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const ORIG_FRICTION_FACTOR = (2048/65536.); // original value |
const DEFMORPHTICS = 40 * TICRATE; |
const MELEEDELTA = 20; |
// flags are not defined here, the native fields for those get synthesized from the internal tables. |
// for some comments on these fields, see their native representations in actor.h. |
native readonly Actor snext; // next in sector list. |
native PlayerInfo Player; |
native readonly ViewPosition ViewPos; // Will be null until A_SetViewPos() is called for the first time. |
native readonly vector3 Pos; |
native vector3 Prev; |
native uint ThruBits; |
native vector2 SpriteOffset; |
native vector3 WorldOffset; |
native double spriteAngle; |
native double spriteRotation; |
native float VisibleStartAngle; |
native float VisibleStartPitch; |
native float VisibleEndAngle; |
native float VisibleEndPitch; |
native double Angle; |
native double Pitch; |
native double Roll; |
native vector3 Vel; |
native double Speed; |
native double FloatSpeed; |
native SpriteID sprite; |
native uint8 frame; |
native vector2 Scale; |
native TextureID picnum; |
native double Alpha; |
native readonly color fillcolor; // must be set with SetShade to initialize correctly. |
native Sector CurSector; |
native double CeilingZ; |
native double FloorZ; |
native double DropoffZ; |
native Sector floorsector; |
native TextureID floorpic; |
native int floorterrain; |
native Sector ceilingsector; |
native TextureID ceilingpic; |
native double Height; |
native readonly double Radius; |
native readonly double RenderRadius; |
native double projectilepassheight; |
native int tics; |
native readonly State CurState; |
native readonly int Damage; |
native int projectilekickback; |
native int special1; |
native int special2; |
native double specialf1; |
native double specialf2; |
native int weaponspecial; |
native int Health; |
native uint8 movedir; |
native int8 visdir; |
native int16 movecount; |
native int16 strafecount; |
native Actor Target; |
native Actor Master; |
native Actor Tracer; |
native Actor LastHeard; |
native Actor LastEnemy; |
native Actor LastLookActor; |
native int ReactionTime; |
native int Threshold; |
native readonly int DefThreshold; |
native vector3 SpawnPoint; |
native uint16 SpawnAngle; |
native int StartHealth; |
native uint8 WeaveIndexXY; |
native uint8 WeaveIndexZ; |
native uint16 skillrespawncount; |
native int Args[5]; |
native int Mass; |
native int Special; |
native readonly int TID; |
native readonly int TIDtoHate; |
native readonly int WaterLevel; |
native readonly double WaterDepth; |
native int Score; |
native int Accuracy; |
native int Stamina; |
native double MeleeRange; |
native int PainThreshold; |
native double Gravity; |
native double FloorClip; |
native name DamageType; |
native name DamageTypeReceived; |
native uint8 FloatBobPhase; |
native double FloatBobStrength; |
native int RipperLevel; |
native int RipLevelMin; |
native int RipLevelMax; |
native name Species; |
native Actor Alternative; |
native Actor goal; |
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