add documentation for 3.7 stuff

pull/1/head
an 2018-12-29 23:04:32 -05:00
parent 8bd02ef926
commit eaef469d55
15 changed files with 246 additions and 701 deletions

View File

@ -23,7 +23,8 @@ struct State
readonly bool bSAMEFRAME;
readonly bool bSLOW;
int DistanceTo(State other);
int DistanceTo(State other);
bool InStateSequence(State base);
bool ValidateSpriteFrame();
textureid, bool, vector2 GetSpriteTexture(int rotation, int skin = 0, vector2 scale = (0, 0));
@ -91,6 +92,10 @@ struct State
Returns the offset between this state and `other` in the global frame table. Only works if both states are owned by the same actor.
- `InStateSequence`
TODO
- `ValidateSpriteFrame`
Returns `true` if the sprite frame actually exists.

View File

@ -45,7 +45,8 @@ class Thinker play
{
const TICRATE;
virtual void ChangeStatNum(int stat);
void ChangeStatNum(int stat);
virtual void PostBeginPlay();
virtual void Tick();

View File

@ -9,6 +9,7 @@ struct Font
static int FindFontColor(name color);
static Font GetFont(name fontname);
double GetBottomAlignOffset(int code);
int GetCharWidth(int code);
string GetCursor();
int GetHeight();
@ -30,6 +31,10 @@ struct Font
Gets a font either as defined in `FONTDEFS` or a ZDoom/bitmap font.
- `GetBottomAlignOffset`
TODO
- `GetCharWidth`
Returns the width in pixels of a character code.

View File

@ -15,8 +15,8 @@ struct Screen
static void Clear(int left, int top, int right, int bottom, color cr, int palcolor = -1);
static void Dim(color cr, double amount, int x, int y, int w, int h);
static void DrawFrame(int x, int y, int w, int h);
static void DrawLine(int x0, int y0, int x1, int y1, color cr);
static void DrawThickLine(int x0, int y0, int x1, int y1, double thickness, color cr);
static void DrawLine(int x0, int y0, int x1, int y1, color cr, int alpha = 255);
static void DrawThickLine(int x0, int y0, int x1, int y1, double thickness, color cr, int alpha = 255);
static double GetAspectRatio();
static int GetHeight();
@ -61,11 +61,11 @@ struct Screen
- `DrawLine`
Draws a one pixel wide line from `x0 y0` to `x1 y1` in screen coordinates of color `cr`. Does not support translucent colors.
Draws a one pixel wide line from `x0 y0` to `x1 y1` in screen coordinates of color `cr` with alpha `alpha` (range 0-255.)
- `DrawThickLine`
Draws a `thickness` pixel wide line from `x0 y0` to `x1 y1` in screen coordinates of color `cr`. Supports translucent colors.
Draws a `thickness` pixel wide line from `x0 y0` to `x1 y1` in screen coordinates of color `cr` with alpha `alpha` (range 0-255.)
- `GetAspectRatio`

View File

@ -9,11 +9,17 @@ struct GameInfoStruct
string ArmorIcon1;
string ArmorIcon2;
name BackpackType;
textureid BerserkPic;
int DefKickBack;
color DefaultBloodColor;
int DefaultDropStyle;
int GameType;
double GibFactor;
textureid HealthPic;
array<name> InfoPages;
bool IntermissionCounter;
bool NoRandomPlayerClass;
double TeleFogHeight;
string mBackButton;
name mSliderColor;
GIFont mStatScreenEnteringFont;
@ -22,60 +28,6 @@ struct GameInfoStruct
}
```
- `Armor2Percent`
TODO
- `ArmorIcon1`
TODO
- `ArmorIcon2`
TODO
- `BackpackType`
TODO
- `GameType`
TODO
- `GibFactor`
TODO
- `InfoPages`
TODO
- `IntermissionCounter`
TODO
- `NoRandomPlayerClass`
TODO
- `mBackButton`
TODO
- `mSliderColor`
TODO
- `mStatScreenEnteringFont`
TODO
- `mStatScreenFinishedFont`
TODO
- `mStatScreenMapNameFont`
TODO
TODO
<!-- EOF -->

View File

@ -63,6 +63,7 @@ struct LevelLocals
bool Frozen;
// Static info
name DeathSequence;
string F1Pic;
readonly bool ActOwnSpecial;
@ -70,6 +71,7 @@ struct LevelLocals
readonly bool CheckSwitchRange;
readonly int FogDensity;
readonly bool Infinite_Flight;
readonly bool KeepFullInventory;
readonly bool MissilesActivateImpact;
readonly bool MonsterFallingDamage;
readonly bool MonstersTelefrag;
@ -79,6 +81,7 @@ struct LevelLocals
readonly int OutsideFogDensity;
readonly float PixelStretch;
readonly bool PolyGrind;
readonly bool RemoveItems;
readonly int SkyFog;
readonly bool SndSeqTotalCtrl;
readonly double TeamDamage;
@ -93,6 +96,7 @@ struct LevelLocals
string FormatMapName(int mapnamecolor);
string GetChecksum() const;
void SetInterMusic(string nextmap);
void StartIntermission(name type, int state) const;
string TimeFormatted(bool totals = false);
bool IsCrouchingAllowed() const;
@ -104,6 +108,10 @@ struct LevelLocals
static void StartSlideshow(name whichone = 'none');
static void WorldDone();
static vector2 GetAutomapPosition();
static clearscope bool IsPointInMap(vector3 p);
static clearscope vector3 SphericalCoords(vector3 viewpoint, vector3 targetPos, vector2 viewAngles = (0, 0), bool absolute = false);
static clearscope vector2 Vec2Diff(vector2 v1, vector2 v2);
static clearscope vector2 Vec2Offset(vector2 pos, vector2 dir, bool absolute = false);
@ -186,7 +194,11 @@ struct LevelLocals
- `ClusterFlags`
TODO
Flags for this cluster. May contain any of the following bit flags:
| Name | Description |
| ---- | ----------- |
| `Level.CLUSTER_HUB` | This cluster uses hub behaviour. |
- `LevelName`
@ -256,6 +268,10 @@ struct LevelLocals
TODO
- `DeathSequence`
TODO
- `F1Pic`
TODO
@ -280,6 +296,10 @@ struct LevelLocals
TODO
- `KeepFullInventory`
TODO
- `MissilesActivateImpact`
TODO
@ -316,6 +336,10 @@ struct LevelLocals
TODO
- `RemoveItems`
TODO
- `SkyFog`
TODO
@ -360,6 +384,10 @@ struct LevelLocals
TODO
- `StartIntermission`
TODO
- `TimeFormatted`
TODO
@ -392,6 +420,14 @@ struct LevelLocals
TODO
- `GetAutomapPosition`
TODO
- `IsPointInMap`
TODO
- `SphericalCoords`
TODO

View File

@ -25,6 +25,8 @@ ui int BackbuttonTime;
ui int MenuActive;
ui BaseStatusBar StatusBar;
readonly ui bool NetGame;
int LocalViewPitch;
```
@ -100,3 +102,23 @@ int LocalViewPitch;
The current active menu state. One of:
| Name | Description |
| ---- | ----------- |
| `Menu.Off` | No active menu. |
| `Menu.OnNoPause` | Menu is opened, but the game is not paused. |
| `Menu.On` | Menu is open, game is paused. |
| `Menu.WaitKey` | Menu is opened, waiting for a key for a controls menu binding. |
- `StatusBar`
TODO
- `NetGame`
Whether this is a networked game or not.
- `LocalViewPitch`
The pitch angle (in degrees) of `ConsolePlayer`'s view. **Not deterministic.**
<!-- EOF -->

View File

@ -4,6 +4,7 @@ TODO
```
readonly array<class<Actor>> AllActorClasses;
readonly array<class> AllClasses;
readonly array<PlayerClass> PlayerClasses;
readonly array<PlayerSkin> PlayerSkins;
readonly array<Team> Teams;
@ -17,7 +18,11 @@ readonly Weapon WP_NOCHANGE;
- `AllActorClasses`
As the name implies, an array of every actor class type reference.
An array of every actor class type reference.
- `AllClasses`
An array of every class type reference.
- `PlayerClasses`

View File

@ -49,6 +49,7 @@ vector3, int G_PickPlayerStart(int pnum, int flags = 0);
| `SKILLP_FriendlyHealth` |
| `SKILLP_HealthFactor` |
| `SKILLP_MonsterHealth` |
| `SKILLP_KickBackFactor` |
- `G_PickDeathmatchStart`

View File

@ -3,6 +3,7 @@
TODO
```
void MarkSound(sound snd);
void SetMusicVolume(float vol);
bool S_ChangeMusic(string name, int order = 0, bool looping = true, bool force = false);
float S_GetLength(sound id);
@ -11,6 +12,10 @@ void S_ResumeSound(bool notsfx);
void S_Sound(sound id, int channel, float volume = 1, float attenuation = ATTN_NORM);
```
- `MarkSound`
Marks `snd` to be pre-cached (loaded into memory early.)
- `SetMusicVolume`
Sets the volume of the music relative to the user's volume. Range is 0-1, inclusive.

View File

@ -14,6 +14,9 @@ struct Line play
readonly uint PortalIndex;
readonly uint PortalTransferred;
readonly int Health;
readonly int HealthGroup;
double Alpha;
uint Flags;
int ValidCount;
@ -32,6 +35,9 @@ struct Line play
bool IsLinePortal();
bool IsVisualPortal();
clearscope int GetHealth();
void SetHealth(int newhealth);
double GetUDMFFloat(name nm);
int GetUDMFInt(name nm);
string GetUDMFString(name nm);
@ -66,6 +72,14 @@ struct Line play
TODO
- `Health`
TODO
- `HealthGroup`
TODO
- `Alpha`
Alpha of the middle texture on both sides.
@ -148,6 +162,14 @@ struct Line play
TODO
- `GetHealth`
TODO
- `SetHealth`
TODO
- `GetUDMFFloat`, `GetUDMFInt`, `GetUDMFString`
Gets a named UDMF property attached to this linedef.

View File

@ -5,59 +5,68 @@ TODO
```
struct Sector play
{
readonly color[5] AdditiveColors;
readonly FColormap ColorMap;
readonly color SpecialColors[5];
readonly color[5] SpecialColors;
Actor SoundTarget;
int16 Special;
int16 LightLevel;
int16 SeqType;
int16 Special;
int Sky;
name SeqName;
int Sky;
readonly vector2 CenterSpot;
int ValidCount;
Actor ThingList;
int ValidCount;
double Friction, MoveFactor;
int TerrainNum[2];
double Friction;
double MoveFactor;
int TerrainNum[2];
SectorEffect FloorData;
SectorEffect CeilingData;
SectorEffect FloorData;
SectorEffect LightingData;
int NextSec;
int PrevSec;
uint8 SoundTraversed;
int8 StairLock;
int PrevSec;
int NextSec;
readonly array<Line> Lines;
readonly SecPlane FloorPlane;
readonly SecPlane CeilingPlane;
readonly SecPlane FloorPlane;
readonly Sector HeightSec;
uint BottomMap, MidMap, TopMap;
uint BottomMap;
uint MidMap;
uint TopMap;
double Gravity;
name DamageType;
int DamageAmount;
int16 DamageInterval;
name DamageType;
double Gravity;
int16 LeakyDamage;
readonly uint16 ZoneNumber;
readonly int HealthCeiling;
readonly int HealthCeilingGroup;
readonly int HealthFloor;
readonly int HealthFloorGroup;
uint Flags;
uint16 MoreFlags;
SectorAction SecActTarget;
internal uint Portals[2];
readonly int PortalGroup;
readonly int PortalGroup;
internal uint[2] Portals;
readonly int SectorNum;
@ -68,110 +77,113 @@ struct Sector play
void RemoveForceField();
static Sector PointInSector(vector2 pt);
static clearscope Sector PointInSector(vector2 pt);
bool PlaneMoving(int pos);
int GetFloorLight();
int GetCeilingLight();
Sector GetHeightSec();
void TransferSpecial(Sector model);
void GetSpecial(out SecSpecial spec);
void SetSpecial(SecSpecial spec);
int GetTerrain(int pos);
void CheckPortalPlane(int plane);
int GetCeilingLight();
int GetFloorLight();
Sector GetHeightSec();
void GetSpecial(out SecSpecial spec);
int GetTerrain(int pos);
bool PlaneMoving(int pos);
void SetSpecial(SecSpecial spec);
void TransferSpecial(Sector model);
double, double GetFriction(int plane);
double, Sector HighestCeilingAt(vector2 a);
double, Sector LowestFloorAt(vector2 a);
double, double GetFriction(int plane);
void SetXOffset(int pos, double o);
void AddXOffset(int pos, double o);
double GetXOffset(int pos);
void SetYOffset(int pos, double o);
void AddYOffset(int pos, double o);
double GetYOffset(int pos, bool addbase = true);
void SetXScale(int pos, double o);
double GetXScale(int pos);
void SetYScale(int pos, double o);
double GetYScale(int pos);
void SetAngle(int pos, double o);
double GetAngle(int pos, bool addbase = true);
void SetBase(int pos, double y, double o);
void SetAlpha(int pos, double o);
double GetAlpha(int pos);
int GetFlags(int pos);
int GetVisFlags(int pos);
void ChangeFlags(int pos, int and, int or);
double GetAlpha(int pos);
double GetAngle(int pos, bool addbase = true);
int GetFlags(int pos);
color GetGlowColor(int pos);
double GetGlowHeight(int pos);
int GetPlaneLight(int pos);
void SetPlaneLight(int pos, int level);
int GetVisFlags(int pos);
double GetXOffset(int pos);
double GetXScale(int pos);
double GetYOffset(int pos, bool addbase = true);
double GetYScale(int pos);
void SetAdditiveColor(int pos, color cr);
void SetAlpha(int pos, double o);
void SetAngle(int pos, double o);
void SetBase(int pos, double y, double o);
void SetColor(color c, int desat = 0);
void SetFade(color c);
void SetFogDensity(int dens);
double GetGlowHeight(int pos);
color GetGlowColor(int pos);
void SetGlowHeight(int pos, double height);
void SetGlowColor(int pos, color color);
void SetGlowHeight(int pos, double height);
void SetPlaneLight(int pos, int level);
void SetSpecialColor(int pos, color color);
void SetXOffset(int pos, double o);
void SetXScale(int pos, double o);
void SetYOffset(int pos, double o);
void SetYScale(int pos, double o);
textureid GetTexture(int pos);
void SetTexture(int pos, textureid tex, bool floorclip = true);
double GetPlaneTexZ(int pos);
void SetPlaneTexZ(int pos, double val, bool dirtify = false);
void ChangeLightLevel(int newval);
void SetLightLevel(int newval);
int GetLightLevel();
void AdjustFloorClip();
void ChangeLightLevel(int newval);
int GetLightLevel();
double GetPlaneTexZ(int pos);
textureid GetTexture(int pos);
bool IsLinked(Sector other, bool ceiling);
void SetLightLevel(int newval);
void SetPlaneTexZ(int pos, double val, bool dirtify = false);
void SetTexture(int pos, textureid tex, bool floorclip = true);
bool PortalBlocksView(int plane);
bool PortalBlocksSight(int plane);
bool PortalBlocksMovement(int plane);
bool PortalBlocksSound(int plane);
bool PortalIsLinked(int plane);
void ClearPortal(int plane);
double GetPortalPlaneZ(int plane);
vector2 GetPortalDisplacement(int plane);
int GetPortalType(int plane);
int GetOppositePortalGroup(int plane);
double CenterFloor();
double CenterCeiling();
double CenterFloor();
void ClearPortal(int plane);
int GetOppositePortalGroup(int plane);
vector2 GetPortalDisplacement(int plane);
double GetPortalPlaneZ(int plane);
int GetPortalType(int plane);
bool PortalBlocksMovement(int plane);
bool PortalBlocksSight(int plane);
bool PortalBlocksSound(int plane);
bool PortalBlocksView(int plane);
bool PortalIsLinked(int plane);
bool TriggerSectorActions(Actor thing, int activation);
int MoveFloor(double speed, double dest, int crush, int direction, bool hexencrush, bool instant = false);
int MoveCeiling(double speed, double dest, int crush, int direction, bool hexencrush);
int MoveFloor(double speed, double dest, int crush, int direction, bool hexencrush, bool instant = false);
Sector NextSpecialSector(int type, Sector prev);
double, Vertex FindLowestFloorSurrounding();
double, Vertex FindHighestFloorSurrounding();
double, Vertex FindNextHighestFloor();
double, Vertex FindNextLowestFloor();
double, Vertex FindLowestCeilingSurrounding();
double, Vertex FindHighestCeilingSurrounding();
double, Vertex FindNextLowestCeiling();
double, Vertex FindHighestFloorPoint();
double, Vertex FindHighestFloorSurrounding();
double, Vertex FindLowestCeilingPoint();
double, Vertex FindLowestCeilingSurrounding();
double, Vertex FindLowestFloorSurrounding();
double, Vertex FindNextHighestCeiling();
double, Vertex FindNextHighestFloor();
double, Vertex FindNextLowestCeiling();
double, Vertex FindNextLowestFloor();
int FindMinSurroundingLight(int max);
Sector FindModelCeilingSector(double floordestheight);
Sector FindModelFloorSector(double floordestheight);
double FindShortestTextureAround();
double FindShortestUpperAround();
Sector FindModelFloorSector(double floordestheight);
Sector FindModelCeilingSector(double floordestheight);
int FindMinSurroundingLight(int max);
double, Vertex FindLowestCeilingPoint();
double, Vertex FindHighestFloorPoint();
void SetEnvironment(string env);
void SetEnvironmentID(int envnum);
SeqNode StartSoundSequenceID(int chan, int sequence, int type, int modenum, bool nostop = false);
SeqNode StartSoundSequence(int chan, name seqname, int modenum);
SeqNode CheckSoundSequence(int chan);
void StopSoundSequence(int chan);
bool IsMakingLoopingSound();
bool IsMakingLoopingSound();
SeqNode StartSoundSequence(int chan, name seqname, int modenum);
SeqNode StartSoundSequenceID(int chan, int sequence, int type, int modenum, bool nostop = false);
void StopSoundSequence(int chan);
void ClearSecret();
bool IsSecret();
bool WasSecret();
void ClearSecret();
clearscope int GetHealth(SectorPart part);
void SetHealth(SectorPart part, int newhealth);
double GetUDMFFloat(name nm);
int GetUDMFInt(name nm);
@ -179,556 +191,6 @@ struct Sector play
}
```
- `ColorMap`
TODO
- `SpecialColors`
TODO
- `SoundTarget`
TODO
- `Special`
TODO
- `LightLevel`
TODO
- `SeqType`
TODO
- `Sky`
TODO
- `SeqName`
TODO
- `CenterSpot`
TODO
- `ValidCount`
TODO
- `ThingList`
TODO
- `Friction`
TODO
- `MoveFactor`
TODO
- `TerrainNum`
TODO
- `FloorData`
TODO
- `CeilingData`
TODO
- `LightingData`
TODO
- `SoundTraversed`
TODO
- `StairLock`
TODO
- `PrevSec`
TODO
- `NextSec`
TODO
- `Lines`
TODO
- `FloorPlane`
TODO
- `CeilingPlane`
TODO
- `HeightSec`
TODO
- `BottomMap`
TODO
- `MidMap`
TODO
- `TopMap`
TODO
- `Gravity`
TODO
- `DamageType`
TODO
- `DamageAmount`
TODO
- `DamageInterval`
TODO
- `LeakyDamage`
TODO
- `ZoneNumber`
TODO
- `Flags`
TODO
- `MoreFlags`
TODO
- `SecActTarget`
TODO
- `Portals`
TODO
- `PortalGroup`
TODO
- `SectorNum`
TODO
- `Index`
TODO
- `NextHighestCeilingAt`
TODO
- `NextLowestFloorAt`
TODO
- `RemoveForceField`
TODO
- `PointInSector`
TODO
- `PlaneMoving`
TODO
- `GetFloorLight`
TODO
- `GetCeilingLight`
TODO
- `GetHeightSec`
TODO
- `TransferSpecial`
TODO
- `GetSpecial`
TODO
- `SetSpecial`
TODO
- `GetTerrain`
TODO
- `CheckPortalPlane`
TODO
- `HighestCeilingAt`
TODO
- `LowestFloorAt`
TODO
- `GetFriction`
TODO
- `SetXOffset`
TODO
- `AddXOffset`
TODO
- `GetXOffset`
TODO
- `SetYOffset`
TODO
- `AddYOffset`
TODO
- `GetYOffset`
TODO
- `SetXScale`
TODO
- `GetXScale`
TODO
- `SetYScale`
TODO
- `GetYScale`
TODO
- `SetAngle`
TODO
- `GetAngle`
TODO
- `SetBase`
TODO
- `SetAlpha`
TODO
- `GetAlpha`
TODO
- `GetFlags`
TODO
- `GetVisFlags`
TODO
- `ChangeFlags`
TODO
- `GetPlaneLight`
TODO
- `SetPlaneLight`
TODO
- `SetColor`
TODO
- `SetFade`
TODO
- `SetFogDensity`
TODO
- `GetGlowHeight`
TODO
- `GetGlowColor`
TODO
- `SetGlowHeight`
TODO
- `SetGlowColor`
TODO
- `SetSpecialColor`
TODO
- `GetTexture`
TODO
- `SetTexture`
TODO
- `GetPlaneTexZ`
TODO
- `SetPlaneTexZ`
TODO
- `ChangeLightLevel`
TODO
- `SetLightLevel`
TODO
- `GetLightLevel`
TODO
- `AdjustFloorClip`
TODO
- `IsLinked`
TODO
- `PortalBlocksView`
TODO
- `PortalBlocksSight`
TODO
- `PortalBlocksMovement`
TODO
- `PortalBlocksSound`
TODO
- `PortalIsLinked`
TODO
- `ClearPortal`
TODO
- `GetPortalPlaneZ`
TODO
- `GetPortalDisplacement`
TODO
- `GetPortalType`
TODO
- `GetOppositePortalGroup`
TODO
- `CenterFloor`
TODO
- `CenterCeiling`
TODO
- `TriggerSectorActions`
TODO
- `MoveFloor`
TODO
- `MoveCeiling`
TODO
- `NextSpecialSector`
TODO
- `FindLowestFloorSurrounding`
TODO
- `FindHighestFloorSurrounding`
TODO
- `FindNextHighestFloor`
TODO
- `FindNextLowestFloor`
TODO
- `FindLowestCeilingSurrounding`
TODO
- `FindHighestCeilingSurrounding`
TODO
- `FindNextLowestCeiling`
TODO
- `FindNextHighestCeiling`
TODO
- `FindShortestTextureAround`
TODO
- `FindShortestUpperAround`
TODO
- `FindModelFloorSector`
TODO
- `FindModelCeilingSector`
TODO
- `FindMinSurroundingLight`
TODO
- `FindLowestCeilingPoint`
TODO
- `FindHighestFloorPoint`
TODO
- `SetEnvironment`
TODO
- `SetEnvironmentID`
TODO
- `StartSoundSequenceID`
TODO
- `StartSoundSequence`
TODO
- `CheckSoundSequence`
TODO
- `StopSoundSequence`
TODO
- `IsMakingLoopingSound`
TODO
- `IsSecret`
TODO
- `WasSecret`
TODO
- `ClearSecret`
TODO
- `GetUDMFFloat`
TODO
- `GetUDMFInt`
TODO
- `GetUDMFString`
TODO
TODO
<!-- EOF -->

View File

@ -25,14 +25,18 @@ struct Side play
clearscope Vertex V2();
textureid GetTexture(int which);
double GetTextureXOffset(int which);
double GetTextureYOffset(int which);
double GetTextureXScale(int which);
double GetTextureYScale(int which);
double GetTextureXOffset(int which);
double GetTextureYOffset(int which);
double GetTextureXScale(int which);
double GetTextureYScale(int which);
void SetTexture(int which, textureid tex);
void SetTextureXOffset(int which, double offset);
void SetTextureYOffset(int which, double offset);
void SetTextureXScale(int which, double scale);
void SetTextureYScale(int which, double scale);
@ -42,6 +46,13 @@ struct Side play
void MultiplyTextureXScale(int which, double delta);
void MultiplyTextureYScale(int which, double delta);
void SetSpecialColor(int tier, int position, color cr);
color GetAdditiveColor(int tier);
void SetAdditiveColor(int tier, color cr);
void EnableAdditiveColor(int tier, bool enable);
double GetUDMFFloat(name nm);
int GetUDMFInt(name nm);
string GetUDMFString(name nm);
@ -103,6 +114,18 @@ struct Side play
Gets, sets or multiplies the texture portion's vertical scale.
- `SetSpecialColor`
TODO
- `GetAdditiveColor`, `SetAdditiveColor`
TODO
- `EnableAdditiveColor`
TODO
- `GetUDMFFloat`, `GetUDMFInt`, `GetUDMFString`
Gets a named UDMF property attached to this sidedef.

View File

@ -6,6 +6,8 @@ A point in world space.
struct Vertex play
{
readonly vector2 P;
int Index();
}
```
@ -13,4 +15,8 @@ struct Vertex play
The point this object represents.
- `Index`
The index of this vertex in the global vertices array.
<!-- EOF -->

View File

@ -336,8 +336,6 @@ Here is a list of differences between ZScript versions.
- Added `Actor::bNOFRICTIONBOUNCE`.
- Added `Actor::bNOFRICTION`.
- Added `AllClasses`.
- Added `Alpha` parameter to `Screen::DrawLine`.
- Added `Alpha` parameter to `Screen::DrawThickLine`.
- Added `AltHud`.
- Added `AmbientSound::MarkAmbientSounds`.
- Added `AutoUseHealthInfo`.
@ -468,6 +466,8 @@ Here is a list of differences between ZScript versions.
- Added `WorldEvent::DamageSectorPart`.
- Added `WorldEvent::DamageSector`.
- Added `WorldEvent::NewDamage`.
- Added `alpha` parameter to `Screen::DrawLine`.
- Added `alpha` parameter to `Screen::DrawThickLine`.
- Changed `PlayerInfo::PremorphWeapon`'s type to `Weapon`.
- Deprecated `Actor::CheckClass`.
- Deprecated `Actor::GetAngle`.
@ -492,8 +492,8 @@ Here is a list of differences between ZScript versions.
- Made `BaseStatusBar::FlashItem` be `clearscope`.
- Made `BaseStatusBar::ItemFlashFade` be `clearscope`.
- Made `Inventory::ModifyDropAmount` be `virtual`.
- Made `Object::ChangeStatNum` not be `virtual`.
- Made `Sector::PointInSector` be `clearscope`.
- Made `Thinker::ChangeStatNum` not be `virtual`.
- Made `Weapon::SlotNumber` be `meta`.
- Made `WeaponSlots::LocateWeapon` be `const`.