More changes to ZDoom_ACS.cfg and ZDoom_DECORATE.cfg...

This commit is contained in:
MaxED 2014-09-29 09:52:36 +00:00
parent 146fc3f4a1
commit 377fa0f5aa
2 changed files with 735 additions and 633 deletions

View file

@ -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;

View file

@ -20,7 +20,7 @@ keywords
{
#Include = "#Include";
//Monster AI
A_AlertMonsters = "A_AlertMonsters(float maxrange)";
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]])]";
@ -29,26 +29,31 @@ keywords
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_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)";
A_KillMaster = "A_KillMaster(string damagetype)";
A_KillSiblings = "A_KillSiblings(string damagetype)";
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";
@ -112,7 +117,7 @@ keywords
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_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)";
@ -123,7 +128,7 @@ keywords
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_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]]]])";
@ -192,7 +197,7 @@ keywords
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_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";
@ -229,7 +234,7 @@ keywords
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_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";
@ -286,13 +291,13 @@ keywords
A_SkelWhoosh = "A_SkelWhoosh";
A_StartFire = "A_StartFire";
A_FireCrackle = "A_FireCrackle";
A_BFGSpray = "A_BFGSpray[(string flashtype[, int numrays[, int damage]])]";
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)";
//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
@ -355,7 +360,10 @@ constants
SXF_CLIENTSIDE;
SXF_MULTIPLYSPEED;
SXF_NOCHECKPOSITION;
SXF_NOPOINTERS;
SXF_SETMASTER;
SXF_SETTARGET;
SXF_SETTRACER;
SXF_TELEFRAG;
SXF_TRANSFERALPHA;
SXF_TRANSFERAMBUSHFLAG;
@ -388,52 +396,11 @@ constants
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;
//Sound channels flags
CHAN_AUTO;
CHAN_WEAPON;
@ -691,4 +658,79 @@ constants
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;
}