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2651 lines
71 KiB
Text
2651 lines
71 KiB
Text
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HEXEN Specs v0.9 Page 1
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The Official Hexen Technical Specs
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Author: Ben Morris (bmorris@islandnet.com)
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Information from Raven provided by Ben Gokey
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[Disclaimer]
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The text contained in this document is for informational
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purposes only. If you decide to use this information in any
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way, neither id Software, Raven Software, nor Ben Morris
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can be held responsible for any damages or losses (including,
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but not limited to: dismembered bodily parts, telefrags and
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lack of sleep) incurred by this information's use. Although
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this is an "Official" specification, some of the information
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contained within might be old, or just plain typed in wrong.
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You have been warned.
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!!!
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NB: This version of the specs, 0.9, is a preliminary release. Most of
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the information here is tried and true, but there's a good
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chance there are errors in the file. If something doesn't
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look right, or really IS wrong, please contact me (Ben Morris)
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at the address above. Please do NOT contact me about new
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versions of the specs; I will release the new versions when
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they are ready. Thanks.
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** Set your tab width to 4.
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Page 1
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HEXEN Specs v0.9 Page 2
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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<EFBFBD> <20> <20> Table of Contents
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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No, this isn't finished.
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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<EFBFBD> <20> <20> Definitions used in this File
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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Angle [0..255] Used in "angle" parameters to Special types:
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0 East 32 Northeast
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64 North 96 Northwest
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128 West 160 Southwest
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192 South 224 Southeast
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* NOTE that this differs from DOOM/Heretic in that 45/90
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degree increments are not used. However, this difference
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does _not_ apply for the angles used for the THINGS in
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map editing - they are the same as DOOM's (eg: 0 = East,
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90 = North, etc.)
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Tics Time unit of length 1/35 second. So, 35 tics = 1 second.
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Octics Time unit of length 8 tics. So, 8 octics = 1 second.
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Page 2
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HEXEN Specs v0.9 Page 3
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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<EFBFBD> i <20> About This File
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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This file was written for those who are interested in the inner workings of
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Hexen. It doesn't contain playing tips or information on how to get Hexen
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working on your system.
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This file is intended to be supplementary to Matt Fell's "Unofficial DOOM
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Specs", which probably came with your copy of DOOM or DOOM ][. Wherever
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it's relevant, this file refers to a specific section in the DOOM specs (be
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sure you have version 1.666!), so it's a good idea to have a copy at hand.
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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<EFBFBD> i <20> Introduction to Hexen
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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Hexen is the sequel to Heretic, Raven Software's first collaboration with id
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Software.
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[..]
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Hexen's major difference from Heretic and DOOM is its programmability. Hexen
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features a powerful script language that can be used to create a wide variety
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of in-game effects such as traps, puzzles and even earthquakes!
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[...]
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Page 3
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HEXEN Specs v0.9 Page 4
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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<EFBFBD> 3-0 <20> Hexen Data Structures
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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This section outlines the format of the new data blocks in a Hexen map - the
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LINEDEF and THING structures. These structures have changed from the
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versions used in DOOM and Heretic.
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[DOOM Specs ref]
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[3-1] The Hexen LINEDEF structure
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---------------------------------
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Offset Size Meaning
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---------------------------------------------------
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0 word the line's start-vertex
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2 word the line's end-vertex
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4 word line flags (see below)
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6 byte special type (see [Specials])
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7 5 bytes special arguments
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12 word the line's right sidedef number
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14 word the line's left sidedef number
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[3-1-1] Line Flags
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------------------
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The following flags are starred with an asterisk if they're new for
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Hexen:
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Bits Meaning when Set
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---------------------------------------------------
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0 impassable - the line cannot be crossed.
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1 impassable to monsters only.
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2 two-sided
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3 upper texture is unpegged (drawn from top-down)
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4 lower/middle texture is unpegged (drawn from bottom-up)
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5 secret - the line appears as impassable on the automap.
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6 sound can't travel through the line, but only
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for monsters' ears.
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7 never draw the line on the auto-map, even with the
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map cheat enabled.
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8 the line is always drawn on the auto-map, even if it
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hasn't been seen by the player.
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* 9 the line's special ([3-1]) is repeatable, ie: it can
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be activated more than once.
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* 10..12 the line's special activation, ie: how the special is
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Page 4
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HEXEN Specs v0.9 Page 5
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activated.
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Value Activated when...
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---------------------------------------------
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0 Player crosses the line
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1 Player uses the line with the use key
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2 Monster crosses the line
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3 Projectile impacts the wall
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4 Player pushes the wall
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5 Projectile crosses the line
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To get the special activation, use the following formula:
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activation := (line.flags BITAND 0x1C00) BITSHIFTRIGHT 10
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[3-2] The Hexen THING structure
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-------------------------------
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Offset Size Meaning
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---------------------------------------------------
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* 0 word thing ID - used in scripts and specials to
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identify a THING or a set of THINGs.
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2 word x-position on the map
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4 word y-position on the map
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* 6 word starting altitude on the map - the THING
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is created at this altitude above the floor
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of the sector it's in when the map is entered,
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and is immediately subjected to gravity.
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8 word the angle the thing is facing when the map
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is entered.
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10 word the thing type (see [3-2-2].)
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* 12 word thing flags (see [3-2-1].)
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14 byte special type (see [Specials]). a thing's
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special is activated when the thing is
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killed (Monster), destroyed (Tree, Urn, etc.),
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or picked up (Artifact, Puzzle Piece.)
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15 5 bytes special arguments
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[3-2-1] Thing Flags
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-------------------
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The following flags are starred with an asterisk if they're new for
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Hexen:
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Bits Meaning when Set
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---------------------------------------------------
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0 the thing appears on the Easy skill settings (1-2)
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1 the thing appears on the Normal skill setting (3)
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Page 5
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HEXEN Specs v0.9 Page 6
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2 the thing appears on the Hard skill settings (4-5)
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3 the thing is deaf - it sits around until it's
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hurt, or until it sees a player.
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* 4 the thing is dormant - it never wakes up until it's
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activated using the Thing_Activate() special.
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* 5 the thing appears for the Fighter class.
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* 6 the thing appears for the Cleric class.
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* 7 the thing appears for the Mage class.
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* 8 the thing appears in single-player games.
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* 9 the thing appears in cooperative games.
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* 10 the thing appears in deathmatch games.
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Each "thing appears" flag must be set for each condition under which the
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thing is to appear. For multi-player games involving more than one
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class, a thing that is set for one of the classes involved will also appear
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for the other two classes in the game.
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For example, if you set the three pieces of the Fighter's sword to appear
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for only the Fighter (bit 5 is set) and in Deathmatch (bit 10 is set),
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if a Mage or a Cleric is also playing, the pieces of the sword will be
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visible to them, too.
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[3-2-2] Thing Types
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-------------------
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Creatures as well as some objects can be activated and/or deactivated with
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the ThingActivate and ThingDeactivate line specials.
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Creatures will freeze when deactivated and resume when activated.
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Activation can also be used to bring a "dormant" creature to life.
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If a creature has a special, that special will be activated upon its death.
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Also, if the creature is teleported away using the banishment device
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(teleport other), the special will be activated and then removed from the
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creature.
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Type Name
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-----------------------------------------------------------
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1 Player_1_start
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2 Player_2_start
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3 Player_3_start
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4 Player_4_start
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11 Player_Deathmatch
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14 Player_TeleportSpot
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10 2C_SerpentStaff
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8010 2F_Axe
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53 2M_ConeOfShards
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Page 6
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HEXEN Specs v0.9 Page 7
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8009 3C_Firestorm
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123 3F_Hammer
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8040 3M_Lightning
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20 4C_1Shaft
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19 4C_2Cross
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18 4C_3Arc
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16 4F_1Hilt
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13 4F_2Crosspiece
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12 4F_3Blade
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23 4M_1Stick
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22 4M_2Stub
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21 4M_3Skull
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10110 A_Flechette
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8003 A_BoostMana
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8002 A_BootsOfSpeed
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8041 A_Bracers
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84 A_IconOfDefender
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30 A_Porkelator
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83 A_WingsOfWrath
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32 A_HealingComplete (Urn)
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82 A_HealingHefty (Flask)
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|||
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81 A_HealingWimpy (Vial)
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|||
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10120 A_HealRadius
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8000 A_Repulsion
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86 A_DarkServant
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36 A_ChaosDevice
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33 A_Torch
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10040 A_Banishment
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8008 Ar_Amulet
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8005 Ar_Armor
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8007 Ar_Helmet
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8006 Ar_Shield
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114 C_Bishop
|
|||
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107 C_Centaur
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|||
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115 C_CentaurLeader
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|||
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10101 C_ClericBoss
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31 C_Demon
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|||
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8080 C_Demon2
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|||
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254 C_Dragon
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10030 C_Ettin
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10100 C_FighterBoss
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10060 C_FireImp
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112 C_Fly
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10080 C_Heresiarch
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8020 C_IceGuy
|
|||
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10200 C_Korax
|
|||
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10102 C_MageBoss
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Page 7
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|||
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|||
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HEXEN Specs v0.9 Page 8
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|||
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|||
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121 C_Serpent
|
|||
|
120 C_SerpentLeader
|
|||
|
34 C_Wraith
|
|||
|
10011 C_Wraith2
|
|||
|
|
|||
|
8032 K_AxeKey
|
|||
|
8034 K_CastleKey
|
|||
|
8031 K_CaveKey
|
|||
|
8035 K_DungeonKey
|
|||
|
8033 K_FireKey
|
|||
|
8200 K_GoldKey
|
|||
|
8037 K_RustyKey
|
|||
|
8036 K_SilverKey
|
|||
|
8030 K_SteelKey
|
|||
|
8039 K_SwampKey
|
|||
|
8038 K_WasteKey
|
|||
|
|
|||
|
122 Mana_1
|
|||
|
124 Mana_2
|
|||
|
8004 ManaCombined
|
|||
|
|
|||
|
3000 PO_Anchor
|
|||
|
3001 PO_StartSpot
|
|||
|
3002 PO_StartSpot_Crush
|
|||
|
|
|||
|
1410 SE_Wind
|
|||
|
|
|||
|
10225 Spawn_Bat
|
|||
|
10000 Spawn_Fog
|
|||
|
10001 Spawn_Fog_a
|
|||
|
10002 Spawn_Fog_b
|
|||
|
10003 Spawn_Fog_c
|
|||
|
113 Spawn_Leaf
|
|||
|
|
|||
|
10090 Spike_Down
|
|||
|
10091 Spike_Up
|
|||
|
|
|||
|
1403 SS_Creak
|
|||
|
1408 SS_EarthCrack
|
|||
|
1401 SS_Heavy
|
|||
|
1407 SS_Ice
|
|||
|
1405 SS_Lava
|
|||
|
1402 SS_Metal
|
|||
|
1409 SS_Metal2
|
|||
|
1404 SS_Silent
|
|||
|
1400 SS_Stone
|
|||
|
1406 SS_Water
|
|||
|
|
|||
|
9001 X_MapSpot
|
|||
|
9013 X_MapSpotGravity
|
|||
|
|
|||
|
Page 8
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 9
|
|||
|
|
|||
|
|
|||
|
8064 Z_ArmorSuit
|
|||
|
77 Z_Banner
|
|||
|
8100 Z_Barrel
|
|||
|
8065 Z_Bell
|
|||
|
8066 Z_BlueCandle
|
|||
|
8061 Z_BrassBrazier
|
|||
|
8103 Z_Bucket
|
|||
|
119 Z_Candle
|
|||
|
8069 Z_Cauldron
|
|||
|
8070 Z_Cauldron_Unlit
|
|||
|
8071 Z_Chain32
|
|||
|
8072 Z_Chain64
|
|||
|
8073 Z_ChainHeart
|
|||
|
8074 Z_ChainLHook
|
|||
|
8075 Z_ChainSHook
|
|||
|
8077 Z_ChainSkull
|
|||
|
8076 Z_ChainSpikeBall
|
|||
|
17 Z_Chandelier
|
|||
|
8063 Z_Chandelier_Unlit
|
|||
|
8042 Z_FireBull
|
|||
|
8043 Z_FireBull_Unlit
|
|||
|
8060 Z_FireSkull
|
|||
|
118 Z_GlitterBridge
|
|||
|
10503 Z_LargeFlame_Permanent
|
|||
|
10502 Z_LargeFlame_Timed
|
|||
|
10501 Z_SmallFlame_Permanent
|
|||
|
10500 Z_SmallFlame_Timed
|
|||
|
140 Z_TeleportSmoke
|
|||
|
116 Z_TwinedTorch
|
|||
|
117 Z_TwinedTorch_Unlit
|
|||
|
103 Z_VasePillar
|
|||
|
54 Z_Wall_Torch_Lit
|
|||
|
55 Z_Wall_Torch_Unlit
|
|||
|
5 Z_WingedStatue
|
|||
|
6 ZC_Rock1
|
|||
|
7 ZC_Rock2
|
|||
|
9 ZC_Rock3
|
|||
|
15 ZC_Rock4
|
|||
|
41 ZC_ShroomLarge
|
|||
|
42 ZC_ShroomSmall1
|
|||
|
44 ZC_ShroomSmall2
|
|||
|
45 ZC_ShroomSmall3
|
|||
|
52 ZC_StalactiteLarge
|
|||
|
56 ZC_StalactiteMedium
|
|||
|
57 ZC_StalactiteSmall
|
|||
|
48 ZC_Stalagmite_Pillar
|
|||
|
49 ZC_StalagmiteLarge
|
|||
|
50 ZC_StalagmiteMedium
|
|||
|
51 ZC_StalagmiteSmall
|
|||
|
|
|||
|
Page 9
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 10
|
|||
|
|
|||
|
8062 ZF_DestructibleTree
|
|||
|
8068 ZF_Hedge
|
|||
|
8104 ZF_ShroomBoom
|
|||
|
39 ZF_ShroomLarge1
|
|||
|
40 ZF_ShroomLarge2
|
|||
|
46 ZF_ShroomSmall1
|
|||
|
47 ZF_ShroomSmall2
|
|||
|
8101 ZF_Shrub1
|
|||
|
8102 ZF_Shrub2
|
|||
|
29 ZF_StumpBare
|
|||
|
28 ZF_StumpBurned
|
|||
|
24 ZF_TreeDead
|
|||
|
25 ZF_TreeDestructible
|
|||
|
80 ZF_TreeGnarled1
|
|||
|
87 ZF_TreeGnarled2
|
|||
|
78 ZF_TreeLarge1
|
|||
|
79 ZF_TreeLarge2
|
|||
|
111 ZG_BloodPool
|
|||
|
71 ZG_CorpseHanging
|
|||
|
61 ZG_CorpseKabob
|
|||
|
108 ZG_CorpseLynched
|
|||
|
109 ZG_CorpseNoHeart
|
|||
|
110 ZG_CorpseSitting
|
|||
|
62 ZG_CorpseSleeping
|
|||
|
8067 ZG_IronMaiden
|
|||
|
65 ZG_TombstoneBigCross
|
|||
|
69 ZG_TombstoneBrianP
|
|||
|
66 ZG_TombstoneBrianR
|
|||
|
67 ZG_TombstoneCrossCircle
|
|||
|
63 ZG_TombstoneRIP
|
|||
|
64 ZG_TombstoneShane
|
|||
|
68 ZG_TombstoneSmallCross
|
|||
|
93 ZI_IceSpikeLarge
|
|||
|
94 ZI_IceSpikeMedium
|
|||
|
95 ZI_IceSpikeSmall
|
|||
|
89 ZI_IcicleLarge
|
|||
|
90 ZI_IcicleMedium
|
|||
|
91 ZI_IcicleSmall
|
|||
|
8502 ZM_CandleWeb
|
|||
|
8509 ZM_CleaverMeat
|
|||
|
8508 ZM_GobletSilver
|
|||
|
8507 ZM_GobletSmall
|
|||
|
8505 ZM_GobletSpill
|
|||
|
8506 ZM_GobletTall
|
|||
|
8504 ZM_LgCandle
|
|||
|
8500 ZM_LgStein
|
|||
|
104 ZM_Pot1
|
|||
|
105 ZM_Pot2
|
|||
|
106 ZM_Pot3
|
|||
|
100 ZM_Rubble1
|
|||
|
|
|||
|
Page 10
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 11
|
|||
|
|
|||
|
101 ZM_Rubble2
|
|||
|
102 ZM_Rubble3
|
|||
|
8503 ZM_SmCandle
|
|||
|
8501 ZM_SmStein
|
|||
|
8051 ZP_GargBrnzShort
|
|||
|
8047 ZP_GargBrnzTall
|
|||
|
8044 ZP_GargCorrode
|
|||
|
76 ZP_GargIceShort
|
|||
|
73 ZP_GargIceTall
|
|||
|
8050 ZP_GargLavaBrtShort
|
|||
|
8046 ZP_GargLavaBrtTall
|
|||
|
8049 ZP_GargLavaDrkShort
|
|||
|
8045 ZP_GargLavaDrkTall
|
|||
|
74 ZP_GargPortalShort
|
|||
|
72 ZP_GargPortalTall
|
|||
|
8052 ZP_GargStlShort
|
|||
|
8048 ZP_GargStlTall
|
|||
|
88 ZS_Log
|
|||
|
58 ZS_Moss1
|
|||
|
59 ZS_Moss2
|
|||
|
37 ZS_Stump1
|
|||
|
38 ZS_Stump2
|
|||
|
27 ZS_Tree1
|
|||
|
26 ZS_Tree2
|
|||
|
60 ZS_Vine
|
|||
|
99 ZW_RockBlack
|
|||
|
97 ZW_RockBrownLarge
|
|||
|
98 ZW_RockBrownSmall
|
|||
|
9003 ZZ_BigGem
|
|||
|
9007 ZZ_Book1
|
|||
|
9008 ZZ_Book2
|
|||
|
9016 ZZ_CWeapon
|
|||
|
9015 ZZ_FWeapon
|
|||
|
9018 ZZ_Gear
|
|||
|
9019 ZZ_Gear2
|
|||
|
9020 ZZ_Gear3
|
|||
|
9021 ZZ_Gear4
|
|||
|
9006 ZZ_GemBlue1
|
|||
|
9010 ZZ_GemBlue2
|
|||
|
9005 ZZ_GemGreen1
|
|||
|
9009 ZZ_GemGreen2
|
|||
|
9012 ZZ_GemPedestal
|
|||
|
9004 ZZ_GemRed
|
|||
|
9017 ZZ_MWeapon
|
|||
|
9002 ZZ_Skull
|
|||
|
9014 ZZ_Skull2
|
|||
|
9011 ZZ_WingedStatueNoSkull
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
Page 11
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 12
|
|||
|
|
|||
|
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
<EFBFBD> 4-0 <20> Hexen Script Language
|
|||
|
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
|
|||
|
The Hexen Script Language is called the "Action Code Script", or ACS.
|
|||
|
|
|||
|
Each map has an ACS file that contains the scripts specific to that map. The
|
|||
|
scripts within it are identified using numbers that the general special
|
|||
|
ACS_Execute() uses. A script itself can call the ACS_Execute() special
|
|||
|
(actually quite common), which will spawn another script that will run
|
|||
|
concurrently with the rest of the scripts. A script can also be declared as
|
|||
|
OPEN, which will make it run automatically upon entering the map. This is
|
|||
|
used for perpetual type effects, level initialization, etc. The compiler
|
|||
|
takes the ACS file and produces and object file that is the last lump in the
|
|||
|
map WAD (BEHAVIOR).
|
|||
|
|
|||
|
To create a compiled ACS file from a text script, use the DOS command:
|
|||
|
|
|||
|
c:\hexen> acs filename [enter]
|
|||
|
|
|||
|
This command will produce 'filename.o' from 'filename.acs'. The contents of
|
|||
|
the output file (filename.o) can be directly used as the BEHAVIOR lump of the
|
|||
|
map it's used with.
|
|||
|
|
|||
|
Map scripts should start with #include "common.acs", which is just...
|
|||
|
|
|||
|
#include "specials.acs"
|
|||
|
#include "defs.acs"
|
|||
|
#include "wvars.acs"
|
|||
|
|
|||
|
The file "specials.acs" defines all the general specials. These are used
|
|||
|
within scripts just like function calls. The file "defs.acs" defines a
|
|||
|
bunch of constants that are used by the scripts. The file "wvars.acs"
|
|||
|
defines all the world variables. It needs to be included by all maps so
|
|||
|
they use consistent indexing.
|
|||
|
|
|||
|
|
|||
|
[4-1] Variables and their Scope
|
|||
|
--------------------------------
|
|||
|
|
|||
|
There is only one data type ACS, a 4 byte integer. Use the keyword int to
|
|||
|
declare an integer variable. You may also use the keyword str, it is
|
|||
|
synonymous with int. It's used to indicate that you'll be using the
|
|||
|
variable as a string. The compiler doesn't use string pointers, it uses
|
|||
|
string handles, which are just integers.
|
|||
|
|
|||
|
Declaring a variable is simple. There are two "types" of variable - "str"
|
|||
|
and "int":
|
|||
|
|
|||
|
|
|||
|
Page 12
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 13
|
|||
|
|
|||
|
str mystring;
|
|||
|
int myint;
|
|||
|
|
|||
|
or:
|
|||
|
|
|||
|
str texture, sound;
|
|||
|
int i, tid;
|
|||
|
|
|||
|
* Note: You can't assign a variable in its declaration; you must give it a
|
|||
|
value in a different expression.
|
|||
|
|
|||
|
The SCOPE of a variable is one of World-scope, Map-scope, or Script-scope.
|
|||
|
|
|||
|
- World-scope variables are global, and can be accessed in any map.
|
|||
|
Hexen maintains [n] permanent globals, numbered 0-[n-1]. You must
|
|||
|
assign one of the globals a name in order to access it, like this:
|
|||
|
|
|||
|
world int 5:Grunt;
|
|||
|
|
|||
|
This tells Hexen to reference world global number 5 whenever it
|
|||
|
encounters the name "Grunt".
|
|||
|
|
|||
|
- Map-scope variables are local to the current map. They must be
|
|||
|
declared outside of any script code, but without the world keyword.
|
|||
|
These variables can't be accessed in any other map.
|
|||
|
|
|||
|
- Script-scope variables are local to the current script - they
|
|||
|
can't be accessed by any other script or map.
|
|||
|
|
|||
|
Here's some code that shows the declaration of all three scopes:
|
|||
|
|
|||
|
world int 3:DungeonAccess; // World-scope
|
|||
|
|
|||
|
int mapTimer; // Map-scope
|
|||
|
|
|||
|
script 4 (void)
|
|||
|
{
|
|||
|
int x, y; // Script-scope
|
|||
|
|
|||
|
...
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
[4-2] Language Structure
|
|||
|
------------------------
|
|||
|
|
|||
|
Here is a quick reference manual type definition of the language. It
|
|||
|
ends with a description of all the internal functions.
|
|||
|
|
|||
|
|
|||
|
|
|||
|
Page 13
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 14
|
|||
|
|
|||
|
[4-2-1] Keywords
|
|||
|
----------------
|
|||
|
|
|||
|
The following identifiers are reserved for use as keywords, and may
|
|||
|
not be used otherwise:
|
|||
|
|
|||
|
break
|
|||
|
case
|
|||
|
const
|
|||
|
continue
|
|||
|
default
|
|||
|
define
|
|||
|
do
|
|||
|
else
|
|||
|
goto
|
|||
|
if
|
|||
|
include
|
|||
|
int
|
|||
|
open
|
|||
|
print
|
|||
|
printbold
|
|||
|
restart
|
|||
|
script
|
|||
|
special
|
|||
|
str
|
|||
|
suspend
|
|||
|
switch
|
|||
|
terminate
|
|||
|
until
|
|||
|
void
|
|||
|
while
|
|||
|
world
|
|||
|
|
|||
|
[4-2-2] Comments
|
|||
|
----------------
|
|||
|
|
|||
|
Comments are ignored by the script compiler.
|
|||
|
|
|||
|
/*
|
|||
|
This is a comment.
|
|||
|
*/
|
|||
|
|
|||
|
int a; // And this is a comment
|
|||
|
|
|||
|
|
|||
|
|
|||
|
[4-2-3] World-variable definitions
|
|||
|
----------------------------------
|
|||
|
|
|||
|
world int <constant-expression> : <identifier> ;
|
|||
|
|
|||
|
Page 14
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 15
|
|||
|
|
|||
|
world int <constant-expression> : <identifier> , ... ;
|
|||
|
|
|||
|
|
|||
|
[4-2-4] Map-variable definitions
|
|||
|
--------------------------------
|
|||
|
|
|||
|
Declares a variable local to the current map.
|
|||
|
|
|||
|
int <identifier> ;
|
|||
|
str <identifier> ;
|
|||
|
int <identifier> , ... ;
|
|||
|
|
|||
|
|
|||
|
[4-2-5] Include Directive
|
|||
|
-------------------------
|
|||
|
|
|||
|
Includes the source of the specified file and compiles it.
|
|||
|
|
|||
|
#include <string-literal>
|
|||
|
|
|||
|
|
|||
|
[4-2-5] Define Directive
|
|||
|
------------------------
|
|||
|
|
|||
|
Replaces an identifier with a constant expression.
|
|||
|
|
|||
|
#define <identifier> <constant-expression>
|
|||
|
|
|||
|
|
|||
|
[4-2-6] Constant Expressions
|
|||
|
----------------------------
|
|||
|
|
|||
|
<integer-constant>:
|
|||
|
|
|||
|
decimal 200
|
|||
|
hexadecimal 0x00a0, 0x00A0
|
|||
|
fixed point 32.0, 0.5, 103.329
|
|||
|
any radix <radix>_digits
|
|||
|
|
|||
|
binary 2_01001010
|
|||
|
octal 8_072310
|
|||
|
decimal 10_50025
|
|||
|
hexadecimal 16_00a03f2
|
|||
|
|
|||
|
|
|||
|
[4-2-7] String Literals
|
|||
|
-----------------------
|
|||
|
|
|||
|
<string-literal>: "string"
|
|||
|
|
|||
|
|
|||
|
Page 15
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 16
|
|||
|
|
|||
|
|
|||
|
[4-2-6] Script Definitions
|
|||
|
--------------------------
|
|||
|
|
|||
|
To define a script:
|
|||
|
|
|||
|
<script-definition>:
|
|||
|
script <constant-expression> ( <arglist> ) { <statement> }
|
|||
|
script <constant-expression> OPEN { <statement> }
|
|||
|
|
|||
|
eg:
|
|||
|
|
|||
|
script 10 (void) { ... }
|
|||
|
|
|||
|
script 5 OPEN { ... }
|
|||
|
|
|||
|
* Note that OPEN scripts do not take arguments.
|
|||
|
|
|||
|
|
|||
|
[4-2-6] Statements
|
|||
|
------------------
|
|||
|
|
|||
|
<statement>:
|
|||
|
<declaration-statement>
|
|||
|
<assignment-statement>
|
|||
|
<compound-statement>
|
|||
|
<switch-statement>
|
|||
|
<jump-statement>
|
|||
|
<selection-statement>
|
|||
|
<iteration-statement>
|
|||
|
<function-statement>
|
|||
|
<linespecial-statement>
|
|||
|
<print-statement>
|
|||
|
<control-statement>
|
|||
|
|
|||
|
|
|||
|
[4-2-6-1] Declaration Statements
|
|||
|
--------------------------------
|
|||
|
|
|||
|
Delcaration statements create script variables.
|
|||
|
|
|||
|
<declaration-statement>:
|
|||
|
int <variable> ;
|
|||
|
int <variable> , <variable> , ... ;
|
|||
|
|
|||
|
|
|||
|
[4-2-6-1] Assignment Statements
|
|||
|
-------------------------------
|
|||
|
|
|||
|
Assigns an expression to a variable.
|
|||
|
|
|||
|
Page 16
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 17
|
|||
|
|
|||
|
|
|||
|
<assignment-statement>:
|
|||
|
<variable> <assignment-operator> <expression> ;
|
|||
|
|
|||
|
<assignment-operator>:
|
|||
|
=
|
|||
|
+=
|
|||
|
-=
|
|||
|
*=
|
|||
|
/=
|
|||
|
%=
|
|||
|
|
|||
|
* Note: An assignment of the form V <op>= E is equivalent to V = V <op> E.
|
|||
|
For example:
|
|||
|
|
|||
|
A += 5; is the same as
|
|||
|
A = A + 5;
|
|||
|
|
|||
|
[4-2-6-2] Compound Statements
|
|||
|
-----------------------------
|
|||
|
|
|||
|
<compound-statement>:
|
|||
|
{ <statement-list> }
|
|||
|
|
|||
|
<statement-list>:
|
|||
|
<statement> <statement> <...>
|
|||
|
|
|||
|
|
|||
|
[4-2-6-3] Switch Statements
|
|||
|
---------------------------
|
|||
|
|
|||
|
A switch statement evaluates an integral expression and passes control to the
|
|||
|
code following the matched case.
|
|||
|
|
|||
|
<switch-statement>:
|
|||
|
switch ( <expression> ) { <labeled-statement-list> }
|
|||
|
|
|||
|
<labeled-statement>:
|
|||
|
case <constant-expression> : <statement>
|
|||
|
default : <statement>
|
|||
|
|
|||
|
Example:
|
|||
|
|
|||
|
switch (a)
|
|||
|
{
|
|||
|
case 1: // when a == 1
|
|||
|
b = 1; // .. this is executed,
|
|||
|
break; // and this breaks out of the switch().
|
|||
|
|
|||
|
case 2: // when a == 2
|
|||
|
|
|||
|
Page 17
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 18
|
|||
|
|
|||
|
b = 8; // .. this is executed,
|
|||
|
// but there is no break, so it continues to the next
|
|||
|
// case, even though a != 3.
|
|||
|
|
|||
|
case 3: // when a == 3
|
|||
|
b = 666; // .. this is executed,
|
|||
|
break; // and this breaks out of the switch().
|
|||
|
|
|||
|
default: // when none of the other cases match,
|
|||
|
b = 777; // .. this is executed.
|
|||
|
}
|
|||
|
|
|||
|
* Note for C users: While C only allows integral expressions in a switch
|
|||
|
statement, ACS allows full expressions such as "a + 10".
|
|||
|
|
|||
|
|
|||
|
[4-2-6-4] Jump Statements
|
|||
|
-------------------------
|
|||
|
|
|||
|
A jump statement passes control to another portion of the script.
|
|||
|
|
|||
|
<jump-statement>:
|
|||
|
continue ;
|
|||
|
break ;
|
|||
|
restart ;
|
|||
|
|
|||
|
|
|||
|
[4-2-6-5] Iteration Statements
|
|||
|
------------------------------
|
|||
|
|
|||
|
<iteration-statement>:
|
|||
|
while ( <expression> ) <statement>
|
|||
|
until ( <expression> ) <statement>
|
|||
|
do <statement> while ( <expression> ) ;
|
|||
|
do <statement> until ( <expression> ) ;
|
|||
|
for ( <assignment-statement> ; <expression> ; <assignment-statement> )
|
|||
|
<statement>
|
|||
|
|
|||
|
The continue, break and restart keywords can be used in an iteration
|
|||
|
statement:
|
|||
|
|
|||
|
- the continue keyword jumps to the end of the last <statement> in the
|
|||
|
iteration-statement. The loop continues.
|
|||
|
|
|||
|
- the break keyword jumps right out of the iteration-statement.
|
|||
|
|
|||
|
|
|||
|
[4-2-6-6] Function Statements
|
|||
|
-----------------------------
|
|||
|
|
|||
|
|
|||
|
Page 18
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 19
|
|||
|
|
|||
|
A function statement calls a Hexen internal-function, or a Hexen
|
|||
|
linespecial-function.
|
|||
|
|
|||
|
<function-statement>:
|
|||
|
<internal-function> | <linespecial-statement>
|
|||
|
|
|||
|
<internal-function>:
|
|||
|
<identifier> ( <expression> , ... ) ;
|
|||
|
<identifier> ( const : <constant-expression> , ... ) ;
|
|||
|
|
|||
|
<linespecial-statement>:
|
|||
|
<linespecial> ( <expression> , ... ) ;
|
|||
|
<linespecial> ( const : <constant-expression> , ... ) ;
|
|||
|
|
|||
|
|
|||
|
[4-2-6-7] Print Statements
|
|||
|
--------------------------
|
|||
|
|
|||
|
<print-statement>:
|
|||
|
print ( <print-type> : <expression> , ... ) ;
|
|||
|
printbold ( <print-type> : <expression> , ... ) ;
|
|||
|
|
|||
|
<print-type>:
|
|||
|
s string
|
|||
|
d decimal
|
|||
|
c constant
|
|||
|
|
|||
|
|
|||
|
[4-2-6-8] Selection Statements
|
|||
|
------------------------------
|
|||
|
|
|||
|
<selection-statement>:
|
|||
|
if ( <expression> ) <statement>
|
|||
|
if ( <expression> ) <statement> else <statement>
|
|||
|
|
|||
|
|
|||
|
[4-2-6-9] Control Statements
|
|||
|
----------------------------
|
|||
|
|
|||
|
<control-statement>:
|
|||
|
suspend ; // suspends the script
|
|||
|
terminate ; // terminates the script
|
|||
|
|
|||
|
|
|||
|
[4-2-7] Internal Functions
|
|||
|
--------------------------
|
|||
|
|
|||
|
void tagwait(int tag);
|
|||
|
----------------------
|
|||
|
|
|||
|
|
|||
|
Page 19
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 20
|
|||
|
|
|||
|
The current script is suspended until all sectors marked with
|
|||
|
<tag> are inactive.
|
|||
|
|
|||
|
|
|||
|
void polywait(int po);
|
|||
|
----------------------
|
|||
|
|
|||
|
The current script is suspended until the polyobj marked with
|
|||
|
<po> is incactive.
|
|||
|
|
|||
|
|
|||
|
void scriptwait(int script);
|
|||
|
----------------------------
|
|||
|
|
|||
|
The current script is suspended until the script specified by
|
|||
|
<script> has terminated.
|
|||
|
|
|||
|
|
|||
|
void delay(int ticks);
|
|||
|
----------------------
|
|||
|
|
|||
|
The current script is suspended for a time specified by <ticks>.
|
|||
|
A tick represents one cycle from a 35Hz timer.
|
|||
|
|
|||
|
|
|||
|
void changefloor(int tag, str flatname);
|
|||
|
----------------------------------------
|
|||
|
|
|||
|
The floor flat for all sectors marked with <tag> is changed to
|
|||
|
<flatname>.
|
|||
|
|
|||
|
|
|||
|
void changeceiling(int tag, str flatname);
|
|||
|
------------------------------------------
|
|||
|
|
|||
|
The ceiling flat for all sectors marked with <tag> is changed to
|
|||
|
<flatname>.
|
|||
|
|
|||
|
|
|||
|
int random(int low, int high);
|
|||
|
------------------------------
|
|||
|
|
|||
|
Returns a random number between <low> and <high>, inclusive. The
|
|||
|
values for <low> and <high> range from 0 to 255.
|
|||
|
|
|||
|
|
|||
|
int lineside(void);
|
|||
|
-------------------
|
|||
|
|
|||
|
Returns the side of the line the script was activated from. Use
|
|||
|
|
|||
|
Page 20
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 21
|
|||
|
|
|||
|
the macros LINE_FRONT and LINE_BACK, defined in "defs.acs".
|
|||
|
|
|||
|
|
|||
|
void clearlinespecial(void);
|
|||
|
----------------------------
|
|||
|
|
|||
|
The special of the line that activated the script is cleared.
|
|||
|
|
|||
|
|
|||
|
int playercount(void);
|
|||
|
----------------------
|
|||
|
|
|||
|
Returns the number of active players.
|
|||
|
|
|||
|
|
|||
|
int gametype(void);
|
|||
|
-------------------
|
|||
|
|
|||
|
Returns the type of game being played:
|
|||
|
GAME_SINGLE_PLAYER
|
|||
|
GAME_NET_COOPERATIVE
|
|||
|
GAME_NET_DEATHMATCH
|
|||
|
|
|||
|
|
|||
|
int gameskill(void);
|
|||
|
--------------------
|
|||
|
|
|||
|
Returns the skill of the game being played:
|
|||
|
SKILL_VERY_EASY
|
|||
|
SKILL_EASY
|
|||
|
SKILL_NORMAL
|
|||
|
SKILL_HARD
|
|||
|
SKILL_VERY_HARD
|
|||
|
|
|||
|
Example:
|
|||
|
int a;
|
|||
|
a = gameskill();
|
|||
|
|
|||
|
switch( gameskill() )
|
|||
|
{
|
|||
|
case SKILL_VERY_EASY:
|
|||
|
...
|
|||
|
case SKILL_VERY_HARD:
|
|||
|
...
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
int timer(void);
|
|||
|
----------------
|
|||
|
|
|||
|
|
|||
|
Page 21
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 22
|
|||
|
|
|||
|
Returns the current leveltime in ticks.
|
|||
|
|
|||
|
|
|||
|
void sectorsound(str name, int volume);
|
|||
|
---------------------------------------
|
|||
|
|
|||
|
Plays a sound in the sector the line is facing. <volume> has the
|
|||
|
range 0 to 127.
|
|||
|
|
|||
|
|
|||
|
void thingsound(int tid, str name, int volume);
|
|||
|
-----------------------------------------------
|
|||
|
|
|||
|
Plays a sound at all things marked with <tid>. <volume> has the
|
|||
|
range 0 to 127.
|
|||
|
|
|||
|
|
|||
|
void ambientsound(str name, int volume);
|
|||
|
----------------------------------------
|
|||
|
|
|||
|
Plays a sound that all players hear at the same volume. <volume> has
|
|||
|
the range 0 to 127.
|
|||
|
|
|||
|
|
|||
|
void soundsequence(str name);
|
|||
|
-----------------------------
|
|||
|
|
|||
|
Plays a sound sequence in the sector the line is facing.
|
|||
|
|
|||
|
|
|||
|
int thingcount(int type, int tid);
|
|||
|
----------------------------------
|
|||
|
|
|||
|
Returns a count of things in the world. Use the thing type definitions
|
|||
|
in defs.acs for <type>. Both <type> and <tid> can be 0 to force the
|
|||
|
counting to ignore that information.
|
|||
|
|
|||
|
Examples:
|
|||
|
|
|||
|
// Count all ettins that are marked with TID 28:
|
|||
|
c = thingcount(T_ETTIN, 28);
|
|||
|
|
|||
|
// Count all ettins, no matter what their TID is:
|
|||
|
c = thingcount(T_ETTIN, 0);
|
|||
|
|
|||
|
// Count all things with TID 28, no matter what their type is:
|
|||
|
c = thingcount(0, 28);
|
|||
|
|
|||
|
|
|||
|
void setlinetexture(int line, int side, int position, str texturename);
|
|||
|
|
|||
|
Page 22
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 23
|
|||
|
|
|||
|
-----------------------------------------------------------------------
|
|||
|
|
|||
|
Sets a texture on all lines identified by <line>. A line is identified by
|
|||
|
giving it the special Line_SetIdentification in a map editor.
|
|||
|
|
|||
|
<side>:
|
|||
|
SIDE_FRONT
|
|||
|
SIDE_BACK
|
|||
|
<position>:
|
|||
|
TEXTURE_TOP
|
|||
|
TEXTURE_MIDDLE
|
|||
|
TEXTURE_BOTTOM
|
|||
|
|
|||
|
Examples:
|
|||
|
|
|||
|
setlinetexture(14, SIDE_FRONT, TEXTURE_MIDDLE, "ice01");
|
|||
|
setlinetexture(3, SIDE_BACK, TEXTURE_TOP, "forest03");
|
|||
|
|
|||
|
|
|||
|
void setlineblocking(int line, int blocking);
|
|||
|
---------------------------------------------
|
|||
|
|
|||
|
Sets the blocking (impassable) flag on all lines identified by <line>.
|
|||
|
<blocking>:
|
|||
|
ON
|
|||
|
OFF
|
|||
|
|
|||
|
Example:
|
|||
|
|
|||
|
setlineblocking(22, OFF);
|
|||
|
|
|||
|
|
|||
|
void setlinespecial(int line, int special, int arg1, int arg2,
|
|||
|
int arg3, int arg4, int arg5);
|
|||
|
--------------------------------------------------------------
|
|||
|
|
|||
|
Sets the line special and args on all lines identified by <line>.
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
Page 23
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 24
|
|||
|
|
|||
|
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
<EFBFBD> 5-0 <20> Flats with special properties
|
|||
|
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
|
|||
|
Lava Lava does damage
|
|||
|
Water Makes things sink
|
|||
|
Sludge Makes things sink
|
|||
|
Ice Changes friction
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
Page 24
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 25
|
|||
|
|
|||
|
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
<EFBFBD> 6-0 <20> The MAPINFO lump
|
|||
|
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
|
|||
|
This is a lump in the .WAD that gives attributes to each map. This entry
|
|||
|
does not go with each map - there is only one MAPINFO lump in the entire
|
|||
|
IWAD. If you include a MAPINFO lump in a PWAD, make sure it's got
|
|||
|
information for all the possible maps the player will be entering.
|
|||
|
|
|||
|
map: Number and name of map [1..60]
|
|||
|
warptrans: Actual map number in case maps are not sequential [1..60]
|
|||
|
next: Map to teleport to upon exit of timed deathmatch [1..60]
|
|||
|
cdtrack: CD track to play during level
|
|||
|
cluster: Defines what cluster level belongs to
|
|||
|
sky1: Default sky texture; followed by speed
|
|||
|
sky2: Alternate sky displayed in Sky2 sectors ; followed by speed
|
|||
|
doublesky: parallax sky: sky2 behind sky1
|
|||
|
lightning: Keyword indicating use of lightning on the level
|
|||
|
flashes from sky1 to sky2 (see also: IndoorLightning special)
|
|||
|
fadetable: Lump Name of fade table {fogmap}
|
|||
|
|
|||
|
Example MapInfo entry:
|
|||
|
|
|||
|
map 1 "Winnowing Hall"
|
|||
|
warptrans 1
|
|||
|
next 2
|
|||
|
cluster 1
|
|||
|
sky1 SKY2 2 ; 2 is the sky scroll speed
|
|||
|
sky2 SKY3 0 ; 0 means don't scroll sky
|
|||
|
lightning
|
|||
|
doublesky
|
|||
|
cdtrack 13
|
|||
|
|
|||
|
|
|||
|
Note on "next" integer (for timed deathmatches):
|
|||
|
|
|||
|
In normal gameplay, there is no linear fashion in which the game
|
|||
|
progresses from one level to another; you just go through a teleport
|
|||
|
somewhere on a level, and it takes you to somewhere on another
|
|||
|
level. For -timer deathmatch, the game needs to know what level to
|
|||
|
proceed to because it isn't always just the next higher level.
|
|||
|
|
|||
|
A note about the WARPTRANS keyword: Maps are edited and named
|
|||
|
MAPxx, where xx is a number from 01 to 63. This is the number that
|
|||
|
is used from within scripts when a map is referred to, and by the
|
|||
|
MAP keyword in the MAPINFO lump. However, the -warp option and the
|
|||
|
warping cheat use a different set of numbers. This different set of
|
|||
|
numbers is set by the WARPTRANS keyword. By default, the WARPTRANS
|
|||
|
value is set to the same number as the map. Our designers starting
|
|||
|
|
|||
|
Page 25
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 26
|
|||
|
|
|||
|
making maps with numbers that had big gaps between them, and then
|
|||
|
made the scripts refer to these numbers, so we needed a way to pack
|
|||
|
all the map numbers into a continuous stream for the -warp option.
|
|||
|
Also, the accepted range for a WARPTRANS value is 1-31. Makes it
|
|||
|
easy when using DM.
|
|||
|
|
|||
|
|
|||
|
Note on "cluster" integer:
|
|||
|
|
|||
|
The game maps are divided into clusters. When you enter a new cluster, you
|
|||
|
can never again visit any of the levels from the previous cluster. This
|
|||
|
makes it so each individual save game only needs to backup map archives for
|
|||
|
about 6-7 maps, and provides for a milestone marker of sorts for game play,
|
|||
|
like an episode -- a Hexen backdrop and some text are given at the end of
|
|||
|
each cluster. If you don't enter a cluster, it defaults to 0. The
|
|||
|
commercial IWAD separates its 31 maps into 5 clusters.
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
Page 26
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 27
|
|||
|
|
|||
|
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
<EFBFBD> 7-0 <20> PolyObjects
|
|||
|
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
|
|||
|
Polyobjs are one-sided lines that are built somewhere else on the map, and
|
|||
|
then later translated to the desired start spot on the map at level load.
|
|||
|
|
|||
|
In building polyobjs, two different line specials can be used to determine
|
|||
|
the line drawing order:
|
|||
|
|
|||
|
Polyobj_ExplicitLine(polyNumber, orderNumber, polyMirror, sound);
|
|||
|
Polyobj_StartLine(polyNumber, polyMirror, sound);
|
|||
|
|
|||
|
Each polyobj should have a unique polyNumber, which is used in poly line
|
|||
|
specials to refer to a particular polyobj.
|
|||
|
|
|||
|
polyMirror refers to a second polyobj that will "mirror" all actions of the
|
|||
|
first polyobj. For instance, if a polyobj is rotated to the right by 90
|
|||
|
degrees, then that polyobj's mirror will rotate left 90 degrees. Note that
|
|||
|
having two polyobjs mirror each other is not considered to be a good thing,
|
|||
|
but in general won't cause problems because a poly can only do one particular
|
|||
|
action at a time. Meaning: if that poly that rotated left by 90 degrees
|
|||
|
then mirrored the right-turning polyobj, the right-turning poly would ignore
|
|||
|
any attempt to rotate it again, as it would already be being acted upon.
|
|||
|
|
|||
|
The last parameter to these specials refers to a particular sound type
|
|||
|
that should play when the poly is moved/rotated. See the section on
|
|||
|
attaching sounds to a moving sector for more info.
|
|||
|
|
|||
|
|
|||
|
Polyobj_StartLine():
|
|||
|
|
|||
|
A very basic special. Place it on a particular polyobj line, and that line
|
|||
|
will be the first line rendered on the polyobj. The rendering order for all
|
|||
|
other lines are determined by itterating through to the next line that has a
|
|||
|
first point identical to the start line's second point. The third line
|
|||
|
rendered will be the next line that has a first point identical to the second
|
|||
|
line's second point, and so on and so forth. This method works well for
|
|||
|
polyobjs that are convex, and has the advantage of leaving all but one line
|
|||
|
free for other line specials.
|
|||
|
|
|||
|
Polyobj_ExplicitLine:
|
|||
|
|
|||
|
This special requires a bit more work to use. Each line in the polyobj
|
|||
|
defined using this special must use this line special. Then, a value from
|
|||
|
1-255 should be placed in orderNumber. This defines the rendering order for
|
|||
|
the lines, with a 1 being the first line rendered, and so on. Useful for
|
|||
|
non-convex polyobjs, but has the disadvantage of utilizing all line specials
|
|||
|
on the poly.
|
|||
|
|
|||
|
Page 27
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 28
|
|||
|
|
|||
|
|
|||
|
|
|||
|
[7-1] Polyobj Start Spots and Anchor Points
|
|||
|
-------------------------------------------
|
|||
|
|
|||
|
Each polyobj must have an anchor point, and a startSpot. The anchor is a
|
|||
|
thing placed near the polyobj when it's created that defines the origin of
|
|||
|
the polyobj, or the point in which it will rotate about. The anchor (and all
|
|||
|
polyobj lines) are directly translated to the polyobj startSpot.
|
|||
|
|
|||
|
Bottom line: The anchor point is the point near the polyobj, and the
|
|||
|
startSpot is the point on the actual map that defines the location of the
|
|||
|
poly.
|
|||
|
|
|||
|
There are two different types of startSpots: crushing and non-crushing.
|
|||
|
Pretty obvious what the difference is: if the poly strikes an object, it'll
|
|||
|
first attempt to move it. If that fails it will either try to damage the
|
|||
|
object, or just stop moving depending upon the type of startSpot.
|
|||
|
|
|||
|
Please note that the ANGLE field of the startSpot and anchor points should be
|
|||
|
equal to the polyNumber that was previously defined for that particular
|
|||
|
polyobj. The polyobj stuff was done before any of the TID/thing special code
|
|||
|
was implimented, so Raven did this temporary hack, which turned permanent, as
|
|||
|
the designers had already done a ton of polyobjs, and didn't want to have to
|
|||
|
go back and replace them.
|
|||
|
|
|||
|
|
|||
|
Appendixes:
|
|||
|
|
|||
|
A. List of Spawnable Objects
|
|||
|
B. List of Activate/Deactivate Objects
|
|||
|
C. List of arg requiring Objects
|
|||
|
D. List of Sector Specials
|
|||
|
E. List of Line Specials
|
|||
|
F. List of Sector Sounds
|
|||
|
G. Key Numbers
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
Page 28
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 29
|
|||
|
|
|||
|
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
<EFBFBD> A <20> List of Spawnable Objects
|
|||
|
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
|
|||
|
Use these identifiers for the Thing_Spawn() and Thing_SpawnNoFog()
|
|||
|
specials:
|
|||
|
|
|||
|
T_NONE
|
|||
|
T_CENTAUR
|
|||
|
T_CENTAURLEADER
|
|||
|
T_DEMON
|
|||
|
T_ETTIN
|
|||
|
T_FIREGARGOYLE
|
|||
|
T_WATERLURKER
|
|||
|
T_WATERLURKERLEADER
|
|||
|
T_WRAITH
|
|||
|
T_WRAITHBURIED
|
|||
|
T_FIREBALL1
|
|||
|
T_MANA1
|
|||
|
T_MANA2
|
|||
|
T_ITEMBOOTS
|
|||
|
T_ITEMEGG
|
|||
|
T_ITEMFLIGHT
|
|||
|
T_ITEMSUMMON
|
|||
|
T_ITEMTPORTOTHER
|
|||
|
T_ITEMTELEPORT
|
|||
|
T_BISHOP
|
|||
|
T_ICEGOLEM
|
|||
|
T_BRIDGE
|
|||
|
T_DRAGONSKINBRACERS
|
|||
|
T_ITEMHEALTHPOTION
|
|||
|
T_ITEMHEALTHFLASK
|
|||
|
T_ITEMHEALTHFULL
|
|||
|
T_ITEMBOOSTMANA
|
|||
|
T_FIGHTERAXE
|
|||
|
T_FIGHTERHAMMER
|
|||
|
T_FIGHTERSWORD1
|
|||
|
T_FIGHTERSWORD2
|
|||
|
T_FIGHTERSWORD3
|
|||
|
T_CLERICSTAFF
|
|||
|
T_CLERICHOLY1
|
|||
|
T_CLERICHOLY2
|
|||
|
T_CLERICHOLY3
|
|||
|
T_MAGESHARDS
|
|||
|
T_MAGESTAFF1
|
|||
|
T_MAGESTAFF2
|
|||
|
T_MAGESTAFF3
|
|||
|
T_MORPHBLAST
|
|||
|
T_ROCK1
|
|||
|
|
|||
|
Page 29
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 30
|
|||
|
|
|||
|
T_ROCK2
|
|||
|
T_ROCK3
|
|||
|
T_DIRT1
|
|||
|
T_DIRT2
|
|||
|
T_DIRT3
|
|||
|
T_DIRT4
|
|||
|
T_DIRT5
|
|||
|
T_DIRT6
|
|||
|
T_ARROW
|
|||
|
T_DART
|
|||
|
T_POISONDART
|
|||
|
T_RIPPERBALL
|
|||
|
T_STAINEDGLASS1
|
|||
|
T_STAINEDGLASS2
|
|||
|
T_STAINEDGLASS3
|
|||
|
T_STAINEDGLASS4
|
|||
|
T_STAINEDGLASS5
|
|||
|
T_STAINEDGLASS6
|
|||
|
T_STAINEDGLASS7
|
|||
|
T_STAINEDGLASS8
|
|||
|
T_STAINEDGLASS9
|
|||
|
T_STAINEDGLASS0
|
|||
|
T_BLADE
|
|||
|
T_ICESHARD
|
|||
|
T_FLAME_SMALL
|
|||
|
T_FLAME_LARGE
|
|||
|
T_MESHARMOR
|
|||
|
T_FALCONSHIELD
|
|||
|
T_PLATINUMHELM
|
|||
|
T_AMULETOFWARDING
|
|||
|
T_ITEMFLECHETTE
|
|||
|
T_ITEMTORCH
|
|||
|
T_ITEMREPULSION
|
|||
|
T_MANA3
|
|||
|
T_PUZZSKULL
|
|||
|
T_PUZZGEMBIG
|
|||
|
T_PUZZGEMRED
|
|||
|
T_PUZZGEMGREEN1
|
|||
|
T_PUZZGEMGREEN2
|
|||
|
T_PUZZGEMBLUE1
|
|||
|
T_PUZZGEMBLUE2
|
|||
|
T_PUZZBOOK1
|
|||
|
T_PUZZBOOK2
|
|||
|
T_METALKEY
|
|||
|
T_SMALLMETALKEY
|
|||
|
T_AXEKEY
|
|||
|
T_FIREKEY
|
|||
|
T_GREENKEY
|
|||
|
T_MACEKEY
|
|||
|
T_SILVERKEY
|
|||
|
|
|||
|
Page 30
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 31
|
|||
|
|
|||
|
T_RUSTYKEY
|
|||
|
T_HORNKEY
|
|||
|
T_SERPENTKEY
|
|||
|
T_WATERDRIP
|
|||
|
T_TEMPSMALLFLAME
|
|||
|
T_PERMSMALLFLAME
|
|||
|
T_TEMPLARGEFLAME
|
|||
|
T_PERMLARGEFLAME
|
|||
|
T_DEMON_MASH
|
|||
|
T_DEMON2_MASH
|
|||
|
T_ETTIN_MASH
|
|||
|
T_CENTAUR_MASH
|
|||
|
T_THRUSTSPIKEUP
|
|||
|
T_THRUSTSPIKEDOWN
|
|||
|
T_FLESH_DRIP1
|
|||
|
T_FLESH_DRIP2
|
|||
|
T_SPARK_DRIP
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
Page 31
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 32
|
|||
|
|
|||
|
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
<EFBFBD> B <20> List of Activateable/Deactivateable Objects
|
|||
|
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
|
|||
|
Activatable:
|
|||
|
MT_ZTWINEDTORCH Lights torch
|
|||
|
MT_ZTWINEDTORCH_UNLIT Lights torch
|
|||
|
MT_ZWALLTORCH Lights torch
|
|||
|
MT_ZWALLTORCH_UNLIT Lights torch
|
|||
|
MT_ZGEMPEDESTAL Makes gem appear
|
|||
|
MT_ZWINGEDSTATUENOSKULL Makes skull appear in hands
|
|||
|
MT_THRUSTFLOOR_UP Raises thrust spike (if lowered)
|
|||
|
MT_THRUSTFLOOR_DOWN Raises thrust spike
|
|||
|
MT_ZFIREBULL Lights flames
|
|||
|
MT_ZFIREBULL_UNLIT Lights flames
|
|||
|
MT_ZBELL Rings bell
|
|||
|
MT_ZCAULDRON Lights flames
|
|||
|
MT_ZCAULDRON_UNLIT Lights flames
|
|||
|
MT_FLAME_SMALL Ignites flame
|
|||
|
MT_FLAME_LARGE Ignites flame
|
|||
|
MT_BAT_SPAWNER Start bat spawning
|
|||
|
|
|||
|
Deactivatable:
|
|||
|
MT_ZTWINEDTORCH Extinguish torch
|
|||
|
MT_ZTWINEDTORCH_UNLIT Extinguish torch
|
|||
|
MT_ZWALLTORCH Extinguish torch
|
|||
|
MT_ZWALLTORCH_UNLIT Extinguish torch
|
|||
|
MT_THRUSTFLOOR_UP Lower thrust spike
|
|||
|
MT_THRUSTFLOOR_DOWN Lower thrust spike
|
|||
|
MT_ZFIREBULL Extinguish torch
|
|||
|
MT_ZFIREBULL_UNLIT Extinguish torch
|
|||
|
MT_ZCAULDRON Extinguish torch
|
|||
|
MT_ZCAULDRON_UNLIT Extinguish torch
|
|||
|
MT_FLAME_SMALL Extinguish torch
|
|||
|
MT_FLAME_LARGE Extinguish torch
|
|||
|
MT_BAT_SPAWNER Stop bat spawning
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
Page 32
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 33
|
|||
|
|
|||
|
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
<EFBFBD> C <20> List of THINGS that require arguments
|
|||
|
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
|
|||
|
These THINGS ignore their special types, and use the arg0..arg5 fields
|
|||
|
for their own purposes:
|
|||
|
|
|||
|
Type: 10225 Bat Spawner
|
|||
|
arg0: frequency of spawn (1=fastest, 10=slowest)
|
|||
|
arg1: spread angle (0..255)
|
|||
|
arg2: unused
|
|||
|
arg3: duration of bats (in octics)
|
|||
|
arg4: turn amount per move (in degrees [0..255])
|
|||
|
|
|||
|
Type: 10000 Fog Spawner
|
|||
|
arg0: movement speed [0..10] (10 == fastest)
|
|||
|
arg1: spread angle [0..128] (128 == 180 degrees)
|
|||
|
arg2: Frequency of spawn [1..10] (1 == fastest)
|
|||
|
arg3: Fog Lifetime [0..255] (5 == 1 second)
|
|||
|
arg4: unused
|
|||
|
|
|||
|
Type: 10001 Fog Patch Small
|
|||
|
arg0: movement speed [0..10] (10 == fastest)
|
|||
|
arg1: unused
|
|||
|
arg2: unused
|
|||
|
arg3: Fog Lifetime [0..255] (5 == 1 second)
|
|||
|
arg4: Boolean: (0 == not moving)
|
|||
|
|
|||
|
Type: 10002 Fog Patch Medium
|
|||
|
arg0: movement speed [0..10] (10 == fastest)
|
|||
|
arg1: unused
|
|||
|
arg2: unused
|
|||
|
arg3: Fog Lifetime [0..255] (5 == 1 second)
|
|||
|
arg4: Boolean: (0 == not moving)
|
|||
|
|
|||
|
Type: 10003 Fog Patch Large
|
|||
|
arg0: movement speed [0..10] (10 == fastest)
|
|||
|
arg1: unused
|
|||
|
arg2: unused
|
|||
|
arg3: Fog Lifetime [0..255] (5 == 1 second)
|
|||
|
arg4: Boolean: (0 == not moving)
|
|||
|
|
|||
|
Type: 254 Dragon Lich
|
|||
|
arg0: TID of possible destination (required)
|
|||
|
arg1: TID of possible destination (optional)
|
|||
|
arg2: TID of possible destination (optional)
|
|||
|
arg3: TID of possible destination (optional)
|
|||
|
arg4: TID of possible destination (optional)
|
|||
|
|
|||
|
|
|||
|
Page 33
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 34
|
|||
|
|
|||
|
The dragon lich also requires mapspots placed around the map with
|
|||
|
its args containing TIDs of possible destinations, making up to 5
|
|||
|
destinations possible from each position. The choice of next
|
|||
|
destination is random. Note that the dragon lich's first
|
|||
|
destination is the first thing that it can locate that has a TID
|
|||
|
identical to it's own.
|
|||
|
|
|||
|
Type: 10200 Korax
|
|||
|
TIDs:
|
|||
|
245 Korax's mapthing
|
|||
|
249 Teleport destination (MapSpots)
|
|||
|
Scripts:
|
|||
|
249 Run when korax health falls below half
|
|||
|
250-254 Randomly run by korax as commands
|
|||
|
255 Run upon death of korax
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
Page 34
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 35
|
|||
|
|
|||
|
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
<EFBFBD> D <20> Sector Specials
|
|||
|
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
|
|||
|
The following numbers are used in the sector.type field [see DOOM
|
|||
|
specs.]:
|
|||
|
|
|||
|
1 Light_Phased
|
|||
|
2 LightSequenceStart
|
|||
|
3 LightSequenceSpecial1
|
|||
|
4 LightSequenceSpecial2
|
|||
|
|
|||
|
These specials deal with phased lightning ("moving lights"). Two
|
|||
|
different ways to go about doing phased lighting: automatic, or
|
|||
|
by-hand. The automatic method is (obviously) more convenient, but
|
|||
|
the by-hand method is more flexible. Light_Phased is the by-hand
|
|||
|
special. Place it on a sector, then set the sector's lightlevel to a
|
|||
|
phase index (0-63). As you place the special on nearby sectors,
|
|||
|
increment the index for each sector.
|
|||
|
|
|||
|
Or, to use the LightSequence specials, just place the LightSequence
|
|||
|
special on a sector. Then, for each additional sector, alternate
|
|||
|
between LightSequenceSpecial1 & LightSequenceSpecial2.
|
|||
|
|
|||
|
For instance, if you wanted phased lightning to flow up a staircase,
|
|||
|
you could either place Light_Phased on each step, and change the
|
|||
|
phase index (lightlevel) accordingly. Or, you could place
|
|||
|
LightSequenceStart on the bottom step (and set that step's lightlevel
|
|||
|
to something mid-ranged: 80-128 are pretty nice values), and then
|
|||
|
let the game calculate the phase indices for each step by placing the
|
|||
|
LightSequenceSpecial specials on all other steps. Note that for the
|
|||
|
LightSequenceSpecial specials to have proper lighting, set their
|
|||
|
lightlevels to zero, which causes it to use the previous sector's
|
|||
|
lightlevel. Hence, that "nice value" which was placed on the first
|
|||
|
step will iterate through all the other steps. If a step's
|
|||
|
lightlevel is not zero, then that value will filter down to all other
|
|||
|
steps after it.
|
|||
|
|
|||
|
26 Stairs_Special1
|
|||
|
27 Stairs_Special2
|
|||
|
Used by action specials that build stairs.
|
|||
|
|
|||
|
199 Light_IndoorLightning1
|
|||
|
Dimmer effect during lightning flash. Used for indoor areas, which
|
|||
|
are normally not affected by lightning.
|
|||
|
|
|||
|
198 Light_IndoorLightning2
|
|||
|
Same as 1, but brighter.
|
|||
|
|
|||
|
|
|||
|
Page 35
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 36
|
|||
|
|
|||
|
200 Sky2
|
|||
|
Use the alternate sky specified in the mapinfo lump.
|
|||
|
|
|||
|
201 Scroll_North_Slow
|
|||
|
202 Scroll_North_Medium
|
|||
|
203 Scroll_North_Fast
|
|||
|
204 Scroll_East_Slow
|
|||
|
205 Scroll_East_Medium
|
|||
|
206 Scroll_East_Fast
|
|||
|
207 Scroll_South_Slow
|
|||
|
208 Scroll_South_Medium
|
|||
|
209 Scroll_South_Fast
|
|||
|
210 Scroll_West_Slow
|
|||
|
211 Scroll_West_Medium
|
|||
|
212 Scroll_West_Fast
|
|||
|
213 Scroll_NorthWest_Slow
|
|||
|
214 Scroll_NorthWest_Medium
|
|||
|
215 Scroll_NorthWest_Fast
|
|||
|
216 Scroll_NorthEast_Slow
|
|||
|
217 Scroll_NorthEast_Medium
|
|||
|
218 Scroll_NorthEast_Fast
|
|||
|
219 Scroll_SouthEast_Slow
|
|||
|
220 Scroll_SouthEast_Medium
|
|||
|
221 Scroll_SouthEast_Fast
|
|||
|
222 Scroll_SouthWest_Slow
|
|||
|
223 Scroll_SouthWest_Medium
|
|||
|
224 Scroll_SouthWest_Fast
|
|||
|
|
|||
|
These all scroll floor flats in their respective directions. They
|
|||
|
also move any objects in that direction.
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
Page 36
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 37
|
|||
|
|
|||
|
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
<EFBFBD> E <20> Action Specials
|
|||
|
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
|
|||
|
These are the specials found in the THING.special and LINEDEF.special
|
|||
|
fields.
|
|||
|
|
|||
|
|
|||
|
Floor and Ceiling Specials
|
|||
|
--------------------------
|
|||
|
20:Floor_LowerByValue / tag / speed / height / arg4 / arg5
|
|||
|
tag: tag of affected sector
|
|||
|
speed: speed of move [0..255]
|
|||
|
height: relative height of move in pixels
|
|||
|
|
|||
|
Moves the floor of all sectors identified by 'tag'.
|
|||
|
|
|||
|
21:Floor_LowerToLowest / tag / speed / arg3 / arg4 / arg5
|
|||
|
tag: tag of affected sector
|
|||
|
speed: speed of move [0..255]
|
|||
|
|
|||
|
Lowers floor to lowest adjacent sectors' floor.
|
|||
|
|
|||
|
22:Floor_LowerToNearest / tag / speed / arg3 / arg4 / arg5
|
|||
|
tag: tag of affected sector
|
|||
|
speed: speed of move [0..255]
|
|||
|
|
|||
|
Lowers floor to next lower adjacent sector's floor.
|
|||
|
|
|||
|
23:Floor_RaiseByValue / tag / speed / height / arg4 / arg5
|
|||
|
tag: tag of affected sector
|
|||
|
speed: speed of move [0..255]
|
|||
|
height: relative height of move in pixels
|
|||
|
|
|||
|
Moves the floor of all sectors identified by 'tag'.
|
|||
|
|
|||
|
24:Floor_RaiseToHighest / tag / speed / arg3 / arg4 / arg5
|
|||
|
tag: tag of affected sector
|
|||
|
speed: speed of move [0..255]
|
|||
|
|
|||
|
Raises floor to highest adjacent sectors' floor.
|
|||
|
|
|||
|
25:Floor_RaiseToNearest / tag / speed / arg3 / arg4 / arg5
|
|||
|
tag: tag of affected sector
|
|||
|
speed: speed of move [0..255]
|
|||
|
|
|||
|
Raises floor to next higher adjacent sector's floor.
|
|||
|
|
|||
|
28:Floor_RaiseAndCrush / tag / speed / crush / arg4 / arg5
|
|||
|
|
|||
|
Page 37
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 38
|
|||
|
|
|||
|
tag: tag of affected sector
|
|||
|
speed: speed of move [0..255]
|
|||
|
crush: damage done by crush
|
|||
|
|
|||
|
Raises floor to ceiling and does crushing damage.
|
|||
|
|
|||
|
35:Floor_RaiseByValueTimes8 / tag / speed / height / arg4 / arg5
|
|||
|
tag: tag of affected sector
|
|||
|
speed: speed of move [0..255]
|
|||
|
height: relative height of move in 8 pixel units
|
|||
|
|
|||
|
Raises the floor in increments of 8 units.
|
|||
|
|
|||
|
36:Floor_LowerByValueTimes8 / tag / speed / height / arg4 / arg5
|
|||
|
tag: tag of affected sector
|
|||
|
speed: speed of move [0..255]
|
|||
|
height: relative height of move in 8 pixel units
|
|||
|
|
|||
|
Lowers the floor in increments of 8 units.
|
|||
|
|
|||
|
46:Floor_CrushStop / tag / arg2 / arg3 / arg4 / arg5
|
|||
|
tag: tag of affected sector
|
|||
|
|
|||
|
Turns off a crushing floor.
|
|||
|
|
|||
|
66:Floor_LowerInstant / tag / arg2 / height / arg4 / arg5
|
|||
|
tag: tag of affected sector
|
|||
|
height: relative height in units of 8 pixels
|
|||
|
|
|||
|
Moves the floor down instantly by a specified amount.
|
|||
|
|
|||
|
67:Floor_RaiseInstant / tag / arg2 / height / arg4 / arg5
|
|||
|
tag: tag of affected sector
|
|||
|
height: relative height in units of 8 pixels
|
|||
|
|
|||
|
Moves the floor up instantly by a specified amount.
|
|||
|
|
|||
|
68:Floor_MoveToValueTimes8 / tag / speed / height / negative / arg5
|
|||
|
tag: tag of affected sector
|
|||
|
speed: speed of move
|
|||
|
height: absolute value in 8 pixel units of destination height
|
|||
|
negative: boolean (true if height is negative)
|
|||
|
|
|||
|
Move floor to an absolute height.
|
|||
|
|
|||
|
40:Ceiling_LowerByValue / tag / speed / height / arg4 / arg5
|
|||
|
tag: tag of affected sector
|
|||
|
speed: speed of move
|
|||
|
height: relative height of move in pixels
|
|||
|
|
|||
|
|
|||
|
Page 38
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 39
|
|||
|
|
|||
|
Relative ceiling move.
|
|||
|
|
|||
|
41:Ceiling_RaiseByValue / tag / speed / height / arg4 /arg5
|
|||
|
tag: tag of affected sector
|
|||
|
speed: speed of move
|
|||
|
height: relative height of move in pixels
|
|||
|
|
|||
|
Relative ceiling move.
|
|||
|
|
|||
|
42:Ceiling_CrushAndRaise / tag / speed / crush / arg4 / arg5
|
|||
|
tag: tag of affected sector
|
|||
|
speed: speed of move
|
|||
|
crush: damage of crush
|
|||
|
|
|||
|
Lowers ceiling to crush and raises (continual until stopped)
|
|||
|
|
|||
|
43:Ceiling_LowerAndCrush / tag / speed / crush / arg4 / arg5
|
|||
|
tag: tag of affected sector
|
|||
|
speed: speed of move
|
|||
|
crush: damage of crush
|
|||
|
|
|||
|
Lowers ceiling to floor and stops.
|
|||
|
|
|||
|
44:Ceiling_CrushStop / tag / arg2 / arg3 / arg4 / arg5
|
|||
|
tag: tag of affected sector
|
|||
|
|
|||
|
Stop a crushing ceiling.
|
|||
|
|
|||
|
45:Ceiling_CrushRaiseAndStay / tag / speed / crush / arg4 / arg5
|
|||
|
tag: tag of affected sector
|
|||
|
speed: speed of move
|
|||
|
crush: damage of crush
|
|||
|
|
|||
|
Lowers ceiling to crush, raises and stays.
|
|||
|
|
|||
|
69:Ceiling_MoveToValueTimes8 / tag / speed / height / negative / arg5
|
|||
|
tag: tag of affected sector
|
|||
|
speed: speed of move
|
|||
|
height: absolute value in 8 pixel units of destination height
|
|||
|
negative: boolean (true if height is negative)
|
|||
|
|
|||
|
Moves ceiling to absolute height.
|
|||
|
|
|||
|
95:FloorAndCeiling_LowerByValue / tag / speed / height / arg4 / arg5
|
|||
|
tag: tag of affected sector
|
|||
|
speed: speed of move
|
|||
|
height: absolute value in 8 pixel units of destination height
|
|||
|
|
|||
|
Relative move of both floor and ceiling.
|
|||
|
|
|||
|
|
|||
|
Page 39
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 40
|
|||
|
|
|||
|
96:FloorAndCeiling_RaiseByValue / tag / speed / height / arg4 / arg5
|
|||
|
tag: tag of affected sector
|
|||
|
speed: speed of move
|
|||
|
height: absolute value in 8 pixel units of destination height
|
|||
|
|
|||
|
Relative move of both floor and ceiling.
|
|||
|
|
|||
|
60:Plat_PerpetualRaise / tag / speed / delay / arg4 / arg5
|
|||
|
tag: tag of affected sector
|
|||
|
speed: speed of move
|
|||
|
delay: delay before reversing direction
|
|||
|
|
|||
|
Continually raises and lowers platform.
|
|||
|
|
|||
|
61:Plat_Stop / tag / arg2 / arg3 / arg4 / arg5
|
|||
|
tag: tag of affected sector
|
|||
|
|
|||
|
Stops a PerpectualRaise platform.
|
|||
|
|
|||
|
62:Plat_DownWaitUpStay / tag / speed / delay / arg4 / arg5
|
|||
|
tag: tag of affected sector
|
|||
|
speed: speed of move
|
|||
|
delay: delay before reversing direction
|
|||
|
|
|||
|
One cycle of lowering and raising.
|
|||
|
|
|||
|
63:Plat_DownByValue / tag / speed / delay / height / arg5
|
|||
|
tag: tag of affected sector
|
|||
|
speed: speed of move
|
|||
|
delay: delay before reversing direction
|
|||
|
height: relative height in 8 pixel units
|
|||
|
|
|||
|
Relative platform move.
|
|||
|
|
|||
|
64:Plat_UpWaitDownStay / tag / speed / delay / arg4 / arg5
|
|||
|
tag: tag of affected sector
|
|||
|
speed: speed of move
|
|||
|
delay: delay before reversing direction
|
|||
|
|
|||
|
One cycle of raising and lowering.
|
|||
|
|
|||
|
65:Plat_UpByValue / tag / speed / delay / height / arg5
|
|||
|
tag: tag of affected sector
|
|||
|
speed: speed of move
|
|||
|
delay: delay before reversing direction
|
|||
|
height: relative height
|
|||
|
|
|||
|
Relative platform move.
|
|||
|
|
|||
|
29:Pillar_Build / tag / speed / height / arg4 / arg5
|
|||
|
|
|||
|
Page 40
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 41
|
|||
|
|
|||
|
tag: tag of affected sector
|
|||
|
speed: speed of build
|
|||
|
height: height (relative to floor) where
|
|||
|
|
|||
|
Makes the floor meet the ceiling.
|
|||
|
|
|||
|
30:Pillar_Open / tag / speed / f_height / c_height / arg5
|
|||
|
tag: tag of affected sector
|
|||
|
speed: speed of build
|
|||
|
f_height: relative height to move floor down
|
|||
|
c_height: relative height to move ceiling up
|
|||
|
|
|||
|
Makes the floor and the ceiling meet by moving both.
|
|||
|
|
|||
|
94:Pillar_BuildAndCrush / tag / speed / height / crush / arg5
|
|||
|
tag: tag of affected sector
|
|||
|
speed: speed of build
|
|||
|
height: height (relative to floor) where floor meets ceiling
|
|||
|
crush: damage from crushing
|
|||
|
|
|||
|
|
|||
|
Stair Specials
|
|||
|
--------------
|
|||
|
These stair building specials find the sector with 'tag' and
|
|||
|
build stairs by traversing adjacent sector marked with the
|
|||
|
StairSpecial1 and StairSpecial2. These specials must alternate
|
|||
|
between the two and must not branch.
|
|||
|
|
|||
|
26:Stairs_BuildDown / tag / speed / height / delay / reset
|
|||
|
tag: tag of sector to start in
|
|||
|
speed: speed of build [0.255]
|
|||
|
height: height of step in pixels
|
|||
|
delay: delay between steps in tics
|
|||
|
reset: delay before stairs to reset (0==no reset)
|
|||
|
|
|||
|
27:Stairs_BuildUp / tag / speed / height / delay / reset
|
|||
|
tag: tag of sector to start in
|
|||
|
speed: speed of build [0.255]
|
|||
|
height: height of step in pixels
|
|||
|
delay: delay between steps in tics
|
|||
|
reset: delay before stairs to reset (0==no reset)
|
|||
|
|
|||
|
31:Stairs_BuildDownSync / tag / speed / height / reset / arg5
|
|||
|
tag: tag of sector to start in
|
|||
|
speed: speed of build [0.255]
|
|||
|
height: height of step in pixels
|
|||
|
reset: delay before stairs to reset (0==no reset)
|
|||
|
|
|||
|
32:Stairs_BuildUpSync / tag / speed / height / reset / arg5
|
|||
|
tag: tag of sector to start in
|
|||
|
|
|||
|
Page 41
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 42
|
|||
|
|
|||
|
speed: speed of build [0.255]
|
|||
|
height: height of step in pixels
|
|||
|
reset: delay before stairs to reset (0==no reset)
|
|||
|
|
|||
|
|
|||
|
Door Specials
|
|||
|
-------------
|
|||
|
10:Door_Close / tag / speed / arg3 / arg4 / arg5
|
|||
|
tag: tag of affected sector or zero if line is part of door
|
|||
|
speed: speed of move
|
|||
|
|
|||
|
Closes a door sector.
|
|||
|
|
|||
|
11:Door_Open / tag / speed / arg3 / arg4 / arg5
|
|||
|
tag: tag of affected sector or zero if line is part of door
|
|||
|
speed: speed of move
|
|||
|
|
|||
|
Opens a door sector.
|
|||
|
|
|||
|
12:Door_Raise / tag / speed / delay / arg4 / arg5
|
|||
|
tag: tag of affected sector or zero if line is part of door
|
|||
|
speed: speed of move
|
|||
|
delay: delay before door lowers
|
|||
|
|
|||
|
13:Door_LockedRaise / tag / speed / delay / lock / arg5
|
|||
|
tag: tag of affected sector or zero if line is part of door
|
|||
|
speed: speed of move
|
|||
|
delay: delay before door lowers
|
|||
|
lock: key number that will unlock door (see key numbers)
|
|||
|
|
|||
|
Raises a door if correct key is in inventory of triggering player.
|
|||
|
|
|||
|
|
|||
|
Script Specials
|
|||
|
---------------
|
|||
|
80:ACS_Execute / script / map / s_arg1 / s_arg2 / s_arg3
|
|||
|
script: script number to execute
|
|||
|
map: map which contains the script
|
|||
|
|
|||
|
81:ACS_Suspend / script / map / arg3 / arg4 / arg5
|
|||
|
script: script number to suspend
|
|||
|
map: map which contains the script
|
|||
|
|
|||
|
82:ACS_Terminate / script / map / arg3 / arg4 / arg5
|
|||
|
script: script number to suspend
|
|||
|
map: map which contains the script
|
|||
|
|
|||
|
83:ACS_LockedExecute / script / map / s_arg1 / s_arg2 / lock
|
|||
|
script: script number to suspend
|
|||
|
map: map which contains the script
|
|||
|
|
|||
|
Page 42
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 43
|
|||
|
|
|||
|
lock: key number needed to run script (see key numbers)
|
|||
|
|
|||
|
|
|||
|
Light Specials
|
|||
|
--------------
|
|||
|
110:Light_RaiseByValue / tag / value / arg3 / arg4 / arg5
|
|||
|
tag: tag of affected sector
|
|||
|
value: relative value of light level change
|
|||
|
|
|||
|
111:Light_LowerByValue / tag / value / arg3 / arg4 / arg5
|
|||
|
tag: tag of affected sector
|
|||
|
value: relative value of light level change
|
|||
|
|
|||
|
112:Light_ChangeToValue / tag / value / arg3 / arg4 / arg5
|
|||
|
tag: tag of affected sector
|
|||
|
value: absolute value of light level change
|
|||
|
|
|||
|
113:Light_Fade / tag / value / tics / arg4 / arg5
|
|||
|
tag: tag of affected sector
|
|||
|
value: absolute value of light level change
|
|||
|
tics: number of tics to fade to light level
|
|||
|
|
|||
|
114:Light_Glow / tag / upper / lower / tics / arg5
|
|||
|
tag: tag of affected sector
|
|||
|
upper: brightest light level
|
|||
|
lower: lowest light level
|
|||
|
tics: number of tics between light changes
|
|||
|
|
|||
|
115:Light_Flicker / tag / upper / lower / arg4 / arg5
|
|||
|
tag: tag of affected sector
|
|||
|
upper: brightest light level
|
|||
|
lower: lowest light level
|
|||
|
|
|||
|
116:Light_Strobe / tag / upper / lower / u-tics / l-tics
|
|||
|
tag: tag of affected sector
|
|||
|
upper: brightest light level
|
|||
|
lower: lowest light level
|
|||
|
u-tics: tics to stay at upper light level
|
|||
|
l-tics: tics to stay at lower light level
|
|||
|
|
|||
|
|
|||
|
Miscellaneous Specials
|
|||
|
----------------------
|
|||
|
121:Line_SetIdentification / line / arg2 / arg3 / arg4 / arg5
|
|||
|
line: unique id of this line
|
|||
|
|
|||
|
The script functions setlineblocking, setlinespecial, and
|
|||
|
setlinetexture use the ID specified here to identify lines.
|
|||
|
|
|||
|
100:Scroll_Texture_Left / speed / arg2 / arg3 / arg4 / arg5
|
|||
|
|
|||
|
Page 43
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 44
|
|||
|
|
|||
|
101:Scroll_Texture_Right / speed / arg2 / arg3 / arg4 / arg5
|
|||
|
102:Scroll_Texture_Up / speed / arg2 / arg3 / arg4 / arg5
|
|||
|
103:Scroll_Texture_Down / speed / arg2 / arg3 / arg4 / arg5
|
|||
|
speed: speed of scroll in pixels
|
|||
|
|
|||
|
129:UsePuzzleItem / item / script / s_arg1 / s_arg2 / s_arg3
|
|||
|
item: item number needed to activate
|
|||
|
script: script to run upon activation
|
|||
|
|
|||
|
Runs a script upon use of appropriate puzzle item:
|
|||
|
|
|||
|
0 ZZ_Skull
|
|||
|
1 ZZ_BigGem
|
|||
|
2 ZZ_GemRed
|
|||
|
3 ZZ_GemGreen1
|
|||
|
4 ZZ_GemGreen2
|
|||
|
5 ZZ_GemBlue1
|
|||
|
6 ZZ_GemBlue2
|
|||
|
7 ZZ_Book1
|
|||
|
8 ZZ_Book2
|
|||
|
9 ZZ_Skull2
|
|||
|
10 ZZ_FWeapon
|
|||
|
11 ZZ_CWeapon
|
|||
|
12 ZZ_MWeapon
|
|||
|
13 ZZ_Gear
|
|||
|
14 ZZ_Gear2
|
|||
|
15 ZZ_Gear3
|
|||
|
16 ZZ_Gear4
|
|||
|
|
|||
|
140:Sector_ChangeSound / tag / sound / arg3 / arg4 / arg5
|
|||
|
tag: tag of sector to contain sound
|
|||
|
sound: sound to be played - see sector sounds
|
|||
|
|
|||
|
120:Earthquake / intensity / duration / damrad / tremrad / tid
|
|||
|
intensity: strength of earthquake in richters [1..9]
|
|||
|
duration: duration in tics [1..255]
|
|||
|
damrad: radius of damage in 64x64 cells [0..255]
|
|||
|
tremrad: radius of tremor in 64x64 cells [0..255]
|
|||
|
tid: TID of map thing(s) for quake foci
|
|||
|
|
|||
|
Creates an earthquake at all matching foci.
|
|||
|
|
|||
|
74:Teleport_NewMap / map / position / arg3 / arg4 / arg5
|
|||
|
map: map to teleport to
|
|||
|
position: corresponds to destination player start spot arg0.
|
|||
|
|
|||
|
Teleports the player to a new map and to the player start spot
|
|||
|
whose arg0 member matches 'position.'
|
|||
|
|
|||
|
75:Teleport_EndGame / arg1 / arg2 / arg3 / arg4 / arg5
|
|||
|
|
|||
|
Page 44
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 45
|
|||
|
|
|||
|
Ends game and runs finale script.
|
|||
|
In deathmatch, teleports to level 1.
|
|||
|
|
|||
|
70:Teleport / tid / arg2 / arg3 / arg4 / arg5
|
|||
|
tid: TID of destination
|
|||
|
|
|||
|
Teleports triggering object to MapSpot with tid.
|
|||
|
|
|||
|
71:Teleport_NoFog / tid / arg2 / arg3 / arg4 / arg5
|
|||
|
Same as teleport, but silent with no fog sprite.
|
|||
|
|
|||
|
|
|||
|
Thing Specials
|
|||
|
--------------
|
|||
|
72:ThrustThing / angle / distance / arg3 / arg4 / arg5
|
|||
|
angle: byte angle to thrust [0..255]
|
|||
|
distance: distance to thrust
|
|||
|
|
|||
|
73:DamageThing / damage / arg2 / arg3 / arg4 / arg5
|
|||
|
damage: amount of damage
|
|||
|
|
|||
|
130:Thing_Activate / tid / arg2 / arg3 / arg4 / arg5
|
|||
|
tid: TID of thing to activate (see activatable things)
|
|||
|
|
|||
|
131:Thing_Deactivate / tid / arg2 / arg3 / arg4 / arg5
|
|||
|
tid: TID of thing to deactivate (see deactivatable things)
|
|||
|
|
|||
|
132:Thing_Remove / tid / arg2 / arg3 / arg4 / arg5
|
|||
|
tid: TID of thing to remove
|
|||
|
|
|||
|
133:Thing_Destroy / tid / arg2 / arg3 / arg4 / arg5
|
|||
|
tid: TID of affected thing
|
|||
|
|
|||
|
Puts thing into its death state.
|
|||
|
|
|||
|
134:Thing_Projectile / tid / type / angle / speed / vspeed
|
|||
|
tid: TID of spawn location
|
|||
|
type: Type of thing to spawn (see spawnable things)
|
|||
|
angle: byte angle of projectile
|
|||
|
speed: speed of projectile
|
|||
|
vspeed: vertical speed
|
|||
|
|
|||
|
Spawns a projectile.
|
|||
|
|
|||
|
136:Thing_ProjectileGravity / tid / type / angle / speed / vspeed
|
|||
|
tid: TID of spawn location
|
|||
|
type: Type of thing to spawn (see spawnable things)
|
|||
|
angle: byte angle of projectile
|
|||
|
speed: speed of projectile
|
|||
|
vspeed: vertical speed
|
|||
|
|
|||
|
Page 45
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 46
|
|||
|
|
|||
|
|
|||
|
Spawns a projectile with gravity.
|
|||
|
|
|||
|
135:Thing_Spawn / tid / type / angle / arg4 / arg5
|
|||
|
tid: TID of spawn location
|
|||
|
type: Type of thing to spawn (see spawnable things)
|
|||
|
angle: byte angle of thing to face
|
|||
|
|
|||
|
Spawns a thing.
|
|||
|
|
|||
|
137:Thing_SpawnNoFog / tid / type / angle / arg4 / arg5
|
|||
|
tid: TID of spawn location
|
|||
|
type: Type of thing to spawn (see spawnable things)
|
|||
|
angle: byte angle of projectile
|
|||
|
|
|||
|
Spawns a thing silently.
|
|||
|
|
|||
|
|
|||
|
PolyObject Specials
|
|||
|
--------------------
|
|||
|
1:Polyobj_StartLine / po / mirror / sound / arg4 / arg5
|
|||
|
po: refer to a particular polyobj
|
|||
|
mirror: poly that will mirror the moves of this poly
|
|||
|
sound: See Section 5: Sector Sound
|
|||
|
|
|||
|
2:Polyobj_RotateLeft / po / speed / angle / arg4 / arg5
|
|||
|
po: polyobj
|
|||
|
speed: speed
|
|||
|
angle: byte angle to rotate
|
|||
|
|
|||
|
3:Polyobj_RotateRight / po / speed / angle / arg4 / arg5
|
|||
|
po: polyobj
|
|||
|
speed: speed
|
|||
|
angle: byte angle to rotate
|
|||
|
|
|||
|
4:Polyobj_Move / po / speed / angle / distance / arg5
|
|||
|
po: polyobj
|
|||
|
speed: speed
|
|||
|
angle: byte angle to move along
|
|||
|
distance: byte distance to move
|
|||
|
|
|||
|
5:Polyobj_ExplicitLine / po / order / mirror / sound / arg5
|
|||
|
po: polyobj
|
|||
|
order: rendering order of this line
|
|||
|
mirror: poly that will mirror the moves of this poly
|
|||
|
sound: See Section 5: Sector Sound
|
|||
|
|
|||
|
6:Polyobj_MoveTimes8 / po / speed / angle / distance / arg5
|
|||
|
po: polyobj
|
|||
|
speed: speed
|
|||
|
|
|||
|
Page 46
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 47
|
|||
|
|
|||
|
angle: byte angle
|
|||
|
distance: byte distance to move in units of 8
|
|||
|
|
|||
|
7:Polyobj_DoorSwing / po / speed / angle / delay / arg5
|
|||
|
po: polyobj
|
|||
|
speed: speed
|
|||
|
angle: byte angle
|
|||
|
delay: delay in tics
|
|||
|
|
|||
|
8:Polyobj_DoorSlide / po / speed / angle / distance / delay
|
|||
|
po: polyobj
|
|||
|
speed: speed
|
|||
|
angle: byte angle
|
|||
|
distance: byte distance
|
|||
|
delay: delay in tics
|
|||
|
|
|||
|
90:Polyobj_OR_RotateLeft / po / speed / angle / arg4 / arg5
|
|||
|
91:Polyobj_OR_RotateRight / po / speed / angle / arg4 / arg5
|
|||
|
92:Polyobj_OR_Move / po / speed / angle / distance / arg5
|
|||
|
93:Polyobj_OR_MoveTimes8 / po / speed / angle / distance / arg5
|
|||
|
|
|||
|
The OR stands for OverRide. As stated before, each poly can only be doing a
|
|||
|
single action at a time. This poses a problem with perpetual polyobjs, since
|
|||
|
they are already moving, the designer cannot do anything else with them.
|
|||
|
However, using these functions the designer can override the code to not
|
|||
|
allow a poly to concurrently execute more than one action, and force a poly
|
|||
|
to do the other action as well.
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
Page 47
|
|||
|
|
|||
|
HEXEN Specs v0.9 Page 48
|
|||
|
|
|||
|
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
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<EFBFBD> F <20> Sector Sounds for ChangeSectorSound() special:
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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1 heavy
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2 metal
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3 creak
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4 silence
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5 lava
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6 water
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7 ice
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8 earth
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9 metal2
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Page 48
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HEXEN Specs v0.9 Page 49
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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<EFBFBD> G <20> Key Numbers
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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These are referenced by the DoorRaiseLocked() and ACS_ExecuteLocked()
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specials.
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1 steel key
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2 cave key
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3 axe key
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4 fire key
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5 emerald key
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6 dungeon key
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7 silver key
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8 rusted key
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9 horn key
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10 swamp key
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11 castle key
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