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Updated ZDoom_ACS.cfg and ZDoom_DECORATE.cfg.
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2 changed files with 9 additions and 0 deletions
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@ -89,6 +89,7 @@ keywords
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Ceiling_Waggle = "Ceiling_Waggle(tag, amp, freq, offset, time)";
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ChangeActorAngle = "ChangeActorAngle(int tid, fixed angle[, bool interpolate = false])\nSets the angle for the actors with the specified tid.\nIf tid is 0, it sets the angle for the activator of the script.\nangle: a fixed point angle in the range of 0.0 to 1.0 (N = 0.25, W = 0.5, S = 0.75, E = 1.0).";
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ChangeActorPitch = "ChangeActorPitch(int tid, fixed pitch[, bool interpolate = false])\nSets the pitch for the actors with the specified tid. If tid is 0, it sets the pitch for the activator of the script.\npitch: a fixed point angle in the range of 0.0 to 1.0.";
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ChangeActorRoll = "void ChangeActorRoll(int tid, fixed angle[, bool interpolate = false])";
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ChangeCamera = "ChangeCamera(tid, who, revert)";
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ChangeCeiling = "void ChangeCeiling(int tag, str flatname)";
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ChangeFloor = "void ChangeFloor(int tag, str flatname)";
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@ -190,6 +191,7 @@ keywords
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GetActorPitch = "fixed GetActorPitch(int tid)";
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GetActorPowerupTics = "int GetActorPowerupTics(int tid, str powerup)";
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GetActorProperty = "int GetActorProperty(int tid, int property)";
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GetActorRoll = "fixed GetActorRoll(int tid)";
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GetActorVelX = "fixed GetActorVelX(int tid)";
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GetActorVelY = "fixed GetActorVelY(int tid)";
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GetActorVelZ = "fixed GetActorVelZ(int tid)";
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@ -358,6 +360,7 @@ keywords
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SetActorPitch = "void SetActorPitch(int tid, int pitch)\nSets the actor's Pitch.\npitch: a fixed point angle in the range of 0.0 to 1.0.";
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SetActorPosition = "bool SetActorPosition(int tid, fixed x, fixed y, fixed z, bool fog)\nThis function sets the x, y, and z coordinates of the specified actor, with or without teleport fog.\nReturns TRUE if the actor position was changed successfully.";
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SetActorProperty = "void SetActorProperty(int tid, int property, [int|float|str] value)\nproperty: one of the APROP_ properties.";
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SetActorRoll = "void SetActorRoll(int tid, fixed angle)";
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SetActorState = "int SetActorState(int tid, str statename[, bool exact])\nForces the actor(s) with the matching tid into the specified state, as defined in Decorate.\nIf tid is 0, the activator is affected.\nThe exact parameter specifies whether or not partial state name matches are accepted.";
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SetActorVelocity = "bool SetActorVelocity(int tid, fixed velx, fixed vely, fixed velz, bool add, bool setbob)\nChanges actor velocity.\ntid: TID of things to affect. If 0, the activator is used.\nvelx, vely, velz: The desired velocity for the affected things.\nadd: If true, each affected actor's velocity is modified by the velx, vely\nand velz parameters, rather than replaced by them.\nsetbob: If true, the speed adjustment influences the bobbing of any concerned player actor.";
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SetAirControl = "void SetAirControl(fixed amount)\nSets how well the player can move while in the air.\nThe default amount is 0.00390625.";
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@ -328,6 +328,7 @@ keywords
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random2 = "random2[identifier](mask)\nReturns a random integer value between -mask and +mask.";
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frandom = "frandom[identifier](min, max)\nReturns a random floating point value between min and max.";
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randompick = "randompick[identifier](int, ...)\nPicks a number from the numbers placed in it.\nThis can take an unlimited amount of parameters.";
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frandompick = "frandompick[identifier](int, ...)\nSimilar to randompick but for float-point values.";
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//State keywords
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//Bright = "Bright";
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CanRaise = "CanRaise";
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@ -914,6 +915,7 @@ constants
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INVENTORY.NOSCREENFLASH;
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INVENTORY.TOSSED;
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INVENTORY.ALWAYSRESPAWN;
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INVENTORY.TRANSFER;
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//Weapons
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WEAPON.NOAUTOFIRE;
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WEAPON.READYSNDHALF;
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@ -1142,4 +1144,8 @@ constants
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FAF_NODISTFACTOR;
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//A_QuakeEx flags
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QF_RELATIVE;
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QF_SCALEDOWN;
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QF_SCALEUP;
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QF_MAX;
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QF_FULLINTENSITY;
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}
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