UltimateZoneBuilder/Build/Scripting/ZDoom_DECORATE.cfg

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/*******************************************************************\
GZDoom Builder Script highlighting definitions for DECORATE
\*******************************************************************/
// Editor settings
description = "ZDoom DECORATE";
codepage = 0;
extensions = "txt";
casesensitive = false;
insertcase = 0; // 0=Normal, 1=Lowercase, 2=Uppercase
lexer = 35;
functionopen = "(";
functionclose = ")";
argumentdelimiter = ",";
terminator = ";";
keywordhelp = "http://www.zdoom.org/wiki/index.php?title=%K";
scripttype = 3; //0 = unknown script, 1 = acc, 2 = modeldef, 3 = decorate
keywords
{
#Include = "#Include";
//Monster AI
A_AlertMonsters = "A_AlertMonsters(float maxrange)";
A_Burst = "A_Burst(string classname)";
A_CentaurDefend = "A_CentaurDefend";
A_Chase = "A_Chase[(str \"MeleeState\"[, str \"RangedState\"[, int Flags]])]";
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A_CheckLOF = "A_CheckLOF(state jump[, int flags[, float range[, float minrange[, float angle[, float pitch[, float offsetheight[, float offsetwidth[, int ptr_targe]]]]]]]])";
A_CheckRange = "A_CheckRange(float distance, int offset OR str \"state\")";
A_ClearLastHeard = "A_ClearLastHeard";
A_ClearSoundTarget = "A_ClearSoundTarget";
A_ClearTarget = "A_ClearTarget";
A_DamageChildren = "A_DamageChildren(int amount, [string type])";
A_DamageMaster = "A_DamageMaster(int amount, [string type])";
A_DamageSiblings = "A_DamageSiblings(int amount, [string type])";
A_Die = "A_Die[(str DamageType)]";
A_FaceTarget = "A_FaceTarget[(float angle)[, float pitch]]";
A_FaceMaster = "A_FaceMaster[(float angle)[, float pitch]]";
A_KillChildren = "A_KillChildren(string damagetype)";
A_KillMaster = "A_KillMaster(string damagetype)";
A_KillSiblings = "A_KillSiblings(string damagetype)";
A_Look2 = "A_Look2";
A_LookEx = "A_LookEx(int flags, fixed minseedist, fixed maxseedist, fixed maxheardist, fixed fov, state seestate)";
A_RaiseChildren = "A_RaiseChildren";
A_RaiseMaster = "A_RaiseMaster";
A_RaiseSiblings = "A_RaiseSiblings";
A_RemoveChildren = "A_RemoveChildren[(bool all)]";
A_RemoveMaster = "A_RemoveMaster";
A_RemoveSiblings = "A_RemoveSiblings[(bool all)]";
A_SentinelBob = "A_SentinelBob";
A_Teleport = "A_Teleport[(string teleportstate[, string targettype[, string fogtype[, int flags[, float mindist[, float maxdist]]]]])]";
A_VileChase = "A_VileChase";
A_Wander = "A_Wander";
//Generic monster attacks
A_CustomMissile = "A_CustomMissile(string missiletype[, float spawnheight[, int spawnofs_horiz[, angle angle[, int aimflags[, angle pitch]]]]])";
A_CustomBulletAttack = "A_CustomBulletAttack(float horz_spread, float vert_spread, int numbullets, int damageperbullet, string pufftype [, float range [, int flags]])";
A_CustomRailgun = "A_CustomRailgun(int damage [, int offset [, color ringcolor [, color corecolor [, int flags [, bool aim [, float maxdiff [, str pufftype[, float spread_xy[, float spread_z [, fixed range [, int duration [, float sparsity [, float driftspeed [, str spawnclass]]]]]]]]]]]]]])";
A_CustomMeleeAttack = "A_CustomMeleeAttack(int damage[, str meleesound[, str misssound[, str damagetype[, bool bleed]]]])";
A_CustomComboAttack = "A_CustomComboAttack(string missiletype, float spawnheight, int damage, string meleesound, string damagetype, bool bleed)";
A_MeleeAttack = "A_MeleeAttack";
A_MissileAttack = "A_BasicAttack(int meleedamage, string meleesound, string missiletype, float missileheight)";
A_MonsterRefire = "A_MonsterRefire(int chancecontinue, str \"abortstate\") ";
A_ComboAttack = "A_ComboAttack";
A_BasicAttack = "A_BasicAttack(int meleedamage, string meleesound, string missiletype, float missileheight)";
A_BulletAttack = "A_BulletAttack";
A_MonsterRail = "A_MonsterRail";
A_Explode = "A_Explode[(int explosiondamage [, int explosionradius [, bool hurtshooter [, bool alert[, int fulldamageradius[, int nails[, int naildamage]]]]]])]";
A_RadiusThrust = "A_RadiusThrust(int force, int distance[, int flags[, int fullthrustdistance]])";
A_Detonate = "A_Detonate";
A_ThrowGrenade = "A_ThrowGrenade(string spawntype [float spawnheight [, float throwspeed_horz [, float throwspeed_vert [, bool useammo]]]])";
//Freeze death functions
A_FreezeDeath = "A_FreezeDeath";
A_GenericFreezeDeath = "A_GenericFreezeDeath";
A_FreezeDeathChunks = "A_FreezeDeathChunks";
A_IceGuyDie = "A_IceGuyDie";
//Sound functions
A_PlaySound = "A_PlaySound(string soundname[, int slot[, float volume[, bool looping[, float attenuation]]]])";
A_PlaySoundEx = "A_PlaySoundEx(string soundname, string channel [, bool loop [, int attenuation]])";
A_PlayWeaponSound = "A_PlayWeaponSound(string soundname)";
A_ActiveSound = "A_ActiveSound";
A_LoopActiveSound = "A_LoopActiveSound";
A_FLoopActiveSound = "A_FLoopActiveSound";
A_StopSound = "A_StopSound[(int slot)]";
A_StopSoundEx = "A_StopSoundEx(string channel)";
A_Pain = "A_Pain";
A_Scream = "A_Scream";
A_XScream = "A_XScream";
A_PlayerScream = "A_PlayerScream";
A_VileStart = "A_VileStart";
A_BrainPain = "A_BrainPain";
A_BrainAwake = "A_BrainAwake";
A_BFGSound = "A_BFGSound";
//Print actions
A_Print = "A_Print(string text[, float time[, string fontname]])";
A_PrintBold = "A_PrintBold(string text[, float time[, string fontname]])";
A_Log = "A_Log(string text)";
A_LogInt = "A_LogInt(int number)";
//Special actions
A_BossDeath = "A_BossDeath";
A_KeenDie = "A_KeenDie[(int tag)]";
A_BrainDie = "A_BrainDie";
A_GetHurt = "A_GetHurt";
A_KlaxonBlare = "A_KlaxonBlare";
A_CheckTerrain = "A_CheckTerrain";
A_SetBlend = "A_SetBlend(color blendcolor, float alpha, int duration[, color fadecolor])";
A_CheckPlayerDone = "A_CheckPlayerDone";
A_PlayerSkinCheck = "A_PlayerSkinCheck(str state)";
A_SkullPop = "A_SkullPop[(string className)]";
//Spawn functions
A_TossGib = "A_TossGib";
A_SpawnDebris = "A_SpawnDebris(string type, bool translation)";
A_SpawnItem = "A_SpawnItem(string type, int distance, float zpos, bool useammo, bool translation)";
A_SpawnItemEx = "A_SpawnItemEx(string type[, float xoffset[, float yoffset[, float zoffset[, float xvelocity[, float yvelocity[, float zvelocity[, float angle[, int flags[, int skipchance]]]]]]]]])";
//State jumps
A_CheckCeiling = "A_CheckCeiling(int offset OR str \"state\")";
A_CheckFloor = "A_CheckFloor(int offset OR str \"state\")";
A_CheckFlag = "A_CheckFlag(string flagname, state label, int check_pointer = AAPTR_DEFAULT)";
A_CheckSight = "A_CheckSight(int offset OR str \"state\")";
A_CheckSightOrRange = "A_CheckSightOrRange(float distance, int offset OR str \"state\")";
A_Jump = "A_Jump(int chance, int offset OR str \"state\", ...)";
A_JumpIf = "A_JumpIf(expression, int offset OR str \"state\")";
A_JumpIfArmorType = "A_JumpIfArmorType(string \"armortype\", str \"state\"[, int minimum])";
A_JumpIfCloser = "A_JumpIfCloser(int distance, int offset OR str \"state\")";
A_JumpIfHealthLower = "A_JumpIfHealthLower(int health, int offset OR str \"state\")";
A_JumpIfInventory = "A_JumpIfInventory (string \"inventorytype\", int amount, int offset OR str \"state\" [, int owner])";
A_JumpIfInTargetInventory = "A_JumpIfInTargetInventory(str \"item\", int count, int offset OR str \"state\" [, pointer forward])";
A_JumpIfInTargetLOS = "A_JumpIfInTargetLOS(int offset OR str \"state\" [, float fov[, int flags[, float dist_max[, float dist_close]]]])";
A_JumpIfMasterCloser = "A_JumpIfMasterCloser(int distance, int offset OR str \"state\")";
A_JumpIfNoAmmo = "A_JumpIfNoAmmo(int offset OR str \"state\")";
A_JumpIfTargetInLOS = "A_JumpIfTargetInLOS(int offset OR str \"state\" [, float fov[, int flags[, float dist_max[, float dist_close]]]])";
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A_JumpIfTargetInsideMeleeRange = "A_JumpIfTargetInsideMeleeRange(int offset OR str \"state\")\nJumps the number of frames (offset) forward, or to the specified state\nwhen the target of the calling actor is within melee range of the caller.";
A_JumpIfTargetOutsideMeleeRange = "A_JumpIfTargetOutsideMeleeRange(int offset OR str \"state\")\nJumps the number of frames (offset) forward, or to the specified state\nwhen the target of the calling actor is beyond melee range of the caller.";
A_JumpIfTracerCloser = "A_JumpIfTracerCloser (int distance, int offset OR str \"state\")";
//Status changes
A_ActiveAndUnblock = "A_ActiveAndUnblock";
A_ChangeFlag = "A_ChangeFlag(string flagname, bool value)";
A_ChangeVelocity = "A_ChangeVelocity(float x, float y, float z, int flags)";
A_CheckFlag = "A_CheckFlag(string flagname, state label, int check_pointer = AAPTR_DEFAULT)";
A_ClearShadow = "A_ClearShadow";
A_CopyFriendliness = "A_CopyFriendliness[(pointer copyfrom)]";
A_DeQueueCorpse = "A_DeQueueCorpse";
A_FadeIn = "A_FadeIn[(float increase_amount)]";
A_FadeOut = "A_FadeOut[(float reduce_amount[, bool remove])]";
A_FadeTo = "A_FadeTo(float target[, float amount[, bool remove]])";
A_Fall = "A_Fall";
A_Gravity = "A_Gravity";
A_HideThing = "A_HideThing";
A_LowGravity = "A_LowGravity";
A_NoBlocking = "A_NoBlocking";
A_NoGravity = "A_NoGravity";
A_QueueCorpse = "A_QueueCorpse";
A_RearrangePointers = "A_RearrangePointers(pointer target, pointer master, pointer tracer[, int flags])";
A_Respawn = "A_Respawn[(bool fog)]";
A_ScaleVelocity = "A_ScaleVelocity(float scale)";
A_ScreamAndUnblock = "A_ScreamAndUnblock";
A_SetAngle = "A_SetAngle(float angle)";
A_SetArg = "A_SetArg(int position, int value)";
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A_SetDamageType = "A_SetDamageType(string \"damagetype\")";
A_SetFloat = "A_SetFloat";
A_SetFloorClip = "A_SetFloorClip";
A_SetInvulnerable = "A_SetInvulnerable";
A_SetMass = "A_SetMass(int mass)";
A_SetPitch = "A_SetPitch(float pitch[, int flags])";
A_SetReflective = "A_SetReflective";
A_SetReflectiveInvulnerable = "A_SetReflectiveInvulnerable";
A_SetScale = "A_SetScale(float scaleX[, float scaleY])";
A_SetShadow = "A_SetShadow";
A_SetShootable = "A_SetShootable";
A_SetSolid = "A_SetSolid";
A_SetSpecial = "A_SetSpecial(int special, int arg0, int arg1, int arg2, int arg3, int arg4)";
A_SetTics = "A_SetTics(int tics)";
A_SetTranslucent = "A_SetTranslucent(float alpha, int mode)";
A_SetUserVar = "A_SetUserVar(string name, int value)";
A_TransferPointer = "A_TransferPointer(pointer source, pointer recipient, pointer sourcefield, pointer recipientfield[, int flags])";
A_UnHideThing = "A_UnHideThing";
A_UnsetFloat = "A_UnsetFloat";
A_UnSetFloorClip = "A_UnSetFloorClip";
A_UnSetInvulnerable = "A_UnSetInvulnerable";
A_UnSetReflective = "A_UnSetReflective";
A_UnSetReflectiveInvulnerable = "A_UnSetReflectiveInvulnerable";
A_UnSetShootable = "A_UnSetShootable";
A_UnsetSolid = "A_UnsetSolid";
//Missile movement
A_SeekerMissile = "A_SeekerMissile(angle threshold, angle maxturnangle, int flags = 0, int chance = 50, int distance = 10)";
A_Tracer = "A_Tracer";
A_Tracer2 = "A_Tracer2";
A_FaceTracer = "A_FaceTracer[(float angle)[, float pitch]]";
A_Fire = "A_Fire[(int height)]";
A_BishopMissileWeave = "A_BishopMissileWeave";
A_CStaffMissileSlither = "A_CStaffMissileSlither";
A_Weave = "A_Weave(int horzspeed, int vertspeed, float horzdist, float vertdist)";
A_Warp = "A_Warp(int ptr_destination, float x-offset, float y-offset, float z-offset, float angle, int flags , state success_state)";
A_Countdown = "A_Countdown";
A_CountdownArg = "A_CountdownArg(int arg[, str targstate])";
A_Stop = "A_Stop";
//Inventory functions
A_GiveInventory = "A_GiveInventory(string type, int count[, pointer giveto])";
A_GiveToTarget = "A_GiveToTarget(string type, int count[, pointer giveto])";
A_TakeInventory = "A_TakeInventory(string type, int count[, int flags[, pointer takefrom]])";
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A_DropItem = "A_DropItem(string item[, int dropamount = -1[, int chance = 256]])\nThe calling actor drops the specified item.\nThis works in a similar way to the DropItem actor property.";
A_TakeFromTarget = "A_TakeFromTarget(string type, int count[, pointer takefrom])";
A_DropInventory = "A_DropInventory(string type)";
A_SelectWeapon = "A_SelectWeapon(string type)";
A_RadiusGive = "A_RadiusGive(str item, fixed distance, int flags, int amount)";
//Weapon functions
A_WeaponReady = "A_WeaponReady[(int flags)]";
A_Lower = "A_Lower";
A_Raise = "A_Raise";
A_ReFire = "A_ReFire[(str \"state\")]";
A_ClearReFire = "A_ClearReFire";
A_GunFlash = "A_GunFlash[(str state[, int flags])]";
A_CheckReload = "A_CheckReload";
A_CheckForReload = "A_CheckForReload(int counter, str state[, bool dontincrement])";
A_ResetReloadCounter = "A_ResetReloadCounter";
A_Light = "A_Light(int intensity)";
A_Light0 = "A_Light0";
A_Light1 = "A_Light1";
A_Light2 = "A_Light2";
A_LightInverse = "A_LightInverse";
A_Recoil = "A_Recoil(float force)";
A_ZoomFactor = "A_ZoomFactor(float zoom [, int flags])";
A_SetCrosshair = "A_SetCrosshair(int number)";
//Weapon attack functions
A_Punch = "A_Punch";
A_Saw = "A_Saw[(string fullsound [, string hitsound [, int damage [, string pufftype[, int flags[, float range[, float spread_xy[, float spread_z[, float lifesteal]]]]]]]])]";
A_CustomPunch = "A_CustomPunch(int damage [, bool norandom [, int flags [, string pufftype, [float range[, float lifesteal]]]]])";
A_FireBullets = "A_FireBullets(angle spread_horz, angle spread_vert, int numbullets, int damage [, string pufftype [,int flags [, float range]]])";
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A_FireCustomMissile = "A_FireCustomMissile(string missiletype [, angle angle [, bool useammo [, int spawnofs_horz [, int spawnheight [, bool aim OR int flags [, angle pitch]]]]]])";
A_RailAttack = "A_RailAttack(int damage [, int spawnofs_horz [, bool useammo [, color ringcolor [, color corecolor [, int flags [, int maxdiff [, str pufftype [, float spread_xy [, float spread_z [, fixed range [, int duration [, float sparsity [, float driftspeed [, str spawnclass]]]]]]]]]]]]]])";
A_FireAssaultGun = "A_FireAssaultGun";
A_FireBFG = "A_FireBFG";
A_FireOldBFG = "A_FireOldBFG";
A_FireShotgun = "A_FireShotgun";
A_FireShotgun2 = "A_FireShotgun2";
A_FireCGun = "A_FireCGun";
A_FireMissile = "A_FireMissile";
A_FirePlasma = "A_FirePlasma";
//Script functions
ACS_NamedExecute = "ACS_NamedExecute(string script, int map, int s_arg1, int s_arg2, int s_arg3):bool";
ACS_NamedSuspend = "ACS_NamedSuspend(string script, int map):bool";
ACS_NamedTerminate = "ACS_NamedTerminate(string script, int map):bool";
ACS_NamedLockedExecute = "ACS_NamedLockedExecute(string script, int map, int s_arg1, int s_arg2, int lock):bool";
ACS_NamedLockedExecuteDoor = "ACS_NamedLockedExecuteDoor(string script, int map, int s_arg1, int s_arg2, int lock):bool";
ACS_NamedExecuteWithResult = "ACS_NamedExecuteWithResult(string script, int s_arg1, int s_arg2, int s_arg3):int";
ACS_NamedExecuteAlways = "ACS_NamedExecuteAlways(string script, int map, int s_arg1, int s_arg2, int s_arg3):bool";
//Original Doom/Strife monster attacks
A_PosAttack = "A_PosAttack";
A_SPosAttack = "A_SPosAttack";
A_CPosAttack = "A_CPosAttack";
A_CPosRefire = "A_CPosRefire";
A_SpidRefire = "A_SpidRefire";
A_TroopAttack = "A_TroopAttack";
A_SargAttack = "A_SargAttack";
A_HeadAttack = "A_HeadAttack";
A_BruisAttack = "A_BruisAttack";
A_SkullAttack = "A_SkullAttack[(int speed)]";
A_BspiAttack = "A_BspiAttack";
A_CyberAttack = "A_CyberAttack";
A_PainAttack = "A_PainAttack[(string spawntype)[, float angle[, int flags[, int limit]]]]";
A_DualPainAttack = "A_DualPainAttack[(string spawntype)]";
A_PainDie = "A_PainDie[(string spawntype)]";
A_SkelFist = "A_SkelFist";
A_SkelMissile = "A_SkelMissile";
A_FatAttack1 = "A_FatAttack1[(string spawntype)]";
A_FatAttack2 = "A_FatAttack2[(string spawntype)]";
A_FatAttack3 = "A_FatAttack3[(string spawntype)]";
A_VileTarget = "A_VileTarget[(string type)]";
A_VileAttack = "A_VileAttack(str sound, int initialdamage, int blastdamage, int blastradius, float thrustfactor, str damagetype)";
A_BrainSpit = "A_BrainSpit[(string spawntype)]";
A_SpawnFly = "A_SpawnFly[(string FogActor)]";
A_SpawnSound = "A_SpawnSound";
A_BrainScream = "A_BrainScream";
A_BrainExplode = "A_BrainExplode";
A_Mushroom = "A_Mushroom[(string spawntype [, int amount[, int flags[, float vrange[, float hrange]]]])]";
A_M_Saw = "A_M_Saw[(string fullsound [, string hitsound [, int damage [, string pufftype]]])]";
A_SentinelRefire = "A_SentinelRefire";
A_BetaSkullAttack = "A_BetaSkullAttack";
//Miscellaneous functions for Doom
A_Hoof = "A_Hoof";
A_Metal = "A_Metal";
A_BabyMetal = "A_BabyMetal";
A_FatRaise = "A_FatRaise";
A_SkelWhoosh = "A_SkelWhoosh";
A_StartFire = "A_StartFire";
A_FireCrackle = "A_FireCrackle";
A_BFGSpray = "A_BFGSpray[(string flashtype [, int numrays [, int damage]])]";
A_BarrelDestroy = "A_BarrelDestroy";
//state keywords
Light = "Light(string \"lightname\")";
Offset = "Offset(int x, int y)";
}
constants
{
Actor;
//states:
Spawn:;
Idle:;
See:;
Melee:;
Missile:;
Pain:;
Death:;
XDeath:;
Burn:;
Ice:;
Disintegrate:;
Raise:;
Heal:;
Crash:;
Crush:;
Wound:;
Greetings:;
Yes:;
No:;
Active:;
Inactive:;
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Bounce:;
Bounce.Floor:;
Bounce.Ceiling:;
Bounce.Wall:;
Bounce.Actor:;
Bounce.Actor.Creature:;
//State keywords
//Bright;
CanRaise;
Fast;
NoDelay;
Slow;
//flow control
loop;
stop;
wait;
fail;
goto;
//pointers
AAPTR_DEFAULT;
AAPTR_NULL;
AAPTR_TARGET;
AAPTR_MASTER;
AAPTR_TRACER;
AAPTR_PLAYER;
AAPTR_PLAYER_GETTARGET;
AAPTR_PLAYER_GETCONVERSATION;
SXF_ABSOLUTEANGLE;
SXF_ABSOLUTEPOSITION;
SXF_ABSOLUTEVELOCITY;
SXF_CLEARCALLERSPECIAL;
SXF_CLEARCALLERTID;
SXF_CLIENTSIDE;
SXF_MULTIPLYSPEED;
SXF_NOCHECKPOSITION;
SXF_SETMASTER;
SXF_TELEFRAG;
SXF_TRANSFERALPHA;
SXF_TRANSFERAMBUSHFLAG;
SXF_TRANSFERPITCH;
SXF_TRANSFERPOINTERS;
SXF_TRANSFERRENDERSTYLE;
SXF_TRANSFERSCALE;
SXF_TRANSFERSPECIAL;
SXF_TRANSFERSTENCILCOL;
SXF_TRANSFERTRANSLATION;
SXF_USEBLOODCOLOR;
//weapon flags
WRF_NOBOB;
WRF_NOFIRE;
WRF_NOSWITCH;
WRF_NOPRIMARY;
WRF_NOSECONDARY;
WRF_ALLOWRELOAD;
WRF_ALLOWZOOM;
ZOOM_INSTANT;
ZOOM_NOSCALETURNING;
CPF_USEAMMO;
CPF_DAGGER;
CPF_PULLIN;
FBF_USEAMMO;
FBF_NORANDOM;
FBF_EXPLICITANGLE;
FBF_NOPITCH;
RGF_SILENT;
RGF_NOPIERCING;
RGF_EXPLICITANGLE;
RGF_FULLBRIGHT;
//monster flags
PAF_NOSKULLATTACK;
PAF_AIMFACING;
PAF_NOTARGET;
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//A_CheckLOF flags
CLOFF_NOAIM_VERT;
CLOFF_NOAIM_HORZ;
CLOFF_AIM_VERT_NOOFFSET;
CLOFF_FROMBASE;
CLOFF_MUL_HEIGHT;
CLOFF_MUL_WIDTH;
CLOFF_JUMPENEMY;
CLOFF_JUMPFRIEND;
CLOFF_JUMPOBJECT;
CLOFF_JUMPNONHOSTILE;
CLOFF_SKIPENEMY;
CLOFF_SKIPFRIEND;
CLOFF_SKIPOBJECT;
CLOFF_SKIPNONHOSTILE;
CLOFF_JUMP_ON_MISS;
CLOFF_MUSTBESHOOTABLE;
CLOFF_MUSTBEGHOST;
CLOFF_IGNOREGHOST;
CLOFF_MUSTBESOLID;
CLOFF_SKIPTARGET;
CLOFF_BEYONDTARGET;
CLOFF_ALLOWNULL;
CLOFF_CHECKPARTIAL;
CLOFF_SKIPOBSTACLES;
CLOFF_NOAIM;
//A_FireCustomMissile flags
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FPF_AIMATANGLE;
FPF_TRANSFERTRANSLATION;
//A_Saw flags
SF_NOPULLIN;
SF_NORANDOM;
SF_NOTURN;
SF_NOUSEAMMO;
SF_NOUSEAMMOMISS;
SF_RANDOMLIGHTBOTH;
SF_RANDOMLIGHTHIT;
SF_RANDOMLIGHTMISS;
//Sound channels flags
CHAN_AUTO;
CHAN_WEAPON;
CHAN_VOICE;
CHAN_ITEM;
CHAN_BODY;
CHAN_5;
CHAN_6;
CHAN_7;
CHAN_LISTENERZ;
CHAN_MAYBE_LOCAL;
CHAN_UI;
CHAN_NOPAUSE;
CHAN_LOOP;
//misc flags
MSF_Standard;
MSF_Classic;
MSF_DontHurt;
//combo flags
Monster;
Projectile;
//physics
SOLID;
SHOOTABLE;
FLOAT;
NOGRAVITY;
WINDTHRUST;
PUSHABLE;
DONTFALL;
CANPASS;
ACTLIKEBRIDGE;
NOBLOCKMAP;
MOVEWITHSECTOR;
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RELATIVETOFLOOR;
NOLIFTDROP;
SLIDESONWALLS;
NODROPOFF;
NOTRIGGER;
BLOCKEDBYSOLIDACTORS;
//Behavior
ALWAYSRESPAWN;
AMBUSH;
AVOIDMELEE;
BOSS;
DONTCORPSE;
DORMANT;
FRIENDLY;
JUMPDOWN;
LOOKALLAROUND;
MISSILEEVENMORE;
MISSILEMORE;
NEVERRESPAWN;
NOSPLASHALERT;
NOTARGETSWITCH;
NOVERTICALMELEERANGE;
QUICKTORETALIATE;
STANDSTILL;
//(In)Abilities
CANNOTPUSH;
NOTELEPORT;
ACTIVATEIMPACT;
CANPUSHWALLS;
CANUSEWALLS;
ACTIVATEPCROSS;
CANTLEAVEFLOORPIC;
TELESTOMP;
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NOTELESTOMP;
STAYMORPHED;
CANBLAST;
NOBLOCKMONST;
THRUGHOST;
THRUACTORS;
THRUSPECIES;
MTHRUSPECIES;
SPECTRAL;
FRIGHTENED;
NOTARGET;
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NEVERTARGET;
NOINFIGHTING;
NOTIMEFREEZE;
NOFEAR;
CANTSEEK;
SEEINVISIBLE;
//Defenses
INVULNERABLE;
REFLECTIVE;
SHIELDREFLECT;
DEFLECT;
NORADIUSDMG;
DONTBLAST;
GHOST;
DONTMORPH;
DONTSQUASH;
NOTELEOTHER;
DOHARMSPECIES;
DONTHARMCLASS;
DONTHARMSPECIES;
NODAMAGE;
DONTRIP;
NOTELEFRAG;
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ALWAYSTELEFRAG;
DONTDRAIN;
//Appearance & Sound
BRIGHT;
INVISIBLE;
SHADOW;
NOBLOOD;
NOBLOODDECALS;
STEALTH;
FLOORCLIP;
SPAWNFLOAT;
SPAWNCEILING;
FLOATBOB;
NOICEDEATH;
DONTGIB;
DONTSPLASH;
DONTOVERLAP;
RANDOMIZE;
FIXMAPTHINGPOS;
FULLVOLACTIVE;
FULLVOLDEATH;
NOWALLBOUNCESND;
VISIBILITYPULSE;
ROCKETTRAIL;
GRENADETRAIL;
NOBOUNCESOUND;
NOSKIN;
DONTTRANSLATE;
NOPAIN;
FORCEYBILLBOARD;
FORCEXYBILLBOARD;
//Projectile
MISSILE;
RIPPER;
NOBOSSRIP;
NODAMAGETHRUST;
DONTREFLECT;
FLOORHUGGER;
CEILINGHUGGER;
BLOODLESSIMPACT;
BLOODSPLATTER;
FOILINVUL;
SEEKERMISSILE;
SCREENSEEKER;
SKYEXPLODE;
NOEXPLODEFLOOR;
STRIFEDAMAGE;
EXTREMEDEATH;
NOEXTREMEDEATH;
DEHEXPLOSION;
PIERCEARMOR;
FORCERADIUSDMG;
SPAWNSOUNDSOURCE;
PAINLESS;
FORCEPAIN;
DONTSEEKINVISIBLE;
STEPMISSILE;
ADDITIVEPOISONDAMAGE;
ADDITIVEPOISONDURATION;
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NOFORWARDFALL;
//Bouncing
BOUNCEONWALLS;
BOUNCEONFLOORS;
BOUNCEONCEILINGS;
ALLOWBOUNCEONACTORS;
BOUNCEAUTOOFF;
BOUNCEAUTOOFFFLOORONLY;
BOUNCELIKEHERETIC;
BOUNCEONACTORS;
NOWALLBOUNCESND;
EXPLODEONWATER;
CANBOUNCEWATER;
MBFBOUNCER;
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USEBOUNCESTATE;
//Miscellaneous
DROPPED;
ISMONSTER;
CORPSE;
COUNTITEM;
COUNTKILL;
COUNTSECRET;
NOTDMATCH;
NONSHOOTABLE;
DROPOFF;
PUFFONACTORS;
ALLOWPARTICLES;
ALWAYSPUFF;
PUFFGETSOWNER;
SYNCHRONIZED;
ALWAYSFAST;
NEVERFAST;
OLDRADIUSDMG;
USESPECIAL;
BUMPSPECIAL;
BOSSDEATH;
NOINTERACTION;
NOTAUTOAIMED;
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NOTONAUTOMAP;
WEAPONSPAWN;
PICKUP;
TOUCHY;
VULNERABLE;
//Limited Use
SEESDAGGERS;
INCOMBAT;
NOCLIP;
NOSECTOR;
ICECORPSE;
JUSTHIT;
JUSTATTACKED;
TELEPORT;
BLASTED;
EXPLOCOUNT;
SKULLFLY;
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//Inventory
INVENTORY.QUIET;
INVENTORY.AUTOACTIVATE;
INVENTORY.UNDROPPABLE;
INVENTORY.INVBAR;
INVENTORY.HUBPOWER;
INVENTORY.PERSISTENTPOWER;
INVENTORY.ALWAYSPICKUP;
INVENTORY.FANCYPICKUPSOUND;
INVENTORY.NOATTENPICKUPSOUND;
INVENTORY.BIGPOWERUP;
INVENTORY.NEVERRESPAWN;
INVENTORY.KEEPDEPLETED;
INVENTORY.IGNORESKILL;
INVENTORY.ADDITIVETIME;
INVENTORY.UNTOSSABLE;
INVENTORY.RESTRICTABSOLUTELY;
INVENTORY.NOSCREENFLASH;
INVENTORY.TOSSED;
//Weapons
WEAPON.NOAUTOFIRE;
WEAPON.READYSNDHALF;
WEAPON.DONTBOB;
WEAPON.AXEBLOOD;
WEAPON.NOALERT;
WEAPON.AMMO_OPTIONAL;
WEAPON.ALT_AMMO_OPTIONAL;
WEAPON.AMMO_CHECKBOTH;
WEAPON.PRIMARY_USES_BOTH;
WEAPON.ALT_USES_BOTH;
WEAPON.WIMPY_WEAPON;
WEAPON.POWERED_UP;
WEAPON.STAFF2_KICKBACK;
WEAPON.EXPLOSIVE;
WEAPON.MELEEWEAPON;
WEAPON.BFG;
WEAPON.CHEATNOTWEAPON;
WEAPON.NO_AUTO_SWITCH;
WEAPON.NOAUTOAIM;
//Player
PLAYERPAWN.NOTHRUSTWHENINVUL;
PLAYERPAWN.CANSUPERMORPH;
PLAYERPAWN.CROUCHABLEMORPH;
}