change flags style

pull/1/head
an 2019-08-14 04:31:50 -04:00
parent 0d8b097846
commit 03f151dca4
4 changed files with 44 additions and 44 deletions

View File

@ -17,13 +17,13 @@ struct State
readonly uint16 TicRange;
readonly uint8 UseFlags;
readonly bool bCANRAISE;
readonly bool bDEHACKED;
readonly bool bFAST;
readonly bool bFULLBRIGHT;
readonly bool bNODELAY;
readonly bool bSAMEFRAME;
readonly bool bSLOW;
readonly bool bCanRaise;
readonly bool bDeHackEd;
readonly bool bFast;
readonly bool bFullBright;
readonly bool bNoDelay;
readonly bool bSameFrame;
readonly bool bSlow;
int DistanceTo(State other);
bool InStateSequence(State base);
@ -65,38 +65,38 @@ struct State
The scope of this state. See *Action Scoping*. Can have any of the
`DefaultStateUsage` flags.
- `bCANRAISE`
- `bCanRaise`
State has the `CANRAISE` flag, allowing `A_VileChase` to target this actor
State has the `CanRaise` flag, allowing `A_VileChase` to target this actor
for healing without entering an infinitely long state.
- `bDEHACKED`
- `bDeHackEd`
`true` if the state has been modified by DeHackEd.
- `bFAST`
- `bFast`
State has the `FAST` flag, halving the duration when fast monsters is
State has the `Fast` flag, halving the duration when fast monsters is
enabled.
- `bFULLBRIGHT`
- `bFullBright`
State has the `BRIGHT` flag, making it fully bright regardless of other
State has the `Bright` flag, making it fully bright regardless of other
lighting conditions.
- `bNODELAY`
- `bNoDelay`
State has the `NODELAY` flag, forcing the associated action function to be
State has the `NoDelay` flag, forcing the associated action function to be
run if the actor is in its first tic.
- `bSAMEFRAME`
- `bSameFrame`
`true` if the state's frame is to be kept from the last frame used, i.e., is
`#`.
- `bSLOW`
- `bSlow`
State has the `SLOW` flag, doubling the duration when slow monsters is
State has the `Slow` flag, doubling the duration when slow monsters is
enabled.
- `DistanceTo`

View File

@ -5,7 +5,7 @@ The base class of all `class` types.
```
class Object
{
bool bDESTROYED;
bool bDestroyed;
class GetClass();
string GetClassName();
@ -17,7 +17,7 @@ class Object
}
```
- `bDESTROYED`
- `bDestroyed`
This object wants to be destroyed but has not yet been garbage collected.

View File

@ -36,11 +36,11 @@ class PSprite : Object play
double X;
double Y;
bool bADDBOB;
bool bADDWEAPON;
bool bCVARFAST;
bool bFLIP;
bool bPOWDOUBLE;
bool bAddBob;
bool bAddWeapon;
bool bCVarFast;
bool bFlip;
bool bPowDouble;
void SetState(State newstate, bool pending = false);
void Tick();
@ -108,23 +108,23 @@ class PSprite : Object play
The offset from the weapon's normal resting position on the vertical axis.
Note that `32` is the real resting position because of `A_Raise`.
- `bADDBOB`
- `bAddBob`
Adds the weapon's bobbing to this layer's offset.
- `bADDWEAPON`
- `bAddWeapon`
Adds the weapon layer's offsets to this layer's offset.
- `bCVARFAST`
- `bCVarFast`
Layer will respect `sv_fastweapons`.
- `bFLIP`
- `bFlip`
Flips the weapon visually horizontally.
- `bPOWDOUBLE`
- `bPowDouble`
Layer will respect `PowerDoubleFiringSpeed`.

View File

@ -2,17 +2,17 @@
<!-- vim-markdown-toc GFM -->
* [Example: Class headers](#example-class-headers)
* [Example: Class definitions](#example-class-definitions)
* [Example: Class headers](#example-class-headers)
* [Example: Class definitions](#example-class-definitions)
* [Class Flags](#class-flags)
* [Class Content](#class-content)
* [Property Definitions](#property-definitions)
* [Example: Property definitions](#example-property-definitions)
* [Example: Property definitions](#example-property-definitions)
* [Flag Definitions](#flag-definitions)
* [Example: Flag definitions](#example-flag-definitions)
* [Example: Flag definitions](#example-flag-definitions)
* [Default Blocks](#default-blocks)
* [Default Flag](#default-flag)
* [Default Property](#default-property)
* [Default Flag](#default-flag)
* [Default Property](#default-property)
* [State Definitions](#state-definitions)
<!-- vim-markdown-toc -->
@ -211,7 +211,7 @@ Flag definitions are used within classes to define defaultable boolean flags on
actors. They are not valid on classes not derived from Actor.
When registered, a flag will be available in the `default` block as
`CLASSNAME.FLAGNAME`, as well as a member as `bFLAGNAME`.
`ClassName.FlagName`, as well as a member as `bFlagName`.
Each flag operates on a singular bit of any integer member of the class. The
integer must be exactly 32 bits, though if it is signed or not does not matter.
@ -246,23 +246,23 @@ class MyCoolActorWithFlags : Actor
// Hey, those sentences sounded familiar...
default
{
+MYCOOLACTORWITHFLAGS.THIS_ONE_IS_ON
-MYCOOLACTORWITHFLAGS.THIS_ONE_IS_OFF
+MyCoolActorWithFlags.ThisOneIsOn
-MyCoolActorWithFlags.ThisOneIsOff
}
// Declare a flag field for all of the flags. This can hold up to 32 flags.
int m_Flags;
// Declare the flags, one at a time...
flagdef THIS_ONE_IS_ON: m_Flags, 0;
flagdef THIS_ONE_IS_OFF: m_Flags, 1;
flagdef THIS_ONE_ALIASES_ON: m_Flags, 0;
flagdef ThisOneIsOn: m_Flags, 0;
flagdef ThisOneIsOff: m_Flags, 1;
flagdef ThisOneAliasesOn: m_Flags, 0;
// Unnecessary, since you can just access it directly, but this demonstrates
// how declared flags can be used in methods.
bool CheckIfOnIsOn()
{
return bTHIS_ONE_IS_ON;
return bThisOneIsOn;
}
}
```