UltimateZoneBuilder/Build/Scripting/ZDoom_DECORATE.cfg

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/*******************************************************************\
GZDoom Builder Script highlighting definitions for DECORATE
\*******************************************************************/
// Editor settings
description = "ZDoom DECORATE";
codepage = 0;
extensions = "txt,dec";
casesensitive = false;
insertcase = 0; // 0=Normal, 1=Lowercase, 2=Uppercase
lexer = 35;
functionopen = "(";
functionclose = ")";
argumentdelimiter = ",";
terminator = ";";
keywordhelp = "http://www.zdoom.org/wiki/index.php?title=%K";
scripttype = 3; //0 = unknown script, 1 = acc, 2 = modeldef, 3 = decorate
keywords
{
#Include = "#Include";
//Monster AI
A_AlertMonsters = "A_AlertMonsters[(float maxrange = 0.0[, int flags = 0])]";
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A_Burst = "A_Burst(str type)";
A_CentaurDefend = "A_CentaurDefend";
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A_Chase = "A_Chase[(str meleestate = \"Melee\"[, str rangedstate = \"Missile\"[, int flags = 0]])]";
A_ClearLastHeard = "A_ClearLastHeard";
A_ClearSoundTarget = "A_ClearSoundTarget";
A_ClearTarget = "A_ClearTarget";
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A_DamageChildren = "A_DamageChildren(int amount[, str damagetype = \"None\"[, int flags = 0[, str filter = \"None\"[, str species = \"None\"]]]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict.\nflags: DMSS flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_DamageMaster = "A_DamageMaster(int amount[, str damagetype = \"None\"[, int flags = 0[, str filter = \"None\"[, str species = \"None\"]]]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict.\nflags: DMSS flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_DamageSelf = "A_DamageSelf(int amount[, str damagetype = \"None\"[, int flags = 0[, str filter = \"None\"[, str species = \"None\"]]]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict.\nflags: DMSS flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_DamageSiblings = "A_DamageSiblings(int amount[, str damagetype = \"None\"[, int flags = 0[, str filter = \"None\"[, str species = \"None\"]]]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict.\nflags: DMSS flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_DamageTarget = "A_DamageTarget(int amount[, str damagetype = \"None\"[, int flags = 0[, str filter = \"None\"[, str species = \"None\"]]]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict.\nflags: DMSS flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_DamageTracer = "A_DamageTracer(int amount[, str damagetype = \"None\"[, int flags = 0[, str filter = \"None\"[, str species = \"None\"]]]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict.\nflags: DMSS flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_Die = "A_Die[(str damagetype)]";
A_FaceTarget = "A_FaceTarget[(float angle = 0.0[, float pitch = 0.0])]\nA_FaceTarget(float max_turn, float max_pitch, float ang_offset, float pitch_offset, int flags)";
A_FaceMaster = "A_FaceMaster[(float angle = 0.0[, float pitch = 0.0])]\nA_FaceMaster(float max_turn, float max_pitch, float ang_offset, float pitch_offset, int flags)";
A_FastChase = "A_FastChase";
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A_KillChildren = "A_KillChildren[(str damagetype = \"None\"[, int flags = 0[, str filter = \"None\[, str species = \"None\]]])]\ndamagetype: if the actor dies, the actor will enter a death state based on damagetype if present (or pain state if using NODAMAGE).\nflags: KILS flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_KillMaster = "A_KillMaster[(str damagetype = \"None\"[, int flags = 0[, str filter = \"None\"[, str species = \"None\"]]])]\ndamagetype: if the actor dies, the actor will enter a death state based on damagetype if present (or pain state if using NODAMAGE).\nflags: KILS flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_KillSiblings = "A_KillSiblings[(str damagetype = \"None\"[, int flags = 0[, str filter = \"None\"[, str species = \"None\"]]])]\ndamagetype: if the actor dies, the actor will enter a death state based on damagetype if present (or pain state if using NODAMAGE).\nflags: KILS flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_KillTarget = "A_KillTarget[(str damagetype = \"None\"[, int flags = 0[, str filter = \"None\"[, str species = \"None\"]]])]\ndamagetype: if the actor dies, the actor will enter a death state based on damagetype if present (or pain state if using NODAMAGE).\nflags: KILS flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_KillTracer = "A_KillTracer[(str damagetype = \"None\"[, int flags = 0[, str filter = \"None\"[, str species = \"None\"]]])]\ndamagetype: if the actor dies, the actor will enter a death state based on damagetype if present (or pain state if using NODAMAGE).\nflags: KILS flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_Look = "A_Look";
A_Look2 = "A_Look2";
A_LookEx = "A_LookEx(int flags, fixed minseedist, fixed maxseedist, fixed maxheardist, fixed fov, state seestate)";
A_RaiseChildren = "A_RaiseChildren[(bool copyaffiliation = false)]";
A_RaiseMaster = "A_RaiseMaster[(bool copyaffiliation = false)]";
A_RaiseSiblings = "A_RaiseSiblings[(bool copyaffiliation = false)]";
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A_RemoveChildren = "A_RemoveChildren[(bool all = false[, int flags = 0[, str filter = \"None\"[, str species = \"None\"]]])]\nflags: RMVF flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_RemoveMaster = "A_RemoveMaster[(int flags = 0[, str filter = \"None\"[, str species = \"None\"]])]\nflags: RMVF flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_RemoveSiblings = "A_RemoveSiblings[(bool all = false[, int flags = 0[, str filter = \"None\"[, str species = \"None\"]]])]\nflags: RMVF flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_RemoveTarget = "A_RemoveTarget[(int flags = 0[, str filter = \"None\"[, str species = \"None\"]])]\nflags: RMVF flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_RemoveTracer = "A_RemoveTracer[(int flags = 0[, str filter = \"None\"[, str species = \"None\"]])]\nflags: RMVF flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_Remove = "A_Remove(int pointer[, int flags = 0[, str filter = \"None\"[, str species = \"None\"]]])\nflags: RMVF flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_SentinelBob = "A_SentinelBob";
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A_SetTeleFog = "A_SetTeleFog(str telefogsourceclass, str telefogdestclass)";
A_Srcr2Decide = "A_Srcr2Decide";
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
A_SwapTeleFog = "A_SwapTeleFog";
A_TurretLook = "A_TurretLook";
A_Teleport = "A_Teleport[(str teleportstate = \"Teleport\"[, str targettype = \"BossSpot\"[, str fogtype = \"TeleportFog\"[, int flags = 0[, float mindist = 0.0[, float maxdist = 0.0]]]]])]";
A_VileChase = "A_VileChase";
A_Wander = "A_Wander";
//Generic monster attacks
A_CustomMissile = "A_CustomMissile(str missiletype[, float spawnheight = 0.0[, int spawnofs_horiz = 0[, int angle = 0[, int aimflags = 0[, int pitch = 0[, int target = AAPTR_TARGET]]]]]])";
A_CustomBulletAttack = "A_CustomBulletAttack(float horz_spread, float vert_spread, int numbullets, int damageperbullet[, str pufftype = \"BulletPuff\"[, float range = 0.0[, int flags = 0[, int target = AAPTR_TARGET]]]])";
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A_CustomRailgun = "A_CustomRailgun(int damage[, int offset[, color ringcolor[, color corecolor[, int flags[, bool aim[, float maxdiff[, str pufftype[, float spread_xy[, float spread_z[, fixed range[, int duration[, float sparsity[, float driftspeed[, str spawnclass[, float spawnofs_z]]]]]]]]]]]]]]])";
A_CustomMeleeAttack = "A_CustomMeleeAttack(int damage[, str meleesound[, str misssound[, str damagetype[, bool bleed]]]])";
A_CustomComboAttack = "A_CustomComboAttack(str missiletype, float spawnheight, int damage, str meleesound[, str damagetype = \"Melee\"[, bool bleed = true]])";
A_MonsterRefire = "A_MonsterRefire(int chancecontinue, str abortstate) ";
A_BasicAttack = "A_BasicAttack(int meleedamage, str meleesound, str missiletype, float missileheight)";
A_BulletAttack = "A_BulletAttack";
A_MonsterRail = "A_MonsterRail";
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A_Explode = "A_Explode[(int explosiondamage = 128[, int explosionradius = 128[, int flags = XF_HURTSOURCE[, bool alert = false[, int fulldamageradius = 0[, int nails = 0[, int naildamage = 10[, str pufftype = \"BulletPuff\"]]]]]]])]";
A_RadiusThrust = "A_RadiusThrust(int force, int distance[, int flags[, int fullthrustdistance]])";
A_Detonate = "A_Detonate";
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A_ThrowGrenade = "A_ThrowGrenade(str spawntype[, float spawnheight[, float throwspeed_horz[, float throwspeed_vert[, bool useammo]]]])";
A_WolfAttack = "A_WolfAttack[(int flags = 0[, str soundname = \"weapons/pistol\"[, float snipe = 1.0[, int damage = 64[, int blocksize = 128[, int pointblank = 0[, int longrange = 0[, float runspeed = 160.0[, str pufftype = \"BulletPuff\"]]]]]]]])]";
//Freeze death functions
A_FreezeDeath = "A_FreezeDeath";
A_GenericFreezeDeath = "A_GenericFreezeDeath";
A_FreezeDeathChunks = "A_FreezeDeathChunks";
A_IceGuyDie = "A_IceGuyDie";
//Sound functions
A_PlaySound = "A_PlaySound(str soundname[, int slot = CHAN_BODY[, float volume = 1.0[, bool looping = false[, float attenuation = ATTN_NORM]]]])";
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A_PlayWeaponSound = "A_PlayWeaponSound(str soundname)";
A_ActiveSound = "A_ActiveSound";
A_LoopActiveSound = "A_LoopActiveSound";
A_FLoopActiveSound = "A_FLoopActiveSound";
A_StopSound = "A_StopSound[(int slot = CHAN_VOICE)]";
A_Pain = "A_Pain";
A_Scream = "A_Scream";
A_XScream = "A_XScream";
A_PlayerScream = "A_PlayerScream";
A_VileStart = "A_VileStart";
A_BrainPain = "A_BrainPain";
A_BrainAwake = "A_BrainAwake";
A_BFGSound = "A_BFGSound";
//Print actions
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A_Print = "A_Print(str text[, float time = 0.0[, str fontname = \"SmallFont\"]])";
A_PrintBold = "A_PrintBold(str text[, float time = 0.0[, str fontname = \"SmallFont\"]])";
A_Log = "A_Log(str text)";
A_LogInt = "A_LogInt(int number)";
//Special actions
A_BossDeath = "A_BossDeath";
A_KeenDie = "A_KeenDie[(int tag = 666)]";
A_BrainDie = "A_BrainDie";
A_GetHurt = "A_GetHurt";
A_KlaxonBlare = "A_KlaxonBlare";
A_CheckTerrain = "A_CheckTerrain";
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A_SetBlend = "A_SetBlend(str blendcolor, float alpha, int duration[, str fadecolor])";
A_CheckPlayerDone = "A_CheckPlayerDone";
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A_PlayerSkinCheck = "A_PlayerSkinCheck(str state)";
A_SkullPop = "A_SkullPop[(str type = \"BloodySkull\")]";
A_Quake = "A_Quake(int intensity, int duration, int damageradius, int tremorradius[, str sound = \"world/quake\"])";
A_QuakeEx = "A_QuakeEx(int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad[, str sound = \"world/quake\"[, int flags = 0[, float mulwavex = 1.0[, float mulwavey = 1.0[, float mulwavez = 1.0]]]]])";
//Spawn functions
A_TossGib = "A_TossGib";
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A_SpawnDebris = "A_SpawnDebris(str type[, bool translation = false[, float horizontal_vel = 1.0[, float vertical_vel = 1.0]]])";
A_SpawnItem = "A_SpawnItem(str type, int distance, float zpos, bool useammo, bool translation)";
A_SpawnItemEx = "A_SpawnItemEx(str type[, float xoffset = 0.0[, float yoffset = 0.0[, float zoffset = 0.0[, float xvelocity = 0.0[, float yvelocity = 0.0[, float zvelocity = 0.0[, float angle = 0.0[, int flags = 0[, int skipchance = 0[, int tid = 0]]]]]]]]]])";
//State jumps
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A_CheckCeiling = "A_CheckCeiling(int offset OR str state)";
A_CheckFloor = "A_CheckFloor(int offset OR str state)";
A_CheckFlag = "A_CheckFlag(str flagname, state label[, int check_pointer = AAPTR_DEFAULT])";
A_CheckLOF = "A_CheckLOF(state jump[, int flags = 0[, float range = 0.0[, float minrange = 0.0[, float angle = 0.0[, float pitch = 0.0[, float offsetheight = 0.0[, float offsetwidth = 0.0[, int ptr_target = AAPTR_DEFAULT]]]]]]]])";
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A_CheckRange = "A_CheckRange(float distance, int offset OR str state)";
A_CheckSight = "A_CheckSight(int offset OR str state)";
A_CheckSightOrRange = "A_CheckSightOrRange(float distance, int offset OR str state)";
A_Jump = "A_Jump(int chance, int offset OR str state, ...)";
A_JumpIf = "A_JumpIf(expression, int offset OR str state)";
A_JumpIfArmorType = "A_JumpIfArmorType(str armortype, str state[, int minimum])";
A_JumpIfCloser = "A_JumpIfCloser(int distance, int offset OR str state)";
A_JumpIfHealthLower = "A_JumpIfHealthLower(int health, int offset OR str state[, int pointer = AAPTR_DEFAULT])";
A_JumpIfInventory = "A_JumpIfInventory(str inventorytype, int amount, int offset OR str state[, int owner = AAPTR_DEFAULT])";
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A_JumpIfInTargetInventory = "A_JumpIfInTargetInventory(str item, int count, int offset OR str state[, int forward])";
A_JumpIfInTargetLOS = "A_JumpIfInTargetLOS(int offset OR str state[, float fov = 0.0[, int flags = 0[, float dist_max = 0.0[, float dist_close = 0.0]]]])\nflags: JLOSF flags.";
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A_JumpIfMasterCloser = "A_JumpIfMasterCloser(int distance, int offset OR str state)";
A_JumpIfNoAmmo = "A_JumpIfNoAmmo(int offset OR str state)";
A_JumpIfTargetInLOS = "A_JumpIfTargetInLOS(int offset OR str state[, float fov = 0.0[, int flags = 0[, float dist_max = 0.0[, float dist_close = 0.0]]]])\nflags: JLOSF flags.";
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A_JumpIfTargetInsideMeleeRange = "A_JumpIfTargetInsideMeleeRange(int offset OR str state)\nJumps the number of frames (offset) forward, or to the specified state\nwhen the target of the calling actor is within melee range of the caller.";
A_JumpIfTargetOutsideMeleeRange = "A_JumpIfTargetOutsideMeleeRange(int offset OR str state)\nJumps the number of frames (offset) forward, or to the specified state\nwhen the target of the calling actor is beyond melee range of the caller.";
A_JumpIfTracerCloser = "A_JumpIfTracerCloser(int distance, int offset OR str state)";
//Status changes
A_ActiveAndUnblock = "A_ActiveAndUnblock";
A_CallSpecial = "A_CallSpecial(int special[, int arg1[, int arg2[, int arg3[, int arg4[, int arg5]]]]])";
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A_ChangeFlag = "A_ChangeFlag(str flagname, bool value)";
A_ChangeVelocity = "A_ChangeVelocity[(float x = 0.0[, float y = 0.0[, float z = 0.0[, int flags = 0[, int pointer = AAPTR_DEFAULT]]]])]\nflags: CVF flags.";
A_ClearShadow = "A_ClearShadow";
A_CopyFriendliness = "A_CopyFriendliness[(int copyfrom = AAPTR_MASTER)]";
A_DeQueueCorpse = "A_DeQueueCorpse";
A_FadeIn = "A_FadeIn[(float increase_amount = 0.1[, int flags = 0])]\nflags: FTF flags.";
A_FadeOut = "A_FadeOut[(float reduce_amount = 0.1[, int flags = FTF_REMOVE])]\nflags: FTF flags.";
A_FadeTo = "A_FadeTo(float target[, float amount = 0.1[, int flags = 0]])\nflags: FTF flags.";
A_Fall = "A_Fall";
A_Gravity = "A_Gravity";
A_HideThing = "A_HideThing";
A_LowGravity = "A_LowGravity";
A_NoBlocking = "A_NoBlocking";
A_NoGravity = "A_NoGravity";
A_QueueCorpse = "A_QueueCorpse";
A_RearrangePointers = "A_RearrangePointers(int target, int master, int tracer, int flags)\nflags: AAPTR flags.";
A_ResetHealth = "A_ResetHealth[(int pointer = AAPTR_DEFAULT)]";
A_Respawn = "A_Respawn[(int flags = RSF_FOG)]\nflags: RSF flags";
A_ScaleVelocity = "A_ScaleVelocity(float scale[, int pointer = AAPTR_DEFAULT])";
A_ScreamAndUnblock = "A_ScreamAndUnblock";
A_SetAngle = "A_SetAngle(float angle[, int flags = 0[, int pointer = AAPTR_DEFAULT]])\nangle: the actor\"s new angle, in degrees.\nflags: SPF flags.";
A_SetArg = "A_SetArg(int position, int value)";
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A_SetDamageType = "A_SetDamageType(str damagetype)";
A_SetFloat = "A_SetFloat";
A_FloatBobPhase = "A_FloatBobPhase(int bob)\nChanges the calling actor's FloatBobPhase to bob, which takes a number from 0 to 63.\nIf the number is invalid or not in range, the function does nothing.";
A_SetFloorClip = "A_SetFloorClip";
A_SetHealth = "A_SetHealth(int health[, int pointer = AAPTR_DEFAULT])\nhealth: The health value to set for the actor. Valid values are 1 and above.\npointer: The actor to set its health. Default is AAPTR_DEFAULT, which corresponds to the calling actor.";
A_SetInvulnerable = "A_SetInvulnerable";
A_SetMass = "A_SetMass(int mass)";
A_SetPitch = "A_SetPitch(float pitch[, int flags = 0[, int pointer = AAPTR_DEFAULT]])\npitch: The actor\"s new pitch, in degrees.\nflags: SPF flags.";
A_SetReflective = "A_SetReflective";
A_SetReflectiveInvulnerable = "A_SetReflectiveInvulnerable";
A_SetScale = "A_SetScale(float scaleX[, float scaleY = scaleX[, int pointer = AAPTR_DEFAULT]])";
A_SetRoll = "A_SetRoll(float pitch[, int flags = 0[, int pointer = AAPTR_DEFAULT]])";
A_SetShadow = "A_SetShadow";
A_SetShootable = "A_SetShootable";
A_SetSolid = "A_SetSolid";
A_SetSpecial = "A_SetSpecial(int special, int arg0, int arg1, int arg2, int arg3, int arg4)";
A_SetSpeed = "A_SetSpeed(float speed[, int pointer = AAPTR_DEFAULT])";
A_SetTics = "A_SetTics(int tics)";
A_SetTranslucent = "A_SetTranslucent(float alpha[, int mode = 0])";
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A_SetUserVar = "A_SetUserVar(str name, int value)";
A_TransferPointer = "A_TransferPointer(int source, int recipient, int sourcefield, int recipientfield[, int flags])\nflags: PTROP flags.";
A_UnHideThing = "A_UnHideThing";
A_UnsetFloat = "A_UnsetFloat";
A_UnSetFloorClip = "A_UnSetFloorClip";
A_UnSetInvulnerable = "A_UnSetInvulnerable";
A_UnSetReflective = "A_UnSetReflective";
A_UnSetReflectiveInvulnerable = "A_UnSetReflectiveInvulnerable";
A_UnSetShootable = "A_UnSetShootable";
A_UnsetSolid = "A_UnsetSolid";
//Missile movement
A_SeekerMissile = "A_SeekerMissile(angle threshold, angle maxturnangle[, int flags = 0[, int chance = 50[, int distance = 10]]])\nflags: SMF flags.";
A_Tracer = "A_Tracer";
A_Tracer2 = "A_Tracer2";
A_FaceTracer = "A_FaceTracer[(float angle = 0.0[, float pitch = 0.0])]\nA_FaceTracer(float max_turn, float max_pitch, float ang_offset, float pitch_offset, int flags)";
A_Fire = "A_Fire[(float height = 0.0)]";
A_Weave = "A_Weave(int horzspeed, int vertspeed, float horzdist, float vertdist)";
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A_Warp = "A_Warp(int ptr_destination, float x-offset, float y-offset, float z-offset, float angle, int flags, str success_state)\nflags: WARPF flags.";
A_Countdown = "A_Countdown";
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A_CountdownArg = "A_CountdownArg(int arg[, str targetstate])";
A_Stop = "A_Stop";
//Inventory functions
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A_GiveInventory = "A_GiveInventory(str type[, int count = 0[, int giveto = AAPTR_DEFAULT]])\ntype: the item to give. This should be a valid inventory item.\ncount: the number of samples of this item to give. Default is 0, which is interpreted as 1.\ngiveto: the actor to give the item to";
A_GiveToChildren = "A_GiveToChildren(str type[, int count])\ntype: the item to give. This should be a valid inventory item.\ncount: the number of samples of this item to give. Default is 0, which is interpreted as 1.";
A_GiveToSiblings = "A_GiveToSiblings(str type[, int count])\ntype: the item to give. This should be a valid inventory item.\ncount: the number of samples of this item to give. Default is 0, which is interpreted as 1.";
A_GiveToTarget = "A_GiveToTarget(str type, int count[, int giveto])";
A_TakeInventory = "A_TakeInventory(str type, int count[, int flags[, int takefrom = AAPTR_DEFAULT]])";
A_TakeFromChildren = "A_TakeFromChildren(str type[, int count])\ntype: the item to take. This should be a valid inventory item.\ncount: the number of samples of this item to take.\nIf this is 0, the item is cleared from the inventory unless it has the\nINVENTORY.KEEPDEPLETED flag set, and in which case, its amount is merely reduced to 0.\nDefault is 0.";
A_TakeFromSiblings = "A_TakeFromSiblings(str type[, int count])\ntype: the item to take. This should be a valid inventory item.\ncount: the number of samples of this item to take.\nIf this is 0, the item is cleared from the inventory unless it has the\nINVENTORY.KEEPDEPLETED flag set, and in which case, its amount is merely reduced to 0.\nDefault is 0.";
A_TakeFromTarget = "A_TakeFromTarget(str type, int count[, int flags[, int takefrom]])";
A_DropInventory = "A_DropInventory(str type)";
A_DropItem = "A_DropItem(str item[, int dropamount = -1[, int chance = 256]])\nThe calling actor drops the specified item.\nThis works in a similar way to the DropItem actor property.";
A_SelectWeapon = "A_SelectWeapon(str type)";
A_RadiusGive = "A_RadiusGive(str item, fixed distance, int flags[, int amount = 0])\nflags: RGF flags.";
//Weapon functions
A_WeaponReady = "A_WeaponReady[(int flags = 0)]\nflags: WRF flags.";
A_Lower = "A_Lower";
A_Raise = "A_Raise";
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A_ReFire = "A_ReFire[(str state = \"Hold\")]";
A_ClearReFire = "A_ClearReFire";
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A_GunFlash = "A_GunFlash[(str state = \"Flash\"[, int flags = 0])]\nflags: GFF flags.";
A_CheckReload = "A_CheckReload";
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A_CheckForReload = "A_CheckForReload(int counter, str state[, bool dontincrement = false])";
A_ResetReloadCounter = "A_ResetReloadCounter";
A_Light = "A_Light(int intensity)";
A_Light0 = "A_Light0";
A_Light1 = "A_Light1";
A_Light2 = "A_Light2";
A_LightInverse = "A_LightInverse";
A_Recoil = "A_Recoil(float force)";
A_ZoomFactor = "A_ZoomFactor[(float zoom = 1.0[, int flags = 0])]\nflags: ZOOM flags.";
A_SetCrosshair = "A_SetCrosshair(int number)";
//Weapon attack functions
A_Punch = "A_Punch";
A_Saw = "A_Saw[(str fullsound = \"weapons/sawfull\"[, str hitsound = \"weapons/sawhit\"[, int damage = 0[, str pufftype = \"BulletPuff\"[, int flags = 0[, float range = 65.0[, float spread_xy = 2.8125[, float spread_z = 0.0[, float lifesteal = 0.0[, int lifestealmax = 0[, str armorbonustype = \"ArmorBonus\"]]]]]]]]]])]";
A_CustomPunch = "A_CustomPunch(int damage[, bool norandom = false[, int flags = 0[, str pufftype = \"BulletPuff\"[, float range = 64.0[, float lifesteal = 0.0[, int lifestealmax = 0[, str armorbonustype = \"ArmorBonus\"]]]]]]])";
A_FireBullets = "A_FireBullets(int spread_horz, int spread_vert, int numbullets, int damage[, str pufftype = \"\"[, int flags = FBF_USEAMMO[, float range = 0.0]]])";
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A_FireCustomMissile = "A_FireCustomMissile(str missiletype[, int angle = 0[, bool useammo = false[, int spawnofs_horz = 0[, int spawnheight = 0[, bool aim = false OR int flags = 0[, angle pitch = 0]]]]]])";
A_RailAttack = "A_RailAttack(int damage[, int spawnofs_horz[, bool useammo[, color ringcolor[, color corecolor[, int flags[, int maxdiff[, str pufftype[, float spread_xy = 0[, float spread_z = 0.0[, fixed range = 8192[, int duration = 35[, float sparsity = 1.0[, float driftspeed = 1.0[, str spawnclass[, float spawnofs_z = 0.0]]]]]]]]]]]]]]])";
A_FireAssaultGun = "A_FireAssaultGun";
A_FireBFG = "A_FireBFG";
A_FireOldBFG = "A_FireOldBFG";
A_FireShotgun = "A_FireShotgun";
A_FireShotgun2 = "A_FireShotgun2";
A_FireCGun = "A_FireCGun";
A_FireMissile = "A_FireMissile";
A_FirePlasma = "A_FirePlasma";
//Script functions
ACS_ExecuteWithResult = "int ACS_ExecuteWithResult(int script, int arg1, int arg2, int arg3, int arg4)";
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ACS_NamedExecute = "bool ACS_NamedExecute(str script, int map, int arg1, int arg2, int arg3)";
ACS_NamedSuspend = "bool ACS_NamedSuspend(str script, int map)";
ACS_NamedTerminate = "bool ACS_NamedTerminate(str script, int map)";
ACS_NamedLockedExecute = "bool ACS_NamedLockedExecute(str script, int map, int arg1, int arg2, int lock)";
ACS_NamedLockedExecuteDoor = "bool ACS_NamedLockedExecuteDoor(str script, int map, int arg1, int arg2, int lock)";
ACS_NamedExecuteWithResult = "int ACS_NamedExecuteWithResult(str script, int arg1, int arg2, int arg3, int arg4)";
ACS_NamedExecuteAlways = "bool ACS_NamedExecuteAlways(str script, int map, int arg1, int arg2, int arg3)";
CallACS = "int CallACS(str script, int arg1, int arg2, int arg3, int arg4)";
//Original Doom/Strife monster attacks
A_PosAttack = "A_PosAttack";
A_SPosAttack = "A_SPosAttack";
A_CPosAttack = "A_CPosAttack";
A_CPosRefire = "A_CPosRefire";
A_SpidRefire = "A_SpidRefire";
A_TroopAttack = "A_TroopAttack";
A_SargAttack = "A_SargAttack";
A_HeadAttack = "A_HeadAttack";
A_BruisAttack = "A_BruisAttack";
A_SkullAttack = "A_SkullAttack[(int speed = 20)]";
A_BspiAttack = "A_BspiAttack";
A_CyberAttack = "A_CyberAttack";
A_PainAttack = "A_PainAttack[(str spawntype = \"LostSoul\"[, float angle = 0.0[, int flags = 0[, int limit = 21]]])]";
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A_DualPainAttack = "A_DualPainAttack[(str spawntype = \"LostSoul\")]";
A_PainDie = "A_PainDie[(str spawntype = \"LostSoul\")]";
A_SkelFist = "A_SkelFist";
A_SkelMissile = "A_SkelMissile";
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A_FatAttack1 = "A_FatAttack1[(str spawntype = \"FatShot\")]";
A_FatAttack2 = "A_FatAttack2[(str spawntype = \"FatShot\")]";
A_FatAttack3 = "A_FatAttack3[(str spawntype = \"FatShot\")]";
A_VileTarget = "A_VileTarget[(str type = \"ArchvileFire\")]";
A_VileAttack = "A_VileAttack[(str sound = \"vile/stop\"[, int initialdamage = 20[, int blastdamage = 70[, int blastradius = 70[, float thrustfactor = 1.0[, str damagetype = \"Fire\"[, int flags = 0]]]]]])]";
A_BrainSpit = "A_BrainSpit[(str spawntype = \"SpawnShot\")]";
A_SpawnFly = "A_SpawnFly[(str fogactor = \"SpawnFire\")]";
A_SpawnSound = "A_SpawnSound";
A_BrainScream = "A_BrainScream";
A_BrainExplode = "A_BrainExplode";
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A_Mushroom = "A_Mushroom[(str spawntype = \"FatShot\"[, int amount[, int flags = MSF_STANDARD[, float vrange = 4.0[, float hrange = 0.5]]]])]";
A_M_Saw = "A_M_Saw[(str fullsound = \"weapons/sawfull\"[, str hitsound = \"weapons/sawhit\"[, int damage = 0[, str pufftype = \"BulletPuff\"]]])]";
A_SentinelRefire = "A_SentinelRefire";
A_BetaSkullAttack = "A_BetaSkullAttack";
//Miscellaneous functions for Doom
A_Hoof = "A_Hoof";
A_Metal = "A_Metal";
A_BabyMetal = "A_BabyMetal";
A_FatRaise = "A_FatRaise";
A_SkelWhoosh = "A_SkelWhoosh";
A_StartFire = "A_StartFire";
A_FireCrackle = "A_FireCrackle";
A_BFGSpray = "A_BFGSpray[(str flashtype = \"BFGExtra\"[, int numrays = 40[, int damage = 15[, float angle = 90.0[, float distance = 1024.0[, float vrange = 32.0[, int explicit_damage = 0]]]]]])]";
A_BarrelDestroy = "A_BarrelDestroy";
//Miscellaneous functions not listed in the "Action functions" wiki article
A_Bang4Cloud = "A_Bang4Cloud";
A_Blast = "A_Blast[(int flags = 0[, int strength = 255[, int radius = 255[, float speed = 20.0[, str blasteffect = \"BlastEffect\"[, sound blastsound = \"BlastRadius\"]]]]])]";
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A_DropWeaponPieces = "A_DropWeaponPieces(str actorclass1, str actorclass2, str actorclass3)";
A_Feathers = "A_Feathers";
A_GauntletAttack = "A_GauntletAttack(int power)";
A_GiveQuestItem = "A_GiveQuestItem(int itemnum)";
A_PigPain = "A_PigPain";
A_RemoveForcefield = "A_RemoveForcefield";
A_RocketInFlight = "A_RocketInFlight";
A_SetGravity = "A_SetGravity(float gravity)\nSets the amount of gravity for the calling actor.";
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A_SetUserArray = "A_SetUserArray(str name, int index, int value)";
A_ShootGun = "A_ShootGun";
A_SPosAttackUseAtkSound = "A_SPosAttackUseAtkSound";
//Mathematical functions
abs = "abs(x)\nReturns the absolute value of x.";
sin = "sin(x)\nTrigonometry function, x must be in degrees.";
cos = "cos(x)\nTrigonometry function, x must be in degrees.";
sqrt = "sqrt(x)\nReturns the square root of x.";
random = "random[identifier](min, max)\nReturns a random integer value between min and max.";
random2 = "random2[identifier](mask)\nReturns a random integer value between -mask and +mask.";
frandom = "frandom[identifier](min, max)\nReturns a random floating point value between min and max.";
randompick = "randompick[identifier](int, ...)\nPicks a number from the numbers placed in it.\nThis can take an unlimited amount of parameters.";
frandompick = "frandompick[identifier](int, ...)\nSimilar to randompick but for float-point values.";
//State keywords
//Bright = "Bright";
CanRaise = "CanRaise";
Fast = "Fast";
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Light = "Light(str lightname)";
NoDelay = "NoDelay";
Offset = "Offset(int x, int y)";
Slow = "Slow";
//Special functions
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CheckClass = "bool CheckClass(str classname[, int ptr_select = AAPTR_DEFAULT[, bool match_superclass = false]])";
IsPointerEqual = "bool IsPointerEqual(int ptr_select1, int ptr_select2)";
}
constants
{
Actor;
//states:
States;
Spawn:;
Idle:;
See:;
Melee:;
Missile:;
Pain:;
Death:;
XDeath:;
Burn:;
Ice:;
Disintegrate:;
Raise:;
Heal:;
Crash:;
Crash.Extreme:;
Crush:;
Wound:;
Greetings:;
Yes:;
No:;
Active:;
Inactive:;
Bounce:;
Bounce.Floor:;
Bounce.Ceiling:;
Bounce.Wall:;
Bounce.Actor:;
Bounce.Actor.Creature:;
//flow control
loop;
stop;
wait;
fail;
goto;
////////////////////
//ACTOR PROPERTIES
////////////////////
//Map editing control
Game;
SpawnID;
ConversationID;
Tag;
//Behavior
Health;
GibHealth;
WoundHealth;
ReactionTime;
PainChance;
PainThreshold;
DamageFactor;
Damage;
PoisonDamage;
PoisonDamageType;
RadiusDamageFactor;
DesignatedTeam;
Speed;
VSpeed;
FastSpeed;
FloatSpeed;
Species;
Accuracy;
Stamina;
Activation;
TeleFogSourceType;
TeleFogDestType;
//Collision and 'Physics'
Radius;
Height;
DeathHeight;
BurnHeight;
ProjectilePassHeight;
CameraHeight;
Gravity;
Mass;
MaxStepHeight;
MaxDropOffHeight;
BounceType;
BounceFactor;
WallBounceFactor;
BounceCount;
ProjectileKickBack;
PushFactor;
WeaveIndexXY;
WeaveIndexZ;
//Sound
ActiveSound;
AttackSound;
BounceSound;
CrushPainSound;
DeathSound;
HowlSound;
PainSound;
SeeSound;
WallBounceSound;
//Rendering
RenderStyle;
Alpha;
DefaultAlpha;
XScale;
YScale;
Scale;
Translation;
BloodColor;
BloodType;
Decal;
StencilColor;
FloatBobPhase;
//Obituaries
HitObituary;
Obituary;
//Attacks
MinMissileChance;
DamageType;
DeathType;
MeleeThreshold;
MeleeRange;
MaxTargetRange;
PainType;
//Special
Args[0];
Args[1];
Args[2];
Args[3];
Args[4];
ClearFlags;
DropItem;
Skip_Super;
VisibleToTeam;
VisibleToPlayerClass;
//Inventory
Inventory.Amount;
Inventory.DefMaxAmount;
Inventory.MaxAmount;
Inventory.InterHubAmount;
Inventory.Icon;
Inventory.PickupMessage;
Inventory.PickupSound;
Inventory.PickupFlash;
Inventory.UseSound;
Inventory.RespawnTics;
Inventory.GiveQuest;
Inventory.ForbiddenTo;
Inventory.RestrictedTo;
//FakeInventory
FakeInventory.Respawns;
//BasicArmorPickup
Armor.SaveAmount;
Armor.SavePercent;
Armor.MaxFullAbsorb;
Armor.MaxAbsorb;
//BasicArmorBonus
Armor.SavePercent;
Armor.MaxSaveAmount;
Armor.SaveAmount;
Armor.MaxBonus;
Armor.MaxBonusMax;
//Weapons
Weapon.AmmoGive;
Weapon.AmmoGive1;
Weapon.AmmoGive2;
Weapon.AmmoType;
Weapon.AmmoType1;
Weapon.AmmoType2;
Weapon.AmmoUse;
Weapon.AmmoUse1;
Weapon.AmmoUse2;
Weapon.MinSelectionAmmo1;
Weapon.MinSelectionAmmo2;
Weapon.BobRangeX;
Weapon.BobRangeY;
Weapon.BobSpeed;
Weapon.BobStyle;
Weapon.KickBack;
Weapon.DefaultKickBack;
Weapon.ReadySound;
Weapon.SelectionOrder;
Weapon.SisterWeapon;
Weapon.SlotNumber;
Weapon.SlotPriority;
Weapon.UpSound;
Weapon.YAdjust;
//Ammo
Ammo.BackpackAmount;
Ammo.BackpackMaxAmount;
Ammo.DropAmount;
//Weapon Pieces
WeaponPiece.Number;
WeaponPiece.Weapon;
//Health
Health.LowMessage;
//Puzzle Items
PuzzleItem.Number;
PuzzleItem.FailMessage;
//Player
Player.AirCapacity;
Player.AttackZOffset;
Player.ColorRange;
Player.ColorSet;
Player.ColorSetFile;
Player.ClearColorSet;
Player.CrouchSprite;
Player.DamageScreenColor;
Player.DisplayName;
Player.Face;
Player.FallingScreamSpeed;
Player.FlechetteType;
Player.ForwardMove;
Player.GruntSpeed;
Player.HealRadiusType;
Player.HexenArmor;
Player.InvulnerabilityMode;
Player.JumpZ;
Player.MaxHealth;
Player.RunHealth;
Player.Portrait;
Player.ScoreIcon;
Player.SideMove;
Player.SoundClass;
Player.SpawnClass;
Player.StartItem;
Player.UseRange;
Player.WeaponSlot;
Player.ViewHeight;
Player.MorphWeapon;
Player.MugShotMaxHealth;
//Powerup
Powerup.Color;
Powerup.Colormap;
Powerup.Duration;
Powerup.Mode;
Powerup.Strength;
//Powerup Giver
Powerup.Type;
//Health Pickup
HealthPickup.AutoUse;
//Morph Projectile
MorphProjectile.PlayerClass;
MorphProjectile.MonsterClass;
MorphProjectile.Duration;
MorphProjectile.MorphStyle;
MorphProjectile.MorphFlash;
MorphProjectile.UnMorphFlash;
//Actor position and movement
x;
y;
z;
Angle;
CeilingZ;
FloorZ;
Pitch;
VelX;
VelY;
VelZ;
//Actor properties
ScaleX;
ScaleY;
Score;
Special;
Stamina;
////////
//FLAGS
////////
//pointers
AAPTR_DEFAULT;
AAPTR_NULL;
AAPTR_TARGET;
AAPTR_MASTER;
AAPTR_TRACER;
AAPTR_PLAYER;
AAPTR_PLAYER_GETTARGET;
AAPTR_PLAYER_GETCONVERSATION;
//A_SpawnItemEx flags
SXF_TRANSFERTRANSLATION;
SXF_ABSOLUTEPOSITION;
SXF_ABSOLUTEANGLE;
SXF_ABSOLUTEVELOCITY;
SXF_SETMASTER;
SXF_NOCHECKPOSITION;
SXF_TELEFRAG;
SXF_TRANSFERAMBUSHFLAG;
SXF_TRANSFERPITCH;
SXF_TRANSFERPOINTERS;
SXF_USEBLOODCOLOR;
SXF_CLEARCALLERTID;
SXF_MULTIPLYSPEED;
SXF_TRANSFERSCALE;
SXF_TRANSFERSPECIAL;
SXF_CLEARCALLERSPECIAL;
SXF_TRANSFERSTENCILCOL;
SXF_TRANSFERALPHA;
SXF_TRANSFERRENDERSTYLE;
SXF_SETTARGET;
SXF_SETTRACER;
SXF_NOPOINTERS;
SXF_ORIGINATOR;
SXF_TRANSFERSPRITEFRAME;
SXF_TRANSFERROLL;
//weapon flags
WRF_NOBOB;
WRF_NOFIRE;
WRF_NOSWITCH;
WRF_NOPRIMARY;
WRF_DISABLESWITCH;
WRF_NOSECONDARY;
WRF_ALLOWRELOAD;
WRF_ALLOWZOOM;
ZOOM_INSTANT;
ZOOM_NOSCALETURNING;
CPF_USEAMMO;
CPF_DAGGER;
CPF_PULLIN;
CPF_NORANDOMPUFFZ;
CPF_NOTURN;
CPF_STEALARMOR;
FBF_USEAMMO;
FBF_NOFLASH;
FBF_NORANDOM;
FBF_EXPLICITANGLE;
FBF_NOPITCH;
FBF_NORANDOMPUFFZ;
//monster flags
PAF_NOSKULLATTACK;
PAF_AIMFACING;
PAF_NOTARGET;
//Sound channels flags
CHAN_AUTO;
CHAN_WEAPON;
CHAN_VOICE;
CHAN_ITEM;
CHAN_BODY;
CHAN_5;
CHAN_6;
CHAN_7;
CHAN_LISTENERZ;
CHAN_MAYBE_LOCAL;
CHAN_UI;
CHAN_NOPAUSE;
CHAN_LOOP;
//misc flags
MSF_STANDARD;
MSF_CLASSIC;
MSF_DONTHURT;
//combo flags
Monster;
Projectile;
//physics
SOLID;
SHOOTABLE;
FLOAT;
NOGRAVITY;
WINDTHRUST;
PUSHABLE;
DONTFALL;
CANPASS;
ACTLIKEBRIDGE;
NOBLOCKMAP;
MOVEWITHSECTOR;
RELATIVETOFLOOR;
NOLIFTDROP;
SLIDESONWALLS;
NODROPOFF;
NOTRIGGER;
BLOCKEDBYSOLIDACTORS;
//Behavior
ALWAYSRESPAWN;
AMBUSH;
AVOIDMELEE;
BOSS;
DONTCORPSE;
DORMANT;
FRIENDLY;
JUMPDOWN;
LOOKALLAROUND;
MISSILEEVENMORE;
MISSILEMORE;
NEVERRESPAWN;
NOSPLASHALERT;
NOTARGETSWITCH;
NOVERTICALMELEERANGE;
QUICKTORETALIATE;
STANDSTILL;
//(In)Abilities
CANNOTPUSH;
NOTELEPORT;
ACTIVATEIMPACT;
CANPUSHWALLS;
CANUSEWALLS;
ACTIVATEPCROSS;
CANTLEAVEFLOORPIC;
TELESTOMP;
NOTELESTOMP;
STAYMORPHED;
CANBLAST;
NOBLOCKMONST;
THRUGHOST;
THRUACTORS;
THRUSPECIES;
MTHRUSPECIES;
SPECTRAL;
FRIGHTENED;
NOTARGET;
NEVERTARGET;
NOINFIGHTING;
NOTIMEFREEZE;
NOFEAR;
CANTSEEK;
SEEINVISIBLE;
DONTTHRUST;
ALLOWPAIN;
//Defenses
INVULNERABLE;
BUDDHA;
REFLECTIVE;
SHIELDREFLECT;
DEFLECT;
NORADIUSDMG;
DONTBLAST;
GHOST;
DONTMORPH;
DONTSQUASH;
NOTELEOTHER;
HARMFRIENDS;
DOHARMSPECIES;
DONTHARMCLASS;
DONTHARMSPECIES;
NODAMAGE;
DONTRIP;
NOTELEFRAG;
ALWAYSTELEFRAG;
DONTDRAIN;
//Appearance & Sound
BRIGHT;
INVISIBLE;
SHADOW;
NOBLOOD;
NOBLOODDECALS;
STEALTH;
FLOORCLIP;
SPAWNFLOAT;
SPAWNCEILING;
FLOATBOB;
NOICEDEATH;
DONTGIB;
DONTSPLASH;
DONTOVERLAP;
RANDOMIZE;
FIXMAPTHINGPOS;
FULLVOLACTIVE;
FULLVOLDEATH;
NOWALLBOUNCESND;
VISIBILITYPULSE;
ROCKETTRAIL;
GRENADETRAIL;
NOBOUNCESOUND;
NOSKIN;
DONTTRANSLATE;
NOPAIN;
FORCEYBILLBOARD;
FORCEXYBILLBOARD;
//Projectile
MISSILE;
RIPPER;
NOBOSSRIP;
NODAMAGETHRUST;
DONTREFLECT;
FLOORHUGGER;
CEILINGHUGGER;
BLOODLESSIMPACT;
BLOODSPLATTER;
FOILINVUL;
FOILBUDDHA;
SEEKERMISSILE;
SCREENSEEKER;
SKYEXPLODE;
NOEXPLODEFLOOR;
STRIFEDAMAGE;
EXTREMEDEATH;
NOEXTREMEDEATH;
DEHEXPLOSION;
PIERCEARMOR;
FORCERADIUSDMG;
SPAWNSOUNDSOURCE;
PAINLESS;
FORCEPAIN;
CAUSEPAIN;
DONTSEEKINVISIBLE;
STEPMISSILE;
ADDITIVEPOISONDAMAGE;
ADDITIVEPOISONDURATION;
NOFORWARDFALL;
HITTARGET;
HITMASTER;
HITTRACER;
//Bouncing
BOUNCEONWALLS;
BOUNCEONFLOORS;
BOUNCEONCEILINGS;
ALLOWBOUNCEONACTORS;
BOUNCEAUTOOFF;
BOUNCEAUTOOFFFLOORONLY;
BOUNCELIKEHERETIC;
BOUNCEONACTORS;
NOWALLBOUNCESND;
EXPLODEONWATER;
CANBOUNCEWATER;
MBFBOUNCER;
USEBOUNCESTATE;
//Miscellaneous
DROPPED;
ISMONSTER;
CORPSE;
COUNTITEM;
COUNTKILL;
COUNTSECRET;
NOTDMATCH;
NONSHOOTABLE;
DROPOFF;
PUFFONACTORS;
ALLOWPARTICLES;
ALWAYSPUFF;
PUFFGETSOWNER;
SYNCHRONIZED;
ALWAYSFAST;
NEVERFAST;
OLDRADIUSDMG;
USESPECIAL;
BUMPSPECIAL;
BOSSDEATH;
NOINTERACTION;
NOTAUTOAIMED;
NOTONAUTOMAP;
WEAPONSPAWN;
NOMENU;
PICKUP;
TOUCHY;
VULNERABLE;
//Limited Use
SEESDAGGERS;
INCOMBAT;
NOCLIP;
NOSECTOR;
ICECORPSE;
JUSTHIT;
JUSTATTACKED;
TELEPORT;
BLASTED;
EXPLOCOUNT;
SKULLFLY;
2014-08-08 11:49:05 +00:00
//Inventory
INVENTORY.QUIET;
INVENTORY.AUTOACTIVATE;
INVENTORY.UNDROPPABLE;
INVENTORY.INVBAR;
INVENTORY.HUBPOWER;
INVENTORY.PERSISTENTPOWER;
INVENTORY.ALWAYSPICKUP;
INVENTORY.FANCYPICKUPSOUND;
INVENTORY.NOATTENPICKUPSOUND;
INVENTORY.BIGPOWERUP;
INVENTORY.NEVERRESPAWN;
INVENTORY.KEEPDEPLETED;
INVENTORY.IGNORESKILL;
INVENTORY.ADDITIVETIME;
INVENTORY.UNTOSSABLE;
INVENTORY.RESTRICTABSOLUTELY;
INVENTORY.NOSCREENFLASH;
INVENTORY.TOSSED;
INVENTORY.ALWAYSRESPAWN;
INVENTORY.TRANSFER;
//Weapons
WEAPON.NOAUTOFIRE;
WEAPON.READYSNDHALF;
WEAPON.DONTBOB;
WEAPON.AXEBLOOD;
WEAPON.NOALERT;
WEAPON.AMMO_OPTIONAL;
WEAPON.ALT_AMMO_OPTIONAL;
WEAPON.AMMO_CHECKBOTH;
WEAPON.PRIMARY_USES_BOTH;
WEAPON.ALT_USES_BOTH;
WEAPON.WIMPY_WEAPON;
WEAPON.POWERED_UP;
WEAPON.STAFF2_KICKBACK;
WEAPON.EXPLOSIVE;
WEAPON.MELEEWEAPON;
WEAPON.BFG;
WEAPON.CHEATNOTWEAPON;
WEAPON.NO_AUTO_SWITCH;
WEAPON.NOAUTOAIM;
2014-08-08 11:49:05 +00:00
//Player
PLAYERPAWN.NOTHRUSTWHENINVUL;
PLAYERPAWN.CANSUPERMORPH;
PLAYERPAWN.CROUCHABLEMORPH;
//Action-specific flags
AMF_EMITFROMTARGET;
AMF_TARGETEMITTER;
AMF_TARGETNONPLAYER;
BF_USEAMMO;
BF_DONTWARN;
BF_AFFECTBOSSES;
BF_NOIMPACTDAMAGE;
CBAF_AIMFACING;
CBAF_EXPLICITANGLE;
CBAF_NOPITCH;
CBAF_NORANDOM;
CBAF_NORANDOMPUFFZ;
CHF_DONTMOVE;
CHF_FASTCHASE;
CHF_NIGHTMAREFAST;
CHF_NOPLAYACTIVE;
CHF_RESURRECT;
CLOFF_AIM_VERT_NOOFFSET;
CLOFF_ALLOWNULL;
CLOFF_BEYONDTARGET;
CLOFF_CHECKPARTIAL;
CLOFF_FROMBASE;
CLOFF_IGNOREGHOST;
CLOFF_JUMPENEMY;
CLOFF_JUMPFRIEND;
CLOFF_JUMPNONHOSTILE;
CLOFF_JUMPOBJECT;
CLOFF_JUMP_ON_MISS;
CLOFF_MUL_HEIGHT;
CLOFF_MUL_WIDTH;
CLOFF_MUSTBEGHOST;
CLOFF_MUSTBESHOOTABLE;
CLOFF_MUSTBESOLID;
CLOFF_NOAIM;
CLOFF_NOAIM_HORZ;
CLOFF_NOAIM_VERT;
CLOFF_SETTARGET;
CLOFF_SETMASTER;
CLOFF_SETTRACER;
CLOFF_SKIPENEMY;
CLOFF_SKIPFRIEND;
CLOFF_SKIPNONHOSTILE;
CLOFF_SKIPOBJECT;
CLOFF_SKIPOBSTACLES;
CLOFF_SKIPTARGET;
CMF_ABSOLUTEANGLE;
CMF_ABSOLUTEPITCH;
CMF_AIMDIRECTION;
CMF_AIMOFFSET;
CMF_CHECKTARGETDEAD;
CMF_OFFSETPITCH;
CMF_SAVEPITCH;
CMF_TRACKOWNER;
CVF_RELATIVE;
CVF_REPLACE;
DMSS_AFFECTARMOR;
DMSS_FOILBUDDHA;
DMSS_FOILINVUL;
DMSS_KILL;
Textures Browser form: empty texture sets are no longer shown when mixed textures & flats is disabled in the current game configuration. Textures Browser form: PK3/Directory TEXTURES images are now shown in a separate folder in the resources tree. Fixed, Textures Browser form: fixed a logic error when trying to select initial flat when mix textures & flats was disabled in the current game configuration (this resulted in the blank textures list after opening the form). Fixed, Textures Browser form: resources tree showed textures count even when browsing flats. Fixed, Textures Browser form: PK3/Directory textures took precedence even when browsing flats (this means when there were a flat and a texture with the same name, a texture was displayed when browsing flats). Fixed, Classic modes: actor's scale set in DECORATE was ignored when rendering models. Fixed, MODELDEF parser: in some cases, several model definitions were skipped when trying to skip the current one. Fixed, resource management: flat and sprite TEXTURES definitions were loaded only from TEXTURES files named "TEXTURES". Fixed/added, PK3/folder resource management: patch locations for sprites defined in TEXTURES are now checked the same way as in ZDoom (previously only the "sprites" folder was checked). Fixed/added, PK3/folder resource management: patch locations for textures defined in TEXTURES are now checked the same way as in ZDoom (previously only the "textures" folder was checked). Fixed, PK3/folder resource management: flats defined in TEXTURES were not added to the global Flats image list. Fixed, PK3/folder resource management: in some cases, the image search algorithm could find flats, textures, patches or sprites in incorrect folders (for example, it could find a flat in "flats_backup" folder).
2014-10-07 00:23:02 +00:00
DMSS_NOFACTOR;
DMSS_NOPROTECT;
DMSS_EXFILTER;
DMSS_EXSPECIES;
DMSS_EITHER;
FPF_AIMATANGLE;
FPF_TRANSFERTRANSLATION;
FTF_CLAMP;
FTF_REMOVE;
GFF_NOEXTCHANGE;
JLOSF_ALLYNOJUMP;
JLOSF_CHECKMASTER;
JLOSF_CHECKTRACER;
JLOSF_CLOSENOFOV;
JLOSF_CLOSENOJUMP;
JLOSF_CLOSENOSIGHT;
JLOSF_COMBATANTONLY;
JLOSF_DEADNOJUMP;
JLOSF_FLIPFOV;
JLOSF_NOAUTOAIM;
JLOSF_NOSIGHT;
JLOSF_PROJECTILE;
JLOSF_TARGETLOS;
KILS_FOILBUDDHA;
KILS_FOILINVUL;
KILS_KILLMISSILES;
KILS_NOMONSTERS;
KILS_EXFILTER;
KILS_EXSPECIES;
KILS_EITHER;
LOF_DONTCHASEGOAL;
LOF_FULLVOLSEESOUND;
LOF_NOJUMP;
LOF_NOSEESOUND;
LOF_NOSIGHTCHECK;
LOF_NOSOUNDCHECK;
PTROP_NOSAFEGUARDS;
PTROP_UNSAFEMASTER;
PTROP_UNSAFETARGET;
RGF_CENTERZ;
RGF_CORPSES;
RGF_CUBE;
RGF_EXPLICITANGLE;
RGF_FULLBRIGHT;
RGF_GIVESELF;
RGF_MISSILES;
RGF_MONSTERS;
RGF_NOMASTER;
RGF_NOPIERCING;
RGF_NOSIGHT;
RGF_NOTARGET;
RGF_NOTRACER;
RGF_OBJECTS;
RGF_PLAYERS;
RGF_SILENT;
RGF_VOODOO;
RMVF_EVERYTHING;
RMVF_MISC;
RMVF_MISSILES;
RMVF_NOMONSTERS;
RMVF_EXFILTER;
RMVF_EXSPECIES;
RMVF_EITHER;
RSF_FOG;
RSF_KEEPTARGET;
RSF_TELEFRAG;
RTF_AFFECTSOURCE;
RTF_NOIMPACTDAMAGE;
RTF_NOTMISSILE;
SF_NOPULLIN;
SF_NORANDOM;
SF_NOTURN;
SF_NOUSEAMMO;
SF_NOUSEAMMOMISS;
SF_RANDOMLIGHTBOTH;
SF_RANDOMLIGHTHIT;
SF_RANDOMLIGHTMISS;
SF_STEALARMOR;
SMF_CURSPEED;
SMF_LOOK;
SMF_PRECISE;
SPF_FORCECLAMP;
SPF_INTERPOLATE;
TF_TELEFRAG;
TF_RANDOMDECIDE;
TF_FORCED;
TF_KEEPVELOCITY;
TF_KEEPANGLE;
TF_USESPOTZ;
TF_NOSRCFOG;
TF_NODESTFOG;
TF_USEACTORFOG;
TF_NOJUMP;
TIF_NOTAKEINFINITE;
VAF_DMGTYPEAPPLYTODIRECT;
WARPF_ABSOLUTEANGLE;
WARPF_ABSOLUTEOFFSET;
WARPF_ABSOLUTEPOSITION;
WARPF_COPYINTERPOLATION;
WARPF_INTERPOLATE;
WARPF_NOCHECKPOSITION;
WARPF_STOP;
WARPF_TESTONLY;
WARPF_TOFLOOR;
WARPF_USECALLERANGLE;
WARPF_WARPINTERPOLATION;
XF_HURTSOURCE;
XF_NOTMISSILE;
//////////////////////////
//Property-specific flags
//////////////////////////
//Activation flags
THINGSPEC_Default;
THINGSPEC_ThingActs;
THINGSPEC_TriggerActs;
THINGSPEC_ThingTargets;
THINGSPEC_TriggerTargets;
THINGSPEC_MonsterTrigger;
THINGSPEC_MissileTrigger;
THINGSPEC_ClearSpecial;
THINGSPEC_NoDeathSpecial;
THINGSPEC_Activate;
THINGSPEC_Deactivate;
THINGSPEC_Switch;
//MorphProjectile.MorphStyle flags
MRF_ADDSTAMINA;
MRF_FULLHEALTH;
MRF_UNDOBYTOMEOFPOWER;
MRF_UNDOBYCHAOSDEVICE;
MRF_FAILNOTELEFRAG;
MRF_FAILNOLAUGH;
MRF_WHENINVULNERABLE;
MRF_LOSEACTUALWEAPON;
MRF_NEWTIDBEHAVIOUR;
MRF_UNDOBYDEATH;
MRF_UNDOBYDEATHFORCED;
MRF_UNDOBYDEATHSAVES;
//A_FaceTraget/Master/Tracer flags
FAF_BOTTOM;
FAF_MIDDLE;
FAF_TOP;
FAF_NODISTFACTOR;
//A_QuakeEx flags
QF_RELATIVE;
QF_SCALEDOWN;
QF_SCALEUP;
QF_WAVE;
QF_MAX;
QF_FULLINTENSITY;
}