Updated to new save game code.
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10 changed files with 180 additions and 4 deletions
10
src/actor.h
10
src/actor.h
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@ -417,7 +417,10 @@ enum ActorRenderFlag
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RF_INVISIBLE = 0x8000, // Don't bother drawing this actor
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RF_ROLLSPRITE = 0x40000, //[marrub]roll the sprite billboard
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RF_DONTFLIP = 0x80000, // Don't flip it when viewed from behind.
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RF_ROLLCENTER = 0x100000, // Rotate from the center of sprite instead of offsets
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RF_ROLLCENTER = 0x00100000, // Rotate from the center of sprite instead of offsets
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RF_MASKROTATION = 0x00200000, // [MC] Only draw the actor when viewed from a certain angle range.
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RF_ABSMASKANGLE = 0x00400000, // [MC] The mask rotation does not offset by the actor's angle.
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RF_ABSMASKPITCH = 0x00800000, // [MC] The mask rotation does not offset by the actor's pitch.
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RF_FORCEYBILLBOARD = 0x10000, // [BB] OpenGL only: draw with y axis billboard, i.e. anchored to the floor (overrides gl_billboard_mode setting)
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RF_FORCEXYBILLBOARD = 0x20000, // [BB] OpenGL only: draw with xy axis billboard, i.e. unanchored (overrides gl_billboard_mode setting)
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@ -959,6 +962,7 @@ public:
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inline void SetFriendPlayer(player_t *player);
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bool IsVisibleToPlayer() const;
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bool IsInsideVisibleAngles() const;
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// Calculate amount of missile damage
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virtual int GetMissileDamage(int mask, int add);
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@ -984,6 +988,10 @@ public:
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DAngle SpriteAngle;
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DAngle SpriteRotation;
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DAngle VisibleStartAngle;
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DAngle VisibleStartPitch;
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DAngle VisibleEndAngle;
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DAngle VisibleEndPitch;
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DRotator Angles;
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DVector3 Vel;
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double Speed;
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