Scripting: added A_DamageSelf, A_DamageTarget, A_DamageTracer and CheckClass definitions, fixed a bunch of inconsistencies in ZDoom_DECORATE.cfg.

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MaxED 2014-09-26 07:48:47 +00:00
parent e849c04112
commit c84ac24b50

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@ -23,18 +23,21 @@ keywords
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]])]";
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 str \"state\")";
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 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_DamageChildren = "A_DamageChildren(int amount[, string type])";
A_DamageMaster = "A_DamageMaster(int amount[, string type])";
A_DamageSelf = "A_DamageSelf(int amount, string damagetype)";
A_DamageSiblings = "A_DamageSiblings(int amount[, string type])";
A_DamageTarget = "A_DamageTarget(int amount, string damagetype)";
A_DamageTracer = "A_DamageTracer(int amount, string damagetype)";
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)";
@ -52,21 +55,21 @@ keywords
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_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, str \"abortstate\") ";
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_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_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";
@ -74,7 +77,7 @@ keywords
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_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";
@ -103,7 +106,7 @@ keywords
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_PlayerSkinCheck = "A_PlayerSkinCheck(string state)";
A_SkullPop = "A_SkullPop[(string className)]";
//Spawn functions
A_TossGib = "A_TossGib";
@ -111,25 +114,25 @@ keywords
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]]]])";
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\")";
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)";
//Status changes
A_ActiveAndUnblock = "A_ActiveAndUnblock";
A_ChangeFlag = "A_ChangeFlag(string flagname, bool value)";
@ -154,7 +157,7 @@ keywords
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_SetDamageType = "A_SetDamageType(string damagetype)";
A_SetFloat = "A_SetFloat";
A_SetFloorClip = "A_SetFloorClip";
A_SetInvulnerable = "A_SetInvulnerable";
@ -191,7 +194,7 @@ keywords
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_CountdownArg = "A_CountdownArg(int arg[, string targstate])";
A_Stop = "A_Stop";
//Inventory functions
A_GiveInventory = "A_GiveInventory(string type, int count[, pointer giveto])";
@ -201,16 +204,16 @@ keywords
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)";
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[(str \"state\")]";
A_ReFire = "A_ReFire[(string state)]";
A_ClearReFire = "A_ClearReFire";
A_GunFlash = "A_GunFlash[(str state[, int flags])]";
A_GunFlash = "A_GunFlash[(string state[, int flags])]";
A_CheckReload = "A_CheckReload";
A_CheckForReload = "A_CheckForReload(int counter, str state[, bool dontincrement])";
A_CheckForReload = "A_CheckForReload(int counter, string state[, bool dontincrement])";
A_ResetReloadCounter = "A_ResetReloadCounter";
A_Light = "A_Light(int intensity)";
A_Light0 = "A_Light0";
@ -218,15 +221,15 @@ keywords
A_Light2 = "A_Light2";
A_LightInverse = "A_LightInverse";
A_Recoil = "A_Recoil(float force)";
A_ZoomFactor = "A_ZoomFactor(float zoom [, int flags])";
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 [, str pufftype [, float spread_xy [, float spread_z [, fixed range [, int duration [, float sparsity [, float driftspeed [, str spawnclass]]]]]]]]]]]]]])";
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";
@ -236,13 +239,13 @@ keywords
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";
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";
@ -265,14 +268,14 @@ keywords
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_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_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
@ -283,11 +286,13 @@ 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[, int numrays[, int damage]])]";
A_BarrelDestroy = "A_BarrelDestroy";
//state keywords
Light = "Light(string \"lightname\")";
//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]])";
}
constants