From 377fa0f5aaee26e7a548cf0a03550d21b937337a Mon Sep 17 00:00:00 2001 From: MaxED Date: Mon, 29 Sep 2014 09:52:36 +0000 Subject: [PATCH] More changes to ZDoom_ACS.cfg and ZDoom_DECORATE.cfg... --- Build/Scripting/ZDoom_ACS.cfg | 60 ++ Build/Scripting/ZDoom_DECORATE.cfg | 1308 ++++++++++++++-------------- 2 files changed, 735 insertions(+), 633 deletions(-) diff --git a/Build/Scripting/ZDoom_ACS.cfg b/Build/Scripting/ZDoom_ACS.cfg index 19b76f0b..e3906d19 100644 --- a/Build/Scripting/ZDoom_ACS.cfg +++ b/Build/Scripting/ZDoom_ACS.cfg @@ -272,6 +272,7 @@ keywords Net = "Script expression Net"; NoiseAlert = "NoiseAlert(target_tid, emiter_tid)"; Open = "Script expression Open"; + PickActor = "bool PickActor(int source, fixed angle, fixed pitch, fixed distance, int tid[, int actorMask = MF_SHOOTABLE[, int wallMask = ML_BLOCKEVERYTHING | ML_BLOCKHITSCAN]])"; Pickup = "Script expression Pickup"; Pillar_Build = "Pillar_Build(tag, speed, height)"; Pillar_BuildAndCrush = "Pillar_BuildAndCrush(tag, speed, height, crush, crushmode)"; @@ -731,6 +732,65 @@ constants MARINEWEAPON_RocketLauncher; MARINEWEAPON_Shotgun; MARINEWEAPON_SuperShotgun; + MF_SPECIAL; + MF_SOLID; + MF_SHOOTABLE; + MF_NOSECTOR; + MF_NOBLOCKMAP; + MF_AMBUSH; + MF_JUSTHIT; + MF_JUSTATTACKED; + MF_SPAWNCEILING; + MF_NOGRAVITY; + MF_DROPOFF; + MF_PICKUP; + MF_NOCLIP; + MF_INCHASE; + MF_FLOAT; + MF_TELEPORT; + MF_MISSILE; + MF_DROPPED; + MF_SHADOW; + MF_NOBLOOD; + MF_CORPSE; + MF_INFLOAT; + MF_INBOUNCE; + MF_COUNTKILL; + MF_COUNTITEM; + MF_SKULLFLY; + MF_NOTDMATCH; + MF_SPAWNSOUNDSOURCE; + MF_FRIENDLY; + MF_UNMORPHED; + MF_NOLIFTDROP; + MF_STEALTH; + MF_ICECORPSE; + ML_BLOCKING; + ML_BLOCKMONSTERS; + ML_TWOSIDED; + ML_DONTPEGTOP; + ML_DONTPEGBOTTOM; + ML_SECRET; + ML_SOUNDBLOCK; + ML_DONTDRAW; + ML_MAPPED; + ML_REPEAT_SPECIAL; + ML_ADDTRANS; + ML_MONSTERSCANACTIVATE; + ML_BLOCK_PLAYERS; + ML_BLOCKEVERYTHING; + ML_ZONEBOUNDARY; + ML_RAILING; + ML_BLOCK_FLOATERS; + ML_CLIP_MIDTEX; + ML_WRAP_MIDTEX; + ML_3DMIDTEX; + ML_CHECKSWITCHRANGE; + ML_FIRSTSIDEONLY; + ML_BLOCKPROJECTILE; + ML_BLOCKUSE; + ML_BLOCKSIGHT; + ML_BLOCKHITSCAN; MOD_BFG_SPLASH; MOD_CRUSH; MOD_DISINTEGRATE; diff --git a/Build/Scripting/ZDoom_DECORATE.cfg b/Build/Scripting/ZDoom_DECORATE.cfg index ddfc9dda..6ac6821c 100644 --- a/Build/Scripting/ZDoom_DECORATE.cfg +++ b/Build/Scripting/ZDoom_DECORATE.cfg @@ -1,5 +1,5 @@ /*******************************************************************\ - GZDoom Builder Script highlighting definitions for DECORATE + GZDoom Builder Script highlighting definitions for DECORATE \*******************************************************************/ // Editor settings @@ -7,7 +7,7 @@ description = "ZDoom DECORATE"; codepage = 0; extensions = "txt"; casesensitive = false; -insertcase = 0; // 0=Normal, 1=Lowercase, 2=Uppercase +insertcase = 0; // 0=Normal, 1=Lowercase, 2=Uppercase lexer = 35; functionopen = "("; functionclose = ")"; @@ -18,677 +18,719 @@ scripttype = 3; //0 = unknown script, 1 = acc, 2 = modeldef, 3 = decorate keywords { - #Include = "#Include"; + #Include = "#Include"; //Monster AI - A_AlertMonsters = "A_AlertMonsters(float maxrange)"; - A_Burst = "A_Burst(string classname)"; - A_CentaurDefend = "A_CentaurDefend"; - A_Chase = "A_Chase[(string meleestate[, string rangedstate[, int flags]])]"; - 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 string state)"; - A_ClearLastHeard = "A_ClearLastHeard"; - A_ClearSoundTarget = "A_ClearSoundTarget"; - A_ClearTarget = "A_ClearTarget"; - A_DamageChildren = "A_DamageChildren(int amount[, string damagetype[, int flags]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict. Default is 'None'.\nflags: DMSS flags."; - A_DamageMaster = "A_DamageMaster(int amount[, string damagetype[, int flags]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict. Default is 'None'.\nflags: DMSS flags."; - A_DamageSelf = "A_DamageSelf(int amount[, string damagetype[, int flags]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict. Default is 'None'.\nflags: DMSS flags."; - A_DamageSiblings = "A_DamageSiblings(int amount[, string damagetype[, int flags]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict. Default is 'None'.\nflags: DMSS flags."; - A_DamageTarget = "A_DamageTarget(int amount[, string damagetype[, int flags]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict. Default is 'None'.\nflags: DMSS flags."; - A_DamageTracer = "A_DamageTracer(int amount[, string damagetype[, int flags]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict. Default is 'None'.\nflags: DMSS flags."; - A_Die = "A_Die[(string 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"; + A_AlertMonsters = "A_AlertMonsters[(float maxrange[, int flags)]]"; + A_Burst = "A_Burst(string classname)"; + A_CentaurDefend = "A_CentaurDefend"; + A_Chase = "A_Chase[(string meleestate[, string rangedstate[, int flags]])]"; + 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 string state)"; + A_ClearLastHeard = "A_ClearLastHeard"; + A_ClearSoundTarget = "A_ClearSoundTarget"; + A_ClearTarget = "A_ClearTarget"; + A_DamageChildren = "A_DamageChildren(int amount[, string damagetype = 'None'[, int flags = 0]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict.\nflags: DMSS flags."; + A_DamageMaster = "A_DamageMaster(int amount[, string damagetype = 'None'[, int flags = 0]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict.\nflags: DMSS flags."; + A_DamageSelf = "A_DamageSelf(int amount[, string damagetype = 'None'[, int flags = 0]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict.\nflags: DMSS flags."; + A_DamageSiblings = "A_DamageSiblings(int amount[, string damagetype = 'None'[, int flags = 0]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict.\nflags: DMSS flags."; + A_DamageTarget = "A_DamageTarget(int amount[, string damagetype = 'None'[, int flags = 0]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict.\nflags: DMSS flags."; + A_DamageTracer = "A_DamageTracer(int amount[, string damagetype = 'None'[, int flags = 0]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict.\nflags: DMSS flags."; + A_Die = "A_Die[(string damagetype)]"; + A_FaceTarget = "A_FaceTarget[(float angle[, float pitch])]"; + A_FaceMaster = "A_FaceMaster[(float angle[, float pitch])]"; + A_KillChildren = "A_KillChildren[(string damagetype[, int flags])]\ndamagetype: if the actor dies, the actor will enter a death state based on damagetype if present (or pain state if using NODAMAGE).\nflags: KILS flags."; + A_KillMaster = "A_KillMaster[(string damagetype[, int flags])]\ndamagetype: if the actor dies, the actor will enter a death state based on damagetype if present (or pain state if using NODAMAGE).\nflags: KILS flags."; + A_KillSiblings = "A_KillSiblings[(string damagetype[, int flags])]\ndamagetype: if the actor dies, the actor will enter a death state based on damagetype if present (or pain state if using NODAMAGE).\nflags: KILS flags."; + A_KillTarget = "A_KillTarget[(string damagetype[, int flags])]\ndamagetype: if the actor dies, the actor will enter a death state based on damagetype if present (or pain state if using NODAMAGE).\nflags: KILS flags."; + A_KillTracer = "A_KillTracer[(string damagetype[, int flags])]\ndamagetype: if the actor dies, the actor will enter a death state based on damagetype if present (or pain state if using NODAMAGE).\nflags: KILS flags."; + 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_Remove = "A_Remove(int pointer, int flags)"; + A_RemoveChildren = "A_RemoveChildren[(bool all)]"; + A_RemoveMaster = "A_RemoveMaster"; + A_RemoveSiblings = "A_RemoveSiblings[(bool all)]"; + A_RemoveTarget = "A_RemoveTarget"; + A_RemoveTracer = "A_RemoveTracer"; + 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[, stringpufftype[, float spread_xy[, float spread_z[, fixed range[, int duration[, float sparsity[, float driftspeed[, stringspawnclass]]]]]]]]]]]]]])"; - A_CustomMeleeAttack = "A_CustomMeleeAttack(int damage[, string meleesound[, stringmisssound[, stringdamagetype[, 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, string 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]]]])"; + 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[, stringpufftype[, float spread_xy[, float spread_z[, fixed range[, int duration[, float sparsity[, float driftspeed[, stringspawnclass]]]]]]]]]]]]]])"; + A_CustomMeleeAttack = "A_CustomMeleeAttack(int damage[, string meleesound[, stringmisssound[, stringdamagetype[, 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, string 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"; + 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"; + 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)"; + 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(string state)"; - A_SkullPop = "A_SkullPop[(string className)]"; + 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(string 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]]]]]]]]])"; + 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[, int tid]]]]]]]]]])"; //State jumps - A_CheckCeiling = "A_CheckCeiling(int offset OR string state)"; - A_CheckFloor = "A_CheckFloor(int offset OR string state)"; - A_CheckFlag = "A_CheckFlag(string flagname, state label[, int check_pointer = AAPTR_DEFAULT])"; - A_CheckSight = "A_CheckSight(int offset OR string state)"; - A_CheckSightOrRange = "A_CheckSightOrRange(float distance, int offset OR string state)"; - A_Jump = "A_Jump(int chance, int offset OR string state, ...)"; - A_JumpIf = "A_JumpIf(expression, int offset OR string state)"; - A_JumpIfArmorType = "A_JumpIfArmorType(string armortype, string state[, int minimum])"; - A_JumpIfCloser = "A_JumpIfCloser(int distance, int offset OR string state)"; - A_JumpIfHealthLower = "A_JumpIfHealthLower(int health, int offset OR string state)"; - A_JumpIfInventory = "A_JumpIfInventory (string inventorytype, int amount, int offset OR string state[, int owner])"; - A_JumpIfInTargetInventory = "A_JumpIfInTargetInventory(string item, int count, int offset OR string state[, pointer forward])"; - A_JumpIfInTargetLOS = "A_JumpIfInTargetLOS(int offset OR string state[, float fov[, int flags[, float dist_max[, float dist_close]]]])"; - A_JumpIfMasterCloser = "A_JumpIfMasterCloser(int distance, int offset OR string state)"; - A_JumpIfNoAmmo = "A_JumpIfNoAmmo(int offset OR string state)"; - A_JumpIfTargetInLOS = "A_JumpIfTargetInLOS(int offset OR string state[, float fov[, int flags[, float dist_max[, float dist_close]]]])"; - A_JumpIfTargetInsideMeleeRange = "A_JumpIfTargetInsideMeleeRange(int offset OR string 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 string 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 string state)"; + A_CheckCeiling = "A_CheckCeiling(int offset OR string state)"; + A_CheckFloor = "A_CheckFloor(int offset OR string state)"; + A_CheckFlag = "A_CheckFlag(string flagname, state label[, int check_pointer = AAPTR_DEFAULT])"; + A_CheckSight = "A_CheckSight(int offset OR string state)"; + A_CheckSightOrRange = "A_CheckSightOrRange(float distance, int offset OR string state)"; + A_Jump = "A_Jump(int chance, int offset OR string state, ...)"; + A_JumpIf = "A_JumpIf(expression, int offset OR string state)"; + A_JumpIfArmorType = "A_JumpIfArmorType(string armortype, string state[, int minimum])"; + A_JumpIfCloser = "A_JumpIfCloser(int distance, int offset OR string state)"; + A_JumpIfHealthLower = "A_JumpIfHealthLower(int health, int offset OR string state[, int pointer])"; + A_JumpIfInventory = "A_JumpIfInventory (string inventorytype, int amount, int offset OR string state[, int owner])"; + A_JumpIfInTargetInventory = "A_JumpIfInTargetInventory(string item, int count, int offset OR string state[, pointer forward])"; + A_JumpIfInTargetLOS = "A_JumpIfInTargetLOS(int offset OR string state[, float fov[, int flags[, float dist_max[, float dist_close]]]])"; + A_JumpIfMasterCloser = "A_JumpIfMasterCloser(int distance, int offset OR string state)"; + A_JumpIfNoAmmo = "A_JumpIfNoAmmo(int offset OR string state)"; + A_JumpIfTargetInLOS = "A_JumpIfTargetInLOS(int offset OR string state[, float fov[, int flags[, float dist_max[, float dist_close]]]])"; + A_JumpIfTargetInsideMeleeRange = "A_JumpIfTargetInsideMeleeRange(int offset OR string 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 string 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 string 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)"; - 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_SetSpeed = "A_SetSpeed(float speed)"; - 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"; + 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)"; + 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_SetSpeed = "A_SetSpeed(float speed)"; + 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[, string targstate])"; - A_Stop = "A_Stop"; + 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[, string 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]])"; - 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(string item, fixed distance, int flags, int amount)"; + 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]])"; + 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(string 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[(string state)]"; - A_ClearReFire = "A_ClearReFire"; - A_GunFlash = "A_GunFlash[(string state[, int flags])]"; - A_CheckReload = "A_CheckReload"; - A_CheckForReload = "A_CheckForReload(int counter, string 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)"; + A_WeaponReady = "A_WeaponReady[(int flags)]"; + A_Lower = "A_Lower"; + A_Raise = "A_Raise"; + A_ReFire = "A_ReFire[(string state)]"; + A_ClearReFire = "A_ClearReFire"; + A_GunFlash = "A_GunFlash[(string state[, int flags])]"; + A_CheckReload = "A_CheckReload"; + A_CheckForReload = "A_CheckForReload(int counter, string 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]]])"; - 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[, string pufftype[, float spread_xy[, float spread_z[, fixed range[, int duration[, float sparsity[, float driftspeed[, string 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"; + 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]]])"; + 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[, string pufftype[, float spread_xy[, float spread_z[, fixed range[, int duration[, float sparsity[, float driftspeed[, string spawnclass[, float spawnofs_z]]]]]]]]]]]]]]])"; + 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 = "bool ACS_NamedExecute(string script, int map, int s_arg1, int s_arg2, int s_arg3)"; - ACS_NamedSuspend = "bool ACS_NamedSuspend(string script, int map)"; - ACS_NamedTerminate = "bool ACS_NamedTerminate(string script, int map)"; - ACS_NamedLockedExecute = "bool ACS_NamedLockedExecute(string script, int map, int s_arg1, int s_arg2, int lock)"; - ACS_NamedLockedExecuteDoor = "bool ACS_NamedLockedExecuteDoor(string script, int map, int s_arg1, int s_arg2, int lock)"; - ACS_NamedExecuteWithResult = "int ACS_NamedExecuteWithResult(string script, int s_arg1, int s_arg2, int s_arg3)"; - ACS_NamedExecuteAlways = "bool ACS_NamedExecuteAlways(string script, int map, int s_arg1, int s_arg2, int s_arg3)"; + ACS_NamedExecute = "bool ACS_NamedExecute(string script, int map, int s_arg1, int s_arg2, int s_arg3)"; + ACS_NamedSuspend = "bool ACS_NamedSuspend(string script, int map)"; + ACS_NamedTerminate = "bool ACS_NamedTerminate(string script, int map)"; + ACS_NamedLockedExecute = "bool ACS_NamedLockedExecute(string script, int map, int s_arg1, int s_arg2, int lock)"; + ACS_NamedLockedExecuteDoor = "bool ACS_NamedLockedExecuteDoor(string script, int map, int s_arg1, int s_arg2, int lock)"; + ACS_NamedExecuteWithResult = "int ACS_NamedExecuteWithResult(string script, int s_arg1, int s_arg2, int s_arg3)"; + ACS_NamedExecuteAlways = "bool ACS_NamedExecuteAlways(string script, int map, int s_arg1, int s_arg2, int s_arg3)"; //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(string sound, int initialdamage, int blastdamage, int blastradius, float thrustfactor, stringdamagetype)"; - 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"; + 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(string sound, int initialdamage, int blastdamage, int blastradius, float thrustfactor, stringdamagetype)"; + 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"; + 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 = "BFGExtra"[, int numrays = 40[, int damage = 15[, float angle = 90[, float distance = 1024[, float vrange = 32[, int explicit_damage = 0]]]]]])] "; + A_BarrelDestroy = "A_BarrelDestroy"; //State keywords - Light = "Light(string lightname)"; - Offset = "Offset(int x, int y)"; + Light = "Light(string lightname)"; + Offset = "Offset(int x, int y)"; //Special functions - CheckClass = "bool CheckClass(string classname[, int ptr_select = aaptr_default[, bool match_superclass = false]])"; + CheckClass = "bool CheckClass(string classname[, int ptr_select = AAPTR_DEFAULT[, bool match_superclass = false]])"; } constants { - Actor; + Actor; //states: - Spawn:; - Idle:; - See:; - Melee:; - Missile:; - Pain:; - Death:; - XDeath:; - Burn:; - Ice:; - Disintegrate:; - Raise:; - Heal:; - Crash:; - Crush:; - Wound:; - Greetings:; - Yes:; - No:; - Active:; - Inactive:; - Bounce:; - Bounce.Floor:; - Bounce.Ceiling:; - Bounce.Wall:; - Bounce.Actor:; - Bounce.Actor.Creature:; + Spawn:; + Idle:; + See:; + Melee:; + Missile:; + Pain:; + Death:; + XDeath:; + Burn:; + Ice:; + Disintegrate:; + Raise:; + Heal:; + Crash:; + Crush:; + Wound:; + Greetings:; + Yes:; + No:; + Active:; + Inactive:; + Bounce:; + Bounce.Floor:; + Bounce.Ceiling:; + Bounce.Wall:; + Bounce.Actor:; + Bounce.Actor.Creature:; //State keywords - //Bright; - CanRaise; - Fast; - NoDelay; - Slow; + //Bright; + CanRaise; + Fast; + NoDelay; + Slow; //flow control - loop; - stop; - wait; - fail; - goto; + 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; + 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_NOPOINTERS; + SXF_SETMASTER; + SXF_SETTARGET; + SXF_SETTRACER; + 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; + 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; + RGF_CENTERZ; //monster flags - PAF_NOSKULLATTACK; - PAF_AIMFACING; - PAF_NOTARGET; -//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_Damage flags - DMSS_FOILINVUL; - DMSS_AFFECTARMOR; - DMSS_KILL; -//A_FireCustomMissile flags - FPF_AIMATANGLE; - FPF_TRANSFERTRANSLATION; -//A_Saw flags - SF_NOPULLIN; - SF_NORANDOM; - SF_NOTURN; - SF_NOUSEAMMO; - SF_NOUSEAMMOMISS; - SF_RANDOMLIGHTBOTH; - SF_RANDOMLIGHTHIT; - SF_RANDOMLIGHTMISS; + PAF_NOSKULLATTACK; + PAF_AIMFACING; + PAF_NOTARGET; //Sound channels flags - CHAN_AUTO; - CHAN_WEAPON; - CHAN_VOICE; - CHAN_ITEM; - CHAN_BODY; - CHAN_5; - CHAN_6; - CHAN_7; - CHAN_LISTENERZ; - CHAN_MAYBE_LOCAL; - CHAN_UI; - CHAN_NOPAUSE; - CHAN_LOOP; + 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; + MSF_Standard; + MSF_Classic; + MSF_DontHurt; //combo flags - Monster; - Projectile; + Monster; + Projectile; //physics - SOLID; - SHOOTABLE; - FLOAT; - NOGRAVITY; - WINDTHRUST; - PUSHABLE; - DONTFALL; - CANPASS; - ACTLIKEBRIDGE; - NOBLOCKMAP; - MOVEWITHSECTOR; - RELATIVETOFLOOR; - NOLIFTDROP; - SLIDESONWALLS; - NODROPOFF; - NOTRIGGER; - BLOCKEDBYSOLIDACTORS; + SOLID; + SHOOTABLE; + FLOAT; + NOGRAVITY; + WINDTHRUST; + PUSHABLE; + DONTFALL; + CANPASS; + ACTLIKEBRIDGE; + NOBLOCKMAP; + MOVEWITHSECTOR; + RELATIVETOFLOOR; + NOLIFTDROP; + SLIDESONWALLS; + NODROPOFF; + NOTRIGGER; + BLOCKEDBYSOLIDACTORS; //Behavior - ALWAYSRESPAWN; - AMBUSH; - AVOIDMELEE; - BOSS; - DONTCORPSE; - DORMANT; - FRIENDLY; - JUMPDOWN; - LOOKALLAROUND; - MISSILEEVENMORE; - MISSILEMORE; - NEVERRESPAWN; - NOSPLASHALERT; - NOTARGETSWITCH; - NOVERTICALMELEERANGE; - QUICKTORETALIATE; - STANDSTILL; + ALWAYSRESPAWN; + AMBUSH; + AVOIDMELEE; + BOSS; + DONTCORPSE; + DORMANT; + FRIENDLY; + JUMPDOWN; + LOOKALLAROUND; + MISSILEEVENMORE; + MISSILEMORE; + NEVERRESPAWN; + NOSPLASHALERT; + NOTARGETSWITCH; + NOVERTICALMELEERANGE; + QUICKTORETALIATE; + STANDSTILL; //(In)Abilities - CANNOTPUSH; - NOTELEPORT; - ACTIVATEIMPACT; - CANPUSHWALLS; - CANUSEWALLS; - ACTIVATEPCROSS; - CANTLEAVEFLOORPIC; - TELESTOMP; - NOTELESTOMP; - STAYMORPHED; - CANBLAST; - NOBLOCKMONST; - THRUGHOST; - THRUACTORS; - THRUSPECIES; - MTHRUSPECIES; - SPECTRAL; - FRIGHTENED; - NOTARGET; - NEVERTARGET; - NOINFIGHTING; - NOTIMEFREEZE; - NOFEAR; - CANTSEEK; - SEEINVISIBLE; + CANNOTPUSH; + NOTELEPORT; + ACTIVATEIMPACT; + CANPUSHWALLS; + CANUSEWALLS; + ACTIVATEPCROSS; + CANTLEAVEFLOORPIC; + TELESTOMP; + NOTELESTOMP; + STAYMORPHED; + CANBLAST; + NOBLOCKMONST; + THRUGHOST; + THRUACTORS; + THRUSPECIES; + MTHRUSPECIES; + SPECTRAL; + FRIGHTENED; + NOTARGET; + NEVERTARGET; + NOINFIGHTING; + NOTIMEFREEZE; + NOFEAR; + CANTSEEK; + SEEINVISIBLE; //Defenses - INVULNERABLE; - REFLECTIVE; - SHIELDREFLECT; - DEFLECT; - NORADIUSDMG; - DONTBLAST; - GHOST; - DONTMORPH; - DONTSQUASH; - NOTELEOTHER; - DOHARMSPECIES; - DONTHARMCLASS; - DONTHARMSPECIES; - NODAMAGE; - DONTRIP; - NOTELEFRAG; - ALWAYSTELEFRAG; - DONTDRAIN; + INVULNERABLE; + REFLECTIVE; + SHIELDREFLECT; + DEFLECT; + NORADIUSDMG; + DONTBLAST; + GHOST; + DONTMORPH; + DONTSQUASH; + NOTELEOTHER; + DOHARMSPECIES; + DONTHARMCLASS; + DONTHARMSPECIES; + NODAMAGE; + DONTRIP; + NOTELEFRAG; + ALWAYSTELEFRAG; + DONTDRAIN; //Appearance & Sound - BRIGHT; - INVISIBLE; - SHADOW; - NOBLOOD; - NOBLOODDECALS; - STEALTH; - FLOORCLIP; - SPAWNFLOAT; - SPAWNCEILING; - FLOATBOB; - NOICEDEATH; - DONTGIB; - DONTSPLASH; - DONTOVERLAP; - RANDOMIZE; - FIXMAPTHINGPOS; - FULLVOLACTIVE; - FULLVOLDEATH; - NOWALLBOUNCESND; - VISIBILITYPULSE; - ROCKETTRAIL; - GRENADETRAIL; - NOBOUNCESOUND; - NOSKIN; - DONTTRANSLATE; - NOPAIN; - FORCEYBILLBOARD; - FORCEXYBILLBOARD; + 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; - NOFORWARDFALL; + 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; + NOFORWARDFALL; //Bouncing - BOUNCEONWALLS; - BOUNCEONFLOORS; - BOUNCEONCEILINGS; - ALLOWBOUNCEONACTORS; - BOUNCEAUTOOFF; - BOUNCEAUTOOFFFLOORONLY; - BOUNCELIKEHERETIC; - BOUNCEONACTORS; - NOWALLBOUNCESND; - EXPLODEONWATER; - CANBOUNCEWATER; - MBFBOUNCER; - USEBOUNCESTATE; + BOUNCEONWALLS; + BOUNCEONFLOORS; + BOUNCEONCEILINGS; + ALLOWBOUNCEONACTORS; + BOUNCEAUTOOFF; + BOUNCEAUTOOFFFLOORONLY; + BOUNCELIKEHERETIC; + BOUNCEONACTORS; + NOWALLBOUNCESND; + EXPLODEONWATER; + CANBOUNCEWATER; + MBFBOUNCER; + USEBOUNCESTATE; //Miscellaneous - DROPPED; - ISMONSTER; - CORPSE; - COUNTITEM; - COUNTKILL; - COUNTSECRET; - NOTDMATCH; - NONSHOOTABLE; - DROPOFF; - PUFFONACTORS; - ALLOWPARTICLES; - ALWAYSPUFF; - PUFFGETSOWNER; - SYNCHRONIZED; - ALWAYSFAST; - NEVERFAST; - OLDRADIUSDMG; - USESPECIAL; - BUMPSPECIAL; - BOSSDEATH; - NOINTERACTION; - NOTAUTOAIMED; - NOTONAUTOMAP; - WEAPONSPAWN; - PICKUP; - TOUCHY; - VULNERABLE; + DROPPED; + ISMONSTER; + CORPSE; + COUNTITEM; + COUNTKILL; + COUNTSECRET; + NOTDMATCH; + NONSHOOTABLE; + DROPOFF; + PUFFONACTORS; + ALLOWPARTICLES; + ALWAYSPUFF; + PUFFGETSOWNER; + SYNCHRONIZED; + ALWAYSFAST; + NEVERFAST; + OLDRADIUSDMG; + USESPECIAL; + BUMPSPECIAL; + BOSSDEATH; + NOINTERACTION; + NOTAUTOAIMED; + NOTONAUTOMAP; + WEAPONSPAWN; + PICKUP; + TOUCHY; + VULNERABLE; //Limited Use - SEESDAGGERS; - INCOMBAT; - NOCLIP; - NOSECTOR; - ICECORPSE; - JUSTHIT; - JUSTATTACKED; - TELEPORT; - BLASTED; - EXPLOCOUNT; - SKULLFLY; + SEESDAGGERS; + INCOMBAT; + NOCLIP; + NOSECTOR; + ICECORPSE; + JUSTHIT; + JUSTATTACKED; + TELEPORT; + BLASTED; + EXPLOCOUNT; + SKULLFLY; //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; + 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; + PLAYERPAWN.NOTHRUSTWHENINVUL; + PLAYERPAWN.CANSUPERMORPH; + PLAYERPAWN.CROUCHABLEMORPH; +//Function flags + AMF_TARGETEMITTER; + AMF_TARGETNONPLAYER; + AMF_EMITFROMTARGET; + CHF_FASTCHASE; + CHF_NOPLAYACTIVE; + CHF_NIGHTMAREFAST; + CHF_RESURRECT; + CHF_DONTMOVE; + CLOFF_AIM_VERT_NOOFFSET; + CLOFF_ALLOWNULL; + CLOFF_BEYONDTARGET; + CLOFF_CHECKPARTIAL; + CLOFF_FROMBASE; + CLOFF_IGNOREGHOST; + CLOFF_JUMPENEMY; + CLOFF_JUMPFRIEND; + CLOFF_JUMPNONHOSTILE; + CLOFF_JUMPOBJECT; + CLOFF_JUMP_ON_MISS; + CLOFF_MUL_HEIGHT; + CLOFF_MUL_WIDTH; + CLOFF_MUSTBEGHOST; + CLOFF_MUSTBESHOOTABLE; + CLOFF_MUSTBESOLID; + CLOFF_NOAIM; + CLOFF_NOAIM_HORZ; + CLOFF_NOAIM_VERT; + CLOFF_SKIPENEMY; + CLOFF_SKIPFRIEND; + CLOFF_SKIPNONHOSTILE; + CLOFF_SKIPOBJECT; + CLOFF_SKIPOBSTACLES; + CLOFF_SKIPTARGET; + DMSS_AFFECTARMOR; + DMSS_FOILINVUL; + DMSS_KILL; + FPF_AIMATANGLE; + FPF_TRANSFERTRANSLATION; + JLOSF_PROJECTILE; + JLOSF_NOSIGHT; + JLOSF_CLOSENOFOV; + JLOSF_CLOSENOSIGHT; + JLOSF_CLOSENOJUMP; + JLOSF_DEADNOJUMP; + JLOSF_CHECKMASTER; + KILS_FOILINVUL; + KILS_KILLMISSILES; + KILS_NOMONSTERS; + PTROP_UNSAFETARGET; + PTROP_UNSAFEMASTER; + PTROP_NOSAFEGUARDS; + RMVF_MISSILES; + RMVF_NOMONSTERS; + RMVF_MISC; + RMVF_EVERYTHING; + SF_NOPULLIN; + SF_NORANDOM; + SF_NOTURN; + SF_NOUSEAMMO; + SF_NOUSEAMMOMISS; + SF_RANDOMLIGHTBOTH; + SF_RANDOMLIGHTHIT; + SF_RANDOMLIGHTMISS; + WARPF_ABSOLUTEOFFSET; + WARPF_ABSOLUTEANGLE; + WARPF_ABSOLUTEPOSITION; + WARPF_USECALLERANGLE; + WARPF_NOCHECKPOSITION; + WARPF_STOP; + WARPF_TOFLOOR; + WARPF_TESTONLY; + WARPF_INTERPOLATE; + WARPF_WARPINTERPOLATION; + WARPF_COPYINTERPOLATION; }