Structs:FCheckPosition

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This struct contains information about a position, which can be obtained by functions like CheckMove, TryMove and CheckPosition.

Fields

  • Actor thing
Pointer to the actor whose position is stored in this struct.
  • Vector3 pos
Absolute coordinates of the actor whose position is stored in this struct.
  • Sector cursector
Pointer to the sector at the current position.
  • double floorz
Absolute highest floor height at pos. If the caller is stepping on top of another actor then this is the top of that actor.
  • double ceilingz
Absolute lowest ceiling height at pos.
  • double dropoffz
Absolute highest floor height at pos.
  • TextureID floorpic
A TextureID of the cursector's floor texture.
  • int floorterrain
Terrain data of cursector's floor.
  • Sector floorsector
Pointer to the lowest sector at pos, if portals are involved. Otherwise, same as cursector.
  • TextureID ceilingpic
A TextureID of the cursector's ceiling texture.
  • Sector ceilingsector
Pointer to the highest sector at pos, if portals are involved. Otherwise, same as cursector.
  • bool touchmidtex
True if actor at pos is touching a 3D middle texture.
  • bool abovemidtex
True if actor at pos is above a 3D middle texture.
  • bool floatok
If true, the caller can freely move up and down if it floats. This is used to signal the position wasn't fully blocked by a line or actor in TryMove.
  • bool FromPMove
This is true if this struct was instantiated by P_Move(). If true, handles non-players overlapping inside of each other by trying to unstick them if possible.
  • line ceilingline
The line the actor collided with if it hit an upper line part. This is set in case a lower line part also blocks, allowing both the floor and ceiling lines to be checked.
  • Actor stepthing
Another actor the thing stepped up on, if any.
  • bool DoRipping
If true, the caller is treated like a ripping projectile.
  • bool portalstep
True if the line edge at pos goes through a ceiling portal by going up a step.
  • int portalgroup
The index of the portal group the move goes to if portalstep is true.
  • int PushTime
Sets any pushed actor's lastPush field to this value. Used to track which actors were already pushed that move step.

Methods

  • void ClearLastRipped()
Clears information about actors that were already ripped through. Normally an actor is only ripped once per tic.
  • private void _Constructor()
Internal function, necessary for the struct's setup. Doesn't need to be called manually.
  • private void _Destructor()
Internal function, necessary for the struct's setup. Doesn't need to be called manually.

See also