspectRatio, float fovRatio, bool iso_ortho) const; + VSMatrix GetProjection(float fov, float aspectRatio, float fovRatio) const; DVector3 GetViewShift(float yaw) const; private: float getShift() const; diff --git a/src/g_level.cpp b/src/g_level.cpp index cad0a9f86..ff42656da 100644 --- a/src/g_level.cpp +++ b/src/g_level.cpp @@ -1803,8 +1803,6 @@ void FLevelLocals::Init() flags3 = 0; ImpactDecalCount = 0; frozenstate = 0; - isocam_pitch = 30.f; - iso_dist = 300.f; info = FindLevelInfo (MapName.GetChars()); @@ -1835,12 +1833,6 @@ void FLevelLocals::Init() if (info->gravity == DBL_MAX) gravity = 0; else gravity = info->gravity * 35/TICRATE; } - if (info->isocam_pitch < 0.f) isocam_pitch = 0.f; - else if (info->isocam_pitch > 89.f) isocam_pitch = 89.f; - else isocam_pitch = info->isocam_pitch; - if (info->iso_dist < 1.f) iso_dist = 1.f; - if (info->iso_dist > 1000.f) iso_dist = 1000.f; - else iso_dist = info->iso_dist; if (info->aircontrol != 0.f) { aircontrol = info->aircontrol; diff --git a/src/g_levellocals.h b/src/g_levellocals.h index 799915d4c..cf63f81b2 100644 --- a/src/g_levellocals.h +++ b/src/g_levellocals.h @@ -664,8 +664,6 @@ public: double airfriction; int airsupply; int DefaultEnvironment; // Default sound environment. - float isocam_pitch; - float iso_dist; DSeqNode *SequenceListHead; @@ -755,17 +753,6 @@ public: return !(flags & LEVEL_FREELOOK_NO); } - //========================================================================== - // - // - //========================================================================== - - bool IsIsometricMode() const - { - return (flags3 & LEVEL3_ISOMETRICMODE); - // What to do about multiplayer flags? Add a dmflags3 bit? - } - node_t *HeadNode() const { return nodes.Size() == 0 ? nullptr : &nodes[nodes.Size() - 1]; diff --git a/src/gamedata/g_mapinfo.cpp b/src/gamedata/g_mapinfo.cpp index f79f0a5db..dfe90b2c9 100644 --- a/src/gamedata/g_mapinfo.cpp +++ b/src/gamedata/g_mapinfo.cpp @@ -295,8 +295,6 @@ void level_info_t::Reset() outsidefogdensity = 0; skyfog = 0; pixelstretch = 1.2f; - isocam_pitch = 30.f; - iso_dist = 300.f; specialactions.Clear(); DefaultEnvironment = 0; @@ -1218,20 +1216,6 @@ DEFINE_MAP_OPTION(gravity, true) info->gravity = parse.sc.Float; } -DEFINE_MAP_OPTION(isocam_pitch, true) -{ - parse.ParseAssign(); - parse.sc.MustGetFloat(); - info->isocam_pitch = parse.sc.Float; -} - -DEFINE_MAP_OPTION(iso_dist, true) -{ - parse.ParseAssign(); - parse.sc.MustGetFloat(); - info->iso_dist = parse.sc.Float; -} - DEFINE_MAP_OPTION(nogravity, true) { info->gravity = DBL_MAX; @@ -1835,9 +1819,6 @@ MapFlagHandlers[] = { "disableskyboxao", MITYPE_CLRFLAG3, LEVEL3_SKYBOXAO, 0 }, { "avoidmelee", MITYPE_SETFLAG3, LEVEL3_AVOIDMELEE, 0 }, { "attenuatelights", MITYPE_SETFLAG3, LEVEL3_ATTENUATE, 0 }, - { "isometricmode", MITYPE_SETFLAG3, LEVEL3_ISOMETRICMODE, 0 }, - { "orthographic", MITYPE_SETFLAG3, LEVEL3_ORTHOGRAPHIC, 0 }, - { "isometricsprites", MITYPE_SETFLAG3, LEVEL3_ISOMETRICSPRITES, 0 }, { "nobotnodes", MITYPE_IGNORE, 0, 0 }, // Skulltag option: nobotnodes { "nopassover", MITYPE_COMPATFLAG, COMPATF_NO_PASSMOBJ, 0 }, { "passover", MITYPE_CLRCOMPATFLAG, COMPATF_NO_PASSMOBJ, 0 }, diff --git a/src/gamedata/g_mapinfo.h b/src/gamedata/g_mapinfo.h index 1bd379b17..b56d3b632 100644 --- a/src/gamedata/g_mapinfo.h +++ b/src/gamedata/g_mapinfo.h @@ -270,10 +270,6 @@ enum ELevelFlags : unsigned int LEVEL3_AVOIDMELEE = 0x00020000, // global flag needed for proper MBF support. LEVEL3_NOJUMPDOWN = 0x00040000, // only for MBF21. Inverse of MBF's dog_jumping flag. LEVEL3_LIGHTCREATED = 0x00080000, // a light had been created in the last frame - - LEVEL3_ISOMETRICMODE = 0x00100000, // render map in isometric camera mode - LEVEL3_ORTHOGRAPHIC = 0x00200000, // render with orthographic projection (only in isometric camera mode) - LEVEL3_ISOMETRICSPRITES = 0x00400000, // displace isometrically drawn sprites towards isometric camera }; @@ -380,9 +376,6 @@ struct level_info_t int skyfog; float pixelstretch; - float isocam_pitch; - float iso_dist; - // Redirection: If any player is carrying the specified item, then // you go to the RedirectMap instead of this one. FName RedirectType; diff --git a/src/playsim/d_player.h b/src/playsim/d_player.h index e7c703ad1..675813873 100644 --- a/src/playsim/d_player.h +++ b/src/playsim/d_player.h @@ -324,8 +324,6 @@ public: // This only represents the thrust that the player applies himself. // This avoids anomalies with such things as Boom ice and conveyors. DVector2 Vel = { 0,0 }; - // Used by isometric camera (See RenderViewpoint() in src/rendering/hwrenderer/hw_entrypoint.cpp) - int isoyaw = 225; // degrees bool centering = false; uint8_t turnticks = 0; diff --git a/src/playsim/p_user.cpp b/src/playsim/p_user.cpp index 121db3f64..a4e2c6485 100644 --- a/src/playsim/p_user.cpp +++ b/src/playsim/p_user.cpp @@ -270,7 +270,6 @@ void player_t::CopyFrom(player_t &p, bool copyPSP) deltaviewheight = p.deltaviewheight; bob = p.bob; Vel = p.Vel; - isoyaw = p.isoyaw; centering = p.centering; turnticks = p.turnticks; attackdown = p.attackdown; @@ -1636,7 +1635,6 @@ void player_t::Serialize(FSerializer &arc) ("deltaviewheight", deltaviewheight) ("bob", bob) ("vel", Vel) - ("isoyaw", isoyaw) ("centering", centering) ("health", health) ("inventorytics", inventorytics) @@ -1744,7 +1742,6 @@ DEFINE_FIELD_X(PlayerInfo, player_t, viewheight) DEFINE_FIELD_X(PlayerInfo, player_t, deltaviewheight) DEFINE_FIELD_X(PlayerInfo, player_t, bob) DEFINE_FIELD_X(PlayerInfo, player_t, Vel) -DEFINE_FIELD_X(PlayerInfo, player_t, isoyaw) DEFINE_FIELD_X(PlayerInfo, player_t, centering) DEFINE_FIELD_X(PlayerInfo, player_t, turnticks) DEFINE_FIELD_X(PlayerInfo, player_t, attackdown) diff --git a/src/rendering/hwrenderer/hw_entrypoint.cpp b/src/rendering/hwrenderer/hw_entrypoint.cpp index df8371c49..e80d7ef66 100644 --- a/src/rendering/hwrenderer/hw_entrypoint.cpp +++ b/src/rendering/hwrenderer/hw_entrypoint.cpp @@ -162,40 +162,8 @@ sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bou di->Viewpoint.FieldOfView = DAngle::fromDeg(fov); // Set the real FOV for the current scene (it's not necessarily the same as the global setting in r_viewpoint) - // Switch viewpoint for isometric camera - if((r_isocam || (camera->Level->flags3 & LEVEL3_ISOMETRICMODE)) && camera->player != NULL) - { - float camdist = camera->Level->iso_dist; - float isocam_pitch = camera->Level->isocam_pitch; - if (r_isoviewpoint > 0) - { - isocam_pitch = r_iso_pitch; - camdist = r_iso_dist; - camera->player->isoyaw = 45.0 * (r_isoviewpoint - 1); // The eight cardinal directions - } - float inv_iso_dist = 1.0f/camdist; // camdist can change in next line - bool iso_ortho = ((r_isoviewpoint > 0) && r_orthographic) || ((r_isoviewpoint == 0) && camera->Level->flags3 & LEVEL3_ORTHOGRAPHIC); - if (iso_ortho) camdist = r_iso_camdist; - vp.Pos.X -= camdist * DAngle::fromDeg(camera->player->isoyaw).Cos(); - vp.Pos.Y -= camdist * DAngle::fromDeg(camera->player->isoyaw).Sin(); - vp.Pos.Z += camdist * FAngle::fromDeg(isocam_pitch).Tan() - 0.5 * camera->player->viewheight; - vp.HWAngles.Pitch = FAngle::fromDeg(isocam_pitch); - vp.Angles.Pitch = DAngle::fromDeg(isocam_pitch); - vp.Angles.Yaw = DAngle::fromDeg(camera->player->isoyaw); - vp.Angles.Roll = DAngle::fromDeg(0); - vp.showviewer = true; // Draw player sprite - r_drawplayersprites = false; // Don't draw first-person hands/weapons - // Stereo mode specific perspective projection - if (!iso_ortho) inv_iso_dist = 1.0f; - di->VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio * inv_iso_dist, iso_ortho); - } - else // Regular first-person viewpoint - { - vp.showviewer = false; - r_drawplayersprites = true; // Restore first-person hands/weapons - // Stereo mode specific perspective projection - di->VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio, false); - } + // Stereo mode specific perspective projection + di->VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio); // Stereo mode specific viewpoint adjustment vp.Pos += eye.GetViewShift(vp.HWAngles.Yaw.Degrees()); di->SetupView(RenderState, vp.Pos.X, vp.Pos.Y, vp.Pos.Z, false, false); diff --git a/src/rendering/hwrenderer/scene/hw_sprites.cpp b/src/rendering/hwrenderer/scene/hw_sprites.cpp index 2885a6231..09db1101d 100644 --- a/src/rendering/hwrenderer/scene/hw_sprites.cpp +++ b/src/rendering/hwrenderer/scene/hw_sprites.cpp @@ -477,9 +477,7 @@ bool HWSprite::CalculateVertices(HWDrawInfo* di, FVector3* v, DVector3* vp) // Rotate the sprite about the vector starting at the center of the sprite // triangle strip and with direction orthogonal to where the player is looking // in the x/y plane. - if(r_isocam || (di->Level->flags3 & LEVEL3_ISOMETRICMODE)) mat.Translate(0.0, z2 - zcenter, 0.0); mat.Rotate(-sin(angleRad), 0, cos(angleRad), -HWAngles.Pitch.Degrees()); - if(r_isocam || (di->Level->flags3 & LEVEL3_ISOMETRICMODE)) mat.Translate(0.0, zcenter - z2, 0.0); } mat.Translate(-center.X, -center.Z, -center.Y); // retreat from sprite center @@ -902,7 +900,6 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t { bool mirror = false; DAngle ang = (thingpos - vp.Pos).Angle(); - if(r_isocam || (di->Level->flags3 & LEVEL3_ISOMETRICMODE)) ang = vp.Angles.Yaw; FTextureID patch; // [ZZ] add direct picnum override if (isPicnumOverride) @@ -1022,20 +1019,6 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t x2 = x - viewvecY*rightfac; y1 = y + viewvecX*leftfac; y2 = y + viewvecX*rightfac; - if(di->Level->flags3 & LEVEL3_ISOMETRICSPRITES && (r_isocam || (di->Level->flags3 & LEVEL3_ISOMETRICMODE))) // If sprites are drawn from an isometric perspective - { - float signX = 1.0; - float signY = 1.0; - if(viewvecX < 0) signX = -1.0; - if(viewvecY < 0) signY = -1.0; - if(viewvecX == 0) signX = 0.0; - if(viewvecY == 0) signY = 0.0; - - x1 -= signX * thing->radius; - x2 -= signX * thing->radius; - y1 -= signY * thing->radius; - y2 -= signY * thing->radius; - } break; } case RF_FLATSPRITE: @@ -1076,7 +1059,6 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t } depth = (float)((x - vp.Pos.X) * vp.TanCos + (y - vp.Pos.Y) * vp.TanSin); - if(r_isocam || (di->Level->flags3 & LEVEL3_ISOMETRICMODE)) depth = depth * vp.PitchCos - vp.PitchSin * z2; // Helps with stacking actors with small xy offsets if (isSpriteShadow) depth += 1.f/65536.f; // always sort shadows behind the sprite. // light calculation diff --git a/src/rendering/r_utility.cpp b/src/rendering/r_utility.cpp index 216500feb..4daf7af7c 100644 --- a/src/rendering/r_utility.cpp +++ b/src/rendering/r_utility.cpp @@ -101,35 +101,6 @@ CVAR (Bool, r_deathcamera, false, CVAR_ARCHIVE) CVAR (Int, r_clearbuffer, 0, 0) CVAR (Bool, r_drawvoxels, true, 0) CVAR (Bool, r_drawplayersprites, true, 0) // [RH] Draw player sprites? -CVARD (Bool, r_isocam, false, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_CHEAT, "render from isometric viewpoint.") -CVARD (Bool, r_orthographic, true, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_CHEAT, "render orthographic projection. Only used with r_isocam") -CUSTOM_CVARD(Float, r_iso_pitch, 30.0f, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_CHEAT, "pitch for isometric camera: 0 to 89 degrees. Used only if r_isoviewpoint > 0.") -{ - if (self < 0.f) - self = 0.f; - else if (self > 89.f) - self = 89.f; -} -CUSTOM_CVAR(Float, r_iso_camdist, 1000.0f, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_CHEAT) -{ - // Keep this large to avoid texture clipping, not used if r_orthographic is false - if (self < 1000.f) - self = 1000.f; -} -CUSTOM_CVARD(Int, r_isoviewpoint, 0, CVAR_ARCHIVE, "Isometric viewpoint angle. 1 to 8 for cardinal directions using r_iso_pitch and r_iso_dist. 0 for ignore and use player->isoyaw, level->isocam_pitch and level->iso_dist (from mapinfo).") -{ - if (self < 0) - self = 0; - else if (self > 8) - self = 8; -} -CUSTOM_CVARD(Float, r_iso_dist, 300.0, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_CHEAT, "how far the isometric camera (r_isocam) is in the XY plane. Used only if r_isoviewpoint > 0.") -{ - if (self < 0.f) - self = 0.f; - else if (self > 1000.f) - self = 1000.f; -} CUSTOM_CVAR(Float, r_quakeintensity, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) { if (self < 0.f) self = 0.f; @@ -182,8 +153,6 @@ FRenderViewpoint::FRenderViewpoint() Sin = 0.0; TanCos = 0.0; TanSin = 0.0; - PitchCos = 0.0; - PitchSin = 0.0; camera = nullptr; sector = nullptr; FieldOfView = DAngle::fromDeg(90.); // Angles in the SCREENWIDTH wide window @@ -661,9 +630,6 @@ void FRenderViewpoint::SetViewAngle (const FViewWindow &viewwindow) TanSin = viewwindow.FocalTangent * Sin; TanCos = viewwindow.FocalTangent * Cos; - PitchSin = Angles.Pitch.Sin(); - PitchCos = Angles.Pitch.Cos(); - DVector2 v = Angles.Yaw.ToVector(); ViewVector.X = v.X; ViewVector.Y = v.Y; diff --git a/src/rendering/r_utility.h b/src/rendering/r_utility.h index c5f87eef5..7ba6e738c 100644 --- a/src/rendering/r_utility.h +++ b/src/rendering/r_utility.h @@ -33,8 +33,6 @@ struct FRenderViewpoint double Sin; // sin(Angles.Yaw) double TanCos; // FocalTangent * cos(Angles.Yaw) double TanSin; // FocalTangent * sin(Angles.Yaw) - double PitchCos; // cos(Angles.Pitch) - double PitchSin; // sin(Angles.Pitch) AActor *camera; // camera actor sector_t *sector; // [RH] keep track of sector viewing from diff --git a/src/scripting/vmthunks.cpp b/src/scripting/vmthunks.cpp index 6a43dde5a..450d4552a 100644 --- a/src/scripting/vmthunks.cpp +++ b/src/scripting/vmthunks.cpp @@ -1694,22 +1694,6 @@ DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetXOffset, SetXOffset) ACTION_RETURN_BOOL(self->IsFreelookAllowed()); } - //========================================================================== - // - // - //========================================================================== - - static int IsIsometricMode(FLevelLocals *self) - { - return self->IsIsometricMode(); - } - - DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, IsIsometricMode, IsIsometricMode) - { - PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals); - ACTION_RETURN_BOOL(self->IsIsometricMode()); - } - //========================================================================== // // ZScript counterpart to ACS ChangeSky, uses TextureIDs diff --git a/wadsrc/static/zscript/actors/player/player.zs b/wadsrc/static/zscript/actors/player/player.zs index 6c687210b..235b97c8d 100644 --- a/wadsrc/static/zscript/actors/player/player.zs +++ b/wadsrc/static/zscript/actors/player/player.zs @@ -2744,7 +2744,6 @@ struct PlayerInfo native play // self is what internally is known as player_t native double deltaviewheight; native double bob; native vector2 vel; - native int isoyaw; native bool centering; native uint8 turnticks; native bool attackdown; diff --git a/wadsrc/static/zscript/doombase.zs b/wadsrc/static/zscript/doombase.zs index d2bd8a21a..5a99de9e6 100644 --- a/wadsrc/static/zscript/doombase.zs +++ b/wadsrc/static/zscript/doombase.zs @@ -490,7 +490,6 @@ struct LevelLocals native native bool IsJumpingAllowed() const; native bool IsCrouchingAllowed() const; native bool IsFreelookAllowed() const; - native bool IsIsometricMode() const; native void StartIntermission(Name type, int state) const; native play SpotState GetSpotState(bool create = true); native int FindUniqueTid(int start = 0, int limit = 0);