TypeInfoGen will now autobind doom scripts.

This commit is contained in:
Justin Marshall
2026-05-23 20:50:12 -07:00
parent df82170a67
commit 293942d07c
132 changed files with 7321 additions and 3762 deletions
+7 -260
View File
@@ -37,260 +37,7 @@ If you have questions concerning this license or the applicable additional terms
***********************************************************************/
const idEventDef AI_FindEnemy("findEnemy", "d", 'e');
const idEventDef AI_FindEnemyAI("findEnemyAI", "d", 'e');
const idEventDef AI_FindEnemyInCombatNodes("findEnemyInCombatNodes", NULL, 'e');
const idEventDef AI_ClosestReachableEnemyOfEntity("closestReachableEnemyOfEntity", "E", 'e');
const idEventDef AI_HeardSound("heardSound", "d", 'e');
const idEventDef AI_SetEnemy("setEnemy", "E");
const idEventDef AI_ClearEnemy("clearEnemy");
const idEventDef AI_MuzzleFlash("muzzleFlash", "s");
const idEventDef AI_CreateMissile("createMissile", "s", 'e');
const idEventDef AI_AttackMissile("attackMissile", "s", 'e');
const idEventDef AI_FireMissileAtTarget("fireMissileAtTarget", "ss", 'e');
const idEventDef AI_LaunchMissile("launchMissile", "vv", 'e');
const idEventDef AI_AttackMelee("attackMelee", "s", 'd');
const idEventDef AI_DirectDamage("directDamage", "es");
const idEventDef AI_RadiusDamageFromJoint("radiusDamageFromJoint", "ss");
const idEventDef AI_BeginAttack("attackBegin", "s");
const idEventDef AI_EndAttack("attackEnd");
const idEventDef AI_MeleeAttackToJoint("meleeAttackToJoint", "ss", 'd');
const idEventDef AI_RandomPath("randomPath", NULL, 'e');
const idEventDef AI_CanBecomeSolid("canBecomeSolid", NULL, 'f');
const idEventDef AI_BecomeSolid("becomeSolid");
const idEventDef AI_BecomeRagdoll("becomeRagdoll", NULL, 'd');
const idEventDef AI_StopRagdoll("stopRagdoll");
const idEventDef AI_SetHealth("setHealth", "f");
const idEventDef AI_GetHealth("getHealth", NULL, 'f');
const idEventDef AI_AllowDamage("allowDamage");
const idEventDef AI_IgnoreDamage("ignoreDamage");
const idEventDef AI_GetCurrentYaw("getCurrentYaw", NULL, 'f');
const idEventDef AI_TurnTo("turnTo", "f");
const idEventDef AI_TurnToPos("turnToPos", "v");
const idEventDef AI_TurnToEntity("turnToEntity", "E");
const idEventDef AI_MoveStatus("moveStatus", NULL, 'd');
const idEventDef AI_StopMove("stopMove");
const idEventDef AI_MoveToCover("moveToCover");
const idEventDef AI_MoveToEnemy("moveToEnemy");
const idEventDef AI_MoveToEnemyHeight("moveToEnemyHeight");
const idEventDef AI_MoveOutOfRange("moveOutOfRange", "ef");
const idEventDef AI_MoveToAttackPosition("moveToAttackPosition", "es");
const idEventDef AI_Wander("wander");
const idEventDef AI_MoveToEntity("moveToEntity", "e");
const idEventDef AI_MoveToPosition("moveToPosition", "v");
const idEventDef AI_SlideTo("slideTo", "vf");
const idEventDef AI_FacingIdeal("facingIdeal", NULL, 'd');
const idEventDef AI_FaceEnemy("faceEnemy");
const idEventDef AI_FaceEntity("faceEntity", "E");
const idEventDef AI_GetCombatNode("getCombatNode", NULL, 'e');
const idEventDef AI_EnemyInCombatCone("enemyInCombatCone", "Ed", 'd');
const idEventDef AI_WaitMove("waitMove");
const idEventDef AI_GetJumpVelocity("getJumpVelocity", "vff", 'v');
const idEventDef AI_EntityInAttackCone("entityInAttackCone", "E", 'd');
const idEventDef AI_CanSeeEntity("canSee", "E", 'd');
const idEventDef AI_SetTalkTarget("setTalkTarget", "E");
const idEventDef AI_GetTalkTarget("getTalkTarget", NULL, 'e');
const idEventDef AI_SetTalkState("setTalkState", "d");
const idEventDef AI_EnemyRange("enemyRange", NULL, 'f');
const idEventDef AI_EnemyRange2D("enemyRange2D", NULL, 'f');
const idEventDef AI_GetEnemy("getEnemy", NULL, 'e');
const idEventDef AI_GetEnemyPos("getEnemyPos", NULL, 'v');
const idEventDef AI_GetEnemyEyePos("getEnemyEyePos", NULL, 'v');
const idEventDef AI_PredictEnemyPos("predictEnemyPos", "f", 'v');
const idEventDef AI_CanHitEnemy("canHitEnemy", NULL, 'd');
const idEventDef AI_CanHitEnemyFromAnim("canHitEnemyFromAnim", "s", 'd');
const idEventDef AI_CanHitEnemyFromJoint("canHitEnemyFromJoint", "s", 'd');
const idEventDef AI_EnemyPositionValid("enemyPositionValid", NULL, 'd');
const idEventDef AI_ChargeAttack("chargeAttack", "s");
const idEventDef AI_TestChargeAttack("testChargeAttack", NULL, 'f');
const idEventDef AI_TestMoveToPosition("testMoveToPosition", "v", 'd');
const idEventDef AI_TestAnimMoveTowardEnemy("testAnimMoveTowardEnemy", "s", 'd');
const idEventDef AI_TestAnimMove("testAnimMove", "s", 'd');
const idEventDef AI_TestMeleeAttack("testMeleeAttack", NULL, 'd');
const idEventDef AI_TestAnimAttack("testAnimAttack", "s", 'd');
const idEventDef AI_Shrivel("shrivel", "f");
const idEventDef AI_Burn("burn");
const idEventDef AI_ClearBurn("clearBurn");
const idEventDef AI_PreBurn("preBurn");
const idEventDef AI_SetSmokeVisibility("setSmokeVisibility", "dd");
const idEventDef AI_NumSmokeEmitters("numSmokeEmitters", NULL, 'd');
const idEventDef AI_WaitAction("waitAction", "s");
const idEventDef AI_StopThinking("stopThinking");
const idEventDef AI_GetTurnDelta("getTurnDelta", NULL, 'f');
const idEventDef AI_GetMoveType("getMoveType", NULL, 'd');
const idEventDef AI_SetMoveType("setMoveType", "d");
const idEventDef AI_SaveMove("saveMove");
const idEventDef AI_RestoreMove("restoreMove");
const idEventDef AI_AllowMovement("allowMovement", "f");
const idEventDef AI_JumpFrame("<jumpframe>");
const idEventDef AI_EnableClip("enableClip");
const idEventDef AI_DisableClip("disableClip");
const idEventDef AI_EnableGravity("enableGravity");
const idEventDef AI_DisableGravity("disableGravity");
const idEventDef AI_EnableAFPush("enableAFPush");
const idEventDef AI_DisableAFPush("disableAFPush");
const idEventDef AI_SetFlySpeed("setFlySpeed", "f");
const idEventDef AI_SetFlyOffset("setFlyOffset", "d");
const idEventDef AI_ClearFlyOffset("clearFlyOffset");
const idEventDef AI_GetClosestHiddenTarget("getClosestHiddenTarget", "s", 'e');
const idEventDef AI_GetRandomTarget("getRandomTarget", "s", 'e');
const idEventDef AI_TravelDistanceToPoint("travelDistanceToPoint", "v", 'f');
const idEventDef AI_TravelDistanceToEntity("travelDistanceToEntity", "e", 'f');
const idEventDef AI_TravelDistanceBetweenPoints("travelDistanceBetweenPoints", "vv", 'f');
const idEventDef AI_TravelDistanceBetweenEntities("travelDistanceBetweenEntities", "ee", 'f');
const idEventDef AI_LookAtEntity("lookAt", "Ef");
const idEventDef AI_LookAtEnemy("lookAtEnemy", "f");
const idEventDef AI_SetJointMod("setBoneMod", "d");
const idEventDef AI_ThrowMoveable("throwMoveable");
const idEventDef AI_ThrowAF("throwAF");
const idEventDef AI_RealKill("<kill>");
const idEventDef AI_Kill("kill");
const idEventDef AI_WakeOnFlashlight("wakeOnFlashlight", "d");
const idEventDef AI_LocateEnemy("locateEnemy");
const idEventDef AI_KickObstacles("kickObstacles", "Ef");
const idEventDef AI_GetObstacle("getObstacle", NULL, 'e');
const idEventDef AI_PushPointIntoNAV("pushPointIntoAAS", "v", 'v');
const idEventDef AI_GetTurnRate("getTurnRate", NULL, 'f');
const idEventDef AI_SetTurnRate("setTurnRate", "f");
const idEventDef AI_AnimTurn("animTurn", "f");
const idEventDef AI_AllowHiddenMovement("allowHiddenMovement", "d");
const idEventDef AI_TriggerParticles("triggerParticles", "s");
const idEventDef AI_FindActorsInBounds("findActorsInBounds", "vv", 'e');
const idEventDef AI_CanReachPosition("canReachPosition", "v", 'd');
const idEventDef AI_CanReachEntity("canReachEntity", "E", 'd');
const idEventDef AI_CanReachEnemy("canReachEnemy", NULL, 'd');
const idEventDef AI_GetReachableEntityPosition("getReachableEntityPosition", "e", 'v');
CLASS_DECLARATION(idActor, idAI)
EVENT(EV_Activate, idAI::Event_Activate)
EVENT(EV_Touch, idAI::Event_Touch)
EVENT(AI_FindEnemy, idAI::Event_FindEnemy)
EVENT(AI_FindEnemyAI, idAI::Event_FindEnemyAI)
EVENT(AI_FindEnemyInCombatNodes, idAI::Event_FindEnemyInCombatNodes)
EVENT(AI_ClosestReachableEnemyOfEntity, idAI::Event_ClosestReachableEnemyOfEntity)
EVENT(AI_HeardSound, idAI::Event_HeardSound)
EVENT(AI_SetEnemy, idAI::Event_SetEnemy)
EVENT(AI_ClearEnemy, idAI::Event_ClearEnemy)
EVENT(AI_MuzzleFlash, idAI::Event_MuzzleFlash)
EVENT(AI_CreateMissile, idAI::Event_CreateMissile)
EVENT(AI_AttackMissile, idAI::Event_AttackMissile)
EVENT(AI_FireMissileAtTarget, idAI::Event_FireMissileAtTarget)
EVENT(AI_LaunchMissile, idAI::Event_LaunchMissile)
EVENT(AI_AttackMelee, idAI::Event_AttackMelee)
EVENT(AI_DirectDamage, idAI::Event_DirectDamage)
EVENT(AI_RadiusDamageFromJoint, idAI::Event_RadiusDamageFromJoint)
EVENT(AI_BeginAttack, idAI::Event_BeginAttack)
EVENT(AI_EndAttack, idAI::Event_EndAttack)
EVENT(AI_MeleeAttackToJoint, idAI::Event_MeleeAttackToJoint)
EVENT(AI_RandomPath, idAI::Event_RandomPath)
EVENT(AI_CanBecomeSolid, idAI::Event_CanBecomeSolid)
EVENT(AI_BecomeSolid, idAI::Event_BecomeSolid)
EVENT(EV_BecomeNonSolid, idAI::Event_BecomeNonSolid)
EVENT(AI_BecomeRagdoll, idAI::Event_BecomeRagdoll)
EVENT(AI_StopRagdoll, idAI::Event_StopRagdoll)
EVENT(AI_SetHealth, idAI::Event_SetHealth)
EVENT(AI_GetHealth, idAI::Event_GetHealth)
EVENT(AI_AllowDamage, idAI::Event_AllowDamage)
EVENT(AI_IgnoreDamage, idAI::Event_IgnoreDamage)
EVENT(AI_GetCurrentYaw, idAI::Event_GetCurrentYaw)
EVENT(AI_TurnTo, idAI::Event_TurnTo)
EVENT(AI_TurnToPos, idAI::Event_TurnToPos)
EVENT(AI_TurnToEntity, idAI::Event_TurnToEntity)
EVENT(AI_MoveStatus, idAI::Event_MoveStatus)
EVENT(AI_StopMove, idAI::Event_StopMove)
EVENT(AI_MoveToCover, idAI::Event_MoveToCover)
EVENT(AI_MoveToEnemy, idAI::Event_MoveToEnemy)
EVENT(AI_MoveToEnemyHeight, idAI::Event_MoveToEnemyHeight)
EVENT(AI_MoveOutOfRange, idAI::Event_MoveOutOfRange)
EVENT(AI_MoveToAttackPosition, idAI::Event_MoveToAttackPosition)
EVENT(AI_Wander, idAI::Event_Wander)
EVENT(AI_MoveToEntity, idAI::Event_MoveToEntity)
EVENT(AI_MoveToPosition, idAI::Event_MoveToPosition)
EVENT(AI_SlideTo, idAI::Event_SlideTo)
EVENT(AI_FacingIdeal, idAI::Event_FacingIdeal)
EVENT(AI_FaceEnemy, idAI::Event_FaceEnemy)
EVENT(AI_FaceEntity, idAI::Event_FaceEntity)
EVENT(AI_WaitAction, idAI::Event_WaitAction)
EVENT(AI_GetCombatNode, idAI::Event_GetCombatNode)
EVENT(AI_EnemyInCombatCone, idAI::Event_EnemyInCombatCone)
EVENT(AI_WaitMove, idAI::Event_WaitMove)
EVENT(AI_GetJumpVelocity, idAI::Event_GetJumpVelocity)
EVENT(AI_EntityInAttackCone, idAI::Event_EntityInAttackCone)
EVENT(AI_CanSeeEntity, idAI::Event_CanSeeEntity)
EVENT(AI_SetTalkTarget, idAI::Event_SetTalkTarget)
EVENT(AI_GetTalkTarget, idAI::Event_GetTalkTarget)
EVENT(AI_SetTalkState, idAI::Event_SetTalkState)
EVENT(AI_EnemyRange, idAI::Event_EnemyRange)
EVENT(AI_EnemyRange2D, idAI::Event_EnemyRange2D)
EVENT(AI_GetEnemy, idAI::Event_GetEnemy)
EVENT(AI_GetEnemyPos, idAI::Event_GetEnemyPos)
EVENT(AI_GetEnemyEyePos, idAI::Event_GetEnemyEyePos)
EVENT(AI_PredictEnemyPos, idAI::Event_PredictEnemyPos)
EVENT(AI_CanHitEnemy, idAI::Event_CanHitEnemy)
EVENT(AI_CanHitEnemyFromAnim, idAI::Event_CanHitEnemyFromAnim)
EVENT(AI_CanHitEnemyFromJoint, idAI::Event_CanHitEnemyFromJoint)
EVENT(AI_EnemyPositionValid, idAI::Event_EnemyPositionValid)
EVENT(AI_ChargeAttack, idAI::Event_ChargeAttack)
EVENT(AI_TestChargeAttack, idAI::Event_TestChargeAttack)
EVENT(AI_TestAnimMoveTowardEnemy, idAI::Event_TestAnimMoveTowardEnemy)
EVENT(AI_TestAnimMove, idAI::Event_TestAnimMove)
EVENT(AI_TestMoveToPosition, idAI::Event_TestMoveToPosition)
EVENT(AI_TestMeleeAttack, idAI::Event_TestMeleeAttack)
EVENT(AI_TestAnimAttack, idAI::Event_TestAnimAttack)
EVENT(AI_Shrivel, idAI::Event_Shrivel)
EVENT(AI_Burn, idAI::Event_Burn)
EVENT(AI_PreBurn, idAI::Event_PreBurn)
EVENT(AI_SetSmokeVisibility, idAI::Event_SetSmokeVisibility)
EVENT(AI_NumSmokeEmitters, idAI::Event_NumSmokeEmitters)
EVENT(AI_ClearBurn, idAI::Event_ClearBurn)
EVENT(AI_StopThinking, idAI::Event_StopThinking)
EVENT(AI_GetTurnDelta, idAI::Event_GetTurnDelta)
EVENT(AI_GetMoveType, idAI::Event_GetMoveType)
EVENT(AI_SetMoveType, idAI::Event_SetMoveType)
EVENT(AI_SaveMove, idAI::Event_SaveMove)
EVENT(AI_RestoreMove, idAI::Event_RestoreMove)
EVENT(AI_AllowMovement, idAI::Event_AllowMovement)
EVENT(AI_JumpFrame, idAI::Event_JumpFrame)
EVENT(AI_EnableClip, idAI::Event_EnableClip)
EVENT(AI_DisableClip, idAI::Event_DisableClip)
EVENT(AI_EnableGravity, idAI::Event_EnableGravity)
EVENT(AI_DisableGravity, idAI::Event_DisableGravity)
EVENT(AI_EnableAFPush, idAI::Event_EnableAFPush)
EVENT(AI_DisableAFPush, idAI::Event_DisableAFPush)
EVENT(AI_SetFlySpeed, idAI::Event_SetFlySpeed)
EVENT(AI_SetFlyOffset, idAI::Event_SetFlyOffset)
EVENT(AI_ClearFlyOffset, idAI::Event_ClearFlyOffset)
EVENT(AI_GetClosestHiddenTarget, idAI::Event_GetClosestHiddenTarget)
EVENT(AI_GetRandomTarget, idAI::Event_GetRandomTarget)
EVENT(AI_TravelDistanceToPoint, idAI::Event_TravelDistanceToPoint)
EVENT(AI_TravelDistanceToEntity, idAI::Event_TravelDistanceToEntity)
EVENT(AI_TravelDistanceBetweenPoints, idAI::Event_TravelDistanceBetweenPoints)
EVENT(AI_TravelDistanceBetweenEntities, idAI::Event_TravelDistanceBetweenEntities)
EVENT(AI_LookAtEntity, idAI::Event_LookAtEntity)
EVENT(AI_LookAtEnemy, idAI::Event_LookAtEnemy)
EVENT(AI_SetJointMod, idAI::Event_SetJointMod)
EVENT(AI_ThrowMoveable, idAI::Event_ThrowMoveable)
EVENT(AI_ThrowAF, idAI::Event_ThrowAF)
EVENT(EV_GetAngles, idAI::Event_GetAngles)
EVENT(EV_SetAngles, idAI::Event_SetAngles)
EVENT(AI_RealKill, idAI::Event_RealKill)
EVENT(AI_Kill, idAI::Event_Kill)
EVENT(AI_WakeOnFlashlight, idAI::Event_WakeOnFlashlight)
EVENT(AI_LocateEnemy, idAI::Event_LocateEnemy)
EVENT(AI_KickObstacles, idAI::Event_KickObstacles)
EVENT(AI_GetObstacle, idAI::Event_GetObstacle)
EVENT(AI_PushPointIntoNAV, idAI::Event_PushPointIntoNAV)
EVENT(AI_GetTurnRate, idAI::Event_GetTurnRate)
EVENT(AI_SetTurnRate, idAI::Event_SetTurnRate)
EVENT(AI_AnimTurn, idAI::Event_AnimTurn)
EVENT(AI_AllowHiddenMovement, idAI::Event_AllowHiddenMovement)
EVENT(AI_TriggerParticles, idAI::Event_TriggerParticles)
EVENT(AI_FindActorsInBounds, idAI::Event_FindActorsInBounds)
EVENT(AI_CanReachPosition, idAI::Event_CanReachPosition)
EVENT(AI_CanReachEntity, idAI::Event_CanReachEntity)
EVENT(AI_CanReachEnemy, idAI::Event_CanReachEnemy)
EVENT(AI_GetReachableEntityPosition, idAI::Event_GetReachableEntityPosition)
END_CLASS
@@ -2183,7 +1930,7 @@ idAI::Kill
=====================
*/
void idAI::Kill(void) {
PostEventMS(&AI_RealKill, 0);
PostEventMS(&EV_idAI_Kill_real, 0);
}
/*
@@ -2980,12 +2727,12 @@ idAI::Event_WaitAction
=====================
*/
void idAI::Event_WaitAction(const char* waitForState) {
if (idThread::BeginMultiFrameEvent(this, &AI_WaitAction)) {
if (idThread::BeginMultiFrameEvent(this, &EV_idAI_WaitAction)) {
WaitAction(waitForState);
}
if (WaitActionDone()) {
idThread::EndMultiFrameEvent(this, &AI_WaitAction);
idThread::EndMultiFrameEvent(this, &EV_idAI_WaitAction);
}
}
@@ -3013,10 +2760,10 @@ idAI::Event_WaitMove
=====================
*/
void idAI::Event_WaitMove(void) {
idThread::BeginMultiFrameEvent(this, &AI_WaitMove);
idThread::BeginMultiFrameEvent(this, &EV_idAI_WaitMove);
if (WaitMoveDone()) {
idThread::EndMultiFrameEvent(this, &AI_WaitMove);
idThread::EndMultiFrameEvent(this, &EV_idAI_WaitMove);
}
}
@@ -3233,9 +2980,9 @@ idAI::Event_Shrivel
=====================
*/
void idAI::Event_Shrivel(float shrivel_time) {
const bool firstFrame = idThread::BeginMultiFrameEvent(this, &AI_Shrivel);
const bool firstFrame = idThread::BeginMultiFrameEvent(this, &EV_idAI_Shrivel);
if (Shrivel(shrivel_time, firstFrame)) {
idThread::EndMultiFrameEvent(this, &AI_Shrivel);
idThread::EndMultiFrameEvent(this, &EV_idAI_Shrivel);
}
}