mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-26 22:01:45 +00:00
More changes to ZDoom_ACS.cfg and ZDoom_DECORATE.cfg...
This commit is contained in:
parent
146fc3f4a1
commit
377fa0f5aa
2 changed files with 735 additions and 633 deletions
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue