mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-19 12:14:35 +02:00
TypeInfoGen will now autobind doom scripts.
This commit is contained in:
@@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user