mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2025-01-18 22:41:46 +00:00
Scripting: added A_DamageSelf, A_DamageTarget, A_DamageTracer and CheckClass definitions, fixed a bunch of inconsistencies in ZDoom_DECORATE.cfg.
This commit is contained in:
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e849c04112
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1 changed files with 65 additions and 60 deletions
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@ -23,18 +23,21 @@ keywords
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A_AlertMonsters = "A_AlertMonsters(float maxrange)";
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A_Burst = "A_Burst(string classname)";
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A_CentaurDefend = "A_CentaurDefend";
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A_Chase = "A_Chase[(str \"MeleeState\"[, str \"RangedState\"[, int Flags]])]";
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A_Chase = "A_Chase[(string meleestate[, string rangedstate[, int flags]])]";
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A_CheckLOF = "A_CheckLOF(state jump[, int flags[, float range[, float minrange[, float angle[, float pitch[, float offsetheight[, float offsetwidth[, int ptr_targe]]]]]]]])";
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A_CheckRange = "A_CheckRange(float distance, int offset OR str \"state\")";
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A_CheckRange = "A_CheckRange(float distance, int offset OR string state)";
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A_ClearLastHeard = "A_ClearLastHeard";
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A_ClearSoundTarget = "A_ClearSoundTarget";
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A_ClearTarget = "A_ClearTarget";
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A_DamageChildren = "A_DamageChildren(int amount, [string type])";
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A_DamageMaster = "A_DamageMaster(int amount, [string type])";
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A_DamageSiblings = "A_DamageSiblings(int amount, [string type])";
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A_Die = "A_Die[(str DamageType)]";
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A_FaceTarget = "A_FaceTarget[(float angle)[, float pitch]]";
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A_FaceMaster = "A_FaceMaster[(float angle)[, float pitch]]";
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A_DamageChildren = "A_DamageChildren(int amount[, string type])";
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A_DamageMaster = "A_DamageMaster(int amount[, string type])";
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A_DamageSelf = "A_DamageSelf(int amount, string damagetype)";
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A_DamageSiblings = "A_DamageSiblings(int amount[, string type])";
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A_DamageTarget = "A_DamageTarget(int amount, string damagetype)";
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A_DamageTracer = "A_DamageTracer(int amount, string damagetype)";
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A_Die = "A_Die[(string damagetype)]";
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A_FaceTarget = "A_FaceTarget[(float angle[, float pitch])]";
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A_FaceMaster = "A_FaceMaster[(float angle[, float pitch])]";
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A_KillChildren = "A_KillChildren(string damagetype)";
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A_KillMaster = "A_KillMaster(string damagetype)";
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A_KillSiblings = "A_KillSiblings(string damagetype)";
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@ -52,21 +55,21 @@ keywords
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A_Wander = "A_Wander";
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//Generic monster attacks
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A_CustomMissile = "A_CustomMissile(string missiletype[, float spawnheight[, int spawnofs_horiz[, angle angle[, int aimflags[, angle pitch]]]]])";
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A_CustomBulletAttack = "A_CustomBulletAttack(float horz_spread, float vert_spread, int numbullets, int damageperbullet, string pufftype [, float range [, int flags]])";
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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]]]]]]]]]]]]]])";
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A_CustomMeleeAttack = "A_CustomMeleeAttack(int damage[, str meleesound[, str misssound[, str damagetype[, bool bleed]]]])";
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A_CustomBulletAttack = "A_CustomBulletAttack(float horz_spread, float vert_spread, int numbullets, int damageperbullet, string pufftype[, float range[, int flags]])";
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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]]]]]]]]]]]]]])";
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A_CustomMeleeAttack = "A_CustomMeleeAttack(int damage[, string meleesound[, stringmisssound[, stringdamagetype[, bool bleed]]]])";
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A_CustomComboAttack = "A_CustomComboAttack(string missiletype, float spawnheight, int damage, string meleesound, string damagetype, bool bleed)";
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A_MeleeAttack = "A_MeleeAttack";
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A_MissileAttack = "A_BasicAttack(int meleedamage, string meleesound, string missiletype, float missileheight)";
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A_MonsterRefire = "A_MonsterRefire(int chancecontinue, str \"abortstate\") ";
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A_MonsterRefire = "A_MonsterRefire(int chancecontinue, string abortstate) ";
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A_ComboAttack = "A_ComboAttack";
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A_BasicAttack = "A_BasicAttack(int meleedamage, string meleesound, string missiletype, float missileheight)";
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A_BulletAttack = "A_BulletAttack";
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A_MonsterRail = "A_MonsterRail";
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A_Explode = "A_Explode[(int explosiondamage [, int explosionradius [, bool hurtshooter [, bool alert[, int fulldamageradius[, int nails[, int naildamage]]]]]])]";
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A_Explode = "A_Explode[(int explosiondamage[, int explosionradius[, bool hurtshooter[, bool alert[, int fulldamageradius[, int nails[, int naildamage]]]]]])]";
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A_RadiusThrust = "A_RadiusThrust(int force, int distance[, int flags[, int fullthrustdistance]])";
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A_Detonate = "A_Detonate";
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A_ThrowGrenade = "A_ThrowGrenade(string spawntype [float spawnheight [, float throwspeed_horz [, float throwspeed_vert [, bool useammo]]]])";
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A_ThrowGrenade = "A_ThrowGrenade(string spawntype [float spawnheight[, float throwspeed_horz[, float throwspeed_vert[, bool useammo]]]])";
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//Freeze death functions
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A_FreezeDeath = "A_FreezeDeath";
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A_GenericFreezeDeath = "A_GenericFreezeDeath";
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@ -74,7 +77,7 @@ keywords
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A_IceGuyDie = "A_IceGuyDie";
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//Sound functions
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A_PlaySound = "A_PlaySound(string soundname[, int slot[, float volume[, bool looping[, float attenuation]]]])";
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A_PlaySoundEx = "A_PlaySoundEx(string soundname, string channel [, bool loop [, int attenuation]])";
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A_PlaySoundEx = "A_PlaySoundEx(string soundname, string channel[, bool loop[, int attenuation]])";
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A_PlayWeaponSound = "A_PlayWeaponSound(string soundname)";
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A_ActiveSound = "A_ActiveSound";
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A_LoopActiveSound = "A_LoopActiveSound";
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@ -103,7 +106,7 @@ keywords
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A_CheckTerrain = "A_CheckTerrain";
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A_SetBlend = "A_SetBlend(color blendcolor, float alpha, int duration[, color fadecolor])";
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A_CheckPlayerDone = "A_CheckPlayerDone";
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A_PlayerSkinCheck = "A_PlayerSkinCheck(str state)";
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A_PlayerSkinCheck = "A_PlayerSkinCheck(string state)";
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A_SkullPop = "A_SkullPop[(string className)]";
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//Spawn functions
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A_TossGib = "A_TossGib";
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@ -111,25 +114,25 @@ keywords
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A_SpawnItem = "A_SpawnItem(string type, int distance, float zpos, bool useammo, bool translation)";
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A_SpawnItemEx = "A_SpawnItemEx(string type[, float xoffset[, float yoffset[, float zoffset[, float xvelocity[, float yvelocity[, float zvelocity[, float angle[, int flags[, int skipchance]]]]]]]]])";
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//State jumps
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A_CheckCeiling = "A_CheckCeiling(int offset OR str \"state\")";
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A_CheckFloor = "A_CheckFloor(int offset OR str \"state\")";
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A_CheckFlag = "A_CheckFlag(string flagname, state label, int check_pointer = AAPTR_DEFAULT)";
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A_CheckSight = "A_CheckSight(int offset OR str \"state\")";
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A_CheckSightOrRange = "A_CheckSightOrRange(float distance, int offset OR str \"state\")";
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A_Jump = "A_Jump(int chance, int offset OR str \"state\", ...)";
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A_JumpIf = "A_JumpIf(expression, int offset OR str \"state\")";
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A_JumpIfArmorType = "A_JumpIfArmorType(string \"armortype\", str \"state\"[, int minimum])";
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A_JumpIfCloser = "A_JumpIfCloser(int distance, int offset OR str \"state\")";
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A_JumpIfHealthLower = "A_JumpIfHealthLower(int health, int offset OR str \"state\")";
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A_JumpIfInventory = "A_JumpIfInventory (string \"inventorytype\", int amount, int offset OR str \"state\" [, int owner])";
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A_JumpIfInTargetInventory = "A_JumpIfInTargetInventory(str \"item\", int count, int offset OR str \"state\" [, pointer forward])";
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A_JumpIfInTargetLOS = "A_JumpIfInTargetLOS(int offset OR str \"state\" [, float fov[, int flags[, float dist_max[, float dist_close]]]])";
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A_JumpIfMasterCloser = "A_JumpIfMasterCloser(int distance, int offset OR str \"state\")";
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A_JumpIfNoAmmo = "A_JumpIfNoAmmo(int offset OR str \"state\")";
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A_JumpIfTargetInLOS = "A_JumpIfTargetInLOS(int offset OR str \"state\" [, float fov[, int flags[, float dist_max[, float dist_close]]]])";
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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.";
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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.";
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A_JumpIfTracerCloser = "A_JumpIfTracerCloser (int distance, int offset OR str \"state\")";
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A_CheckCeiling = "A_CheckCeiling(int offset OR string state)";
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A_CheckFloor = "A_CheckFloor(int offset OR string state)";
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A_CheckFlag = "A_CheckFlag(string flagname, state label[, int check_pointer = AAPTR_DEFAULT])";
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A_CheckSight = "A_CheckSight(int offset OR string state)";
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A_CheckSightOrRange = "A_CheckSightOrRange(float distance, int offset OR string state)";
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A_Jump = "A_Jump(int chance, int offset OR string state, ...)";
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A_JumpIf = "A_JumpIf(expression, int offset OR string state)";
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A_JumpIfArmorType = "A_JumpIfArmorType(string armortype, string state[, int minimum])";
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A_JumpIfCloser = "A_JumpIfCloser(int distance, int offset OR string state)";
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A_JumpIfHealthLower = "A_JumpIfHealthLower(int health, int offset OR string state)";
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A_JumpIfInventory = "A_JumpIfInventory (string inventorytype, int amount, int offset OR string state[, int owner])";
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A_JumpIfInTargetInventory = "A_JumpIfInTargetInventory(string item, int count, int offset OR string state[, pointer forward])";
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A_JumpIfInTargetLOS = "A_JumpIfInTargetLOS(int offset OR string state[, float fov[, int flags[, float dist_max[, float dist_close]]]])";
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A_JumpIfMasterCloser = "A_JumpIfMasterCloser(int distance, int offset OR string state)";
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A_JumpIfNoAmmo = "A_JumpIfNoAmmo(int offset OR string state)";
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A_JumpIfTargetInLOS = "A_JumpIfTargetInLOS(int offset OR string state[, float fov[, int flags[, float dist_max[, float dist_close]]]])";
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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.";
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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.";
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A_JumpIfTracerCloser = "A_JumpIfTracerCloser (int distance, int offset OR string state)";
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//Status changes
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A_ActiveAndUnblock = "A_ActiveAndUnblock";
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A_ChangeFlag = "A_ChangeFlag(string flagname, bool value)";
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@ -154,7 +157,7 @@ keywords
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A_ScreamAndUnblock = "A_ScreamAndUnblock";
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A_SetAngle = "A_SetAngle(float angle)";
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A_SetArg = "A_SetArg(int position, int value)";
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A_SetDamageType = "A_SetDamageType(string \"damagetype\")";
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A_SetDamageType = "A_SetDamageType(string damagetype)";
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A_SetFloat = "A_SetFloat";
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A_SetFloorClip = "A_SetFloorClip";
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A_SetInvulnerable = "A_SetInvulnerable";
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@ -191,7 +194,7 @@ keywords
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A_Weave = "A_Weave(int horzspeed, int vertspeed, float horzdist, float vertdist)";
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A_Warp = "A_Warp(int ptr_destination, float x-offset, float y-offset, float z-offset, float angle, int flags , state success_state)";
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A_Countdown = "A_Countdown";
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A_CountdownArg = "A_CountdownArg(int arg[, str targstate])";
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A_CountdownArg = "A_CountdownArg(int arg[, string targstate])";
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A_Stop = "A_Stop";
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//Inventory functions
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A_GiveInventory = "A_GiveInventory(string type, int count[, pointer giveto])";
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@ -201,16 +204,16 @@ keywords
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A_TakeFromTarget = "A_TakeFromTarget(string type, int count[, pointer takefrom])";
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A_DropInventory = "A_DropInventory(string type)";
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A_SelectWeapon = "A_SelectWeapon(string type)";
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A_RadiusGive = "A_RadiusGive(str item, fixed distance, int flags, int amount)";
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A_RadiusGive = "A_RadiusGive(string item, fixed distance, int flags, int amount)";
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//Weapon functions
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A_WeaponReady = "A_WeaponReady[(int flags)]";
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A_Lower = "A_Lower";
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A_Raise = "A_Raise";
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A_ReFire = "A_ReFire[(str \"state\")]";
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A_ReFire = "A_ReFire[(string state)]";
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A_ClearReFire = "A_ClearReFire";
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A_GunFlash = "A_GunFlash[(str state[, int flags])]";
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A_GunFlash = "A_GunFlash[(string state[, int flags])]";
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A_CheckReload = "A_CheckReload";
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A_CheckForReload = "A_CheckForReload(int counter, str state[, bool dontincrement])";
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A_CheckForReload = "A_CheckForReload(int counter, string state[, bool dontincrement])";
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A_ResetReloadCounter = "A_ResetReloadCounter";
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A_Light = "A_Light(int intensity)";
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A_Light0 = "A_Light0";
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@ -218,15 +221,15 @@ keywords
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A_Light2 = "A_Light2";
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A_LightInverse = "A_LightInverse";
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A_Recoil = "A_Recoil(float force)";
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A_ZoomFactor = "A_ZoomFactor(float zoom [, int flags])";
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A_ZoomFactor = "A_ZoomFactor(float zoom[, int flags])";
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A_SetCrosshair = "A_SetCrosshair(int number)";
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//Weapon attack functions
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A_Punch = "A_Punch";
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A_Saw = "A_Saw[(string fullsound [, string hitsound [, int damage [, string pufftype[, int flags[, float range[, float spread_xy[, float spread_z[, float lifesteal]]]]]]]])]";
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A_CustomPunch = "A_CustomPunch(int damage [, bool norandom [, int flags [, string pufftype, [float range[, float lifesteal]]]]])";
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A_FireBullets = "A_FireBullets(angle spread_horz, angle spread_vert, int numbullets, int damage [, string pufftype [,int flags [, float range]]])";
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A_FireCustomMissile = "A_FireCustomMissile(string missiletype [, angle angle [, bool useammo [, int spawnofs_horz [, int spawnheight [, bool aim OR int flags [, angle pitch]]]]]])";
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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]]]]]]]]]]]]]])";
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A_Saw = "A_Saw[(string fullsound[, string hitsound[, int damage[, string pufftype[, int flags[, float range[, float spread_xy[, float spread_z[, float lifesteal]]]]]]]])]";
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A_CustomPunch = "A_CustomPunch(int damage[, bool norandom[, int flags[, string pufftype, [float range[, float lifesteal]]]]])";
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A_FireBullets = "A_FireBullets(angle spread_horz, angle spread_vert, int numbullets, int damage[, string pufftype[,int flags[, float range]]])";
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A_FireCustomMissile = "A_FireCustomMissile(string missiletype[, angle angle[, bool useammo[, int spawnofs_horz[, int spawnheight[, bool aim OR int flags[, angle pitch]]]]]])";
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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]]]]]]]]]]]]]])";
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A_FireAssaultGun = "A_FireAssaultGun";
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A_FireBFG = "A_FireBFG";
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A_FireOldBFG = "A_FireOldBFG";
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A_FireMissile = "A_FireMissile";
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A_FirePlasma = "A_FirePlasma";
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//Script functions
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ACS_NamedExecute = "ACS_NamedExecute(string script, int map, int s_arg1, int s_arg2, int s_arg3):bool";
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ACS_NamedSuspend = "ACS_NamedSuspend(string script, int map):bool";
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ACS_NamedTerminate = "ACS_NamedTerminate(string script, int map):bool";
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ACS_NamedLockedExecute = "ACS_NamedLockedExecute(string script, int map, int s_arg1, int s_arg2, int lock):bool";
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ACS_NamedLockedExecuteDoor = "ACS_NamedLockedExecuteDoor(string script, int map, int s_arg1, int s_arg2, int lock):bool";
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ACS_NamedExecuteWithResult = "ACS_NamedExecuteWithResult(string script, int s_arg1, int s_arg2, int s_arg3):int";
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ACS_NamedExecuteAlways = "ACS_NamedExecuteAlways(string script, int map, int s_arg1, int s_arg2, int s_arg3):bool";
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ACS_NamedExecute = "bool ACS_NamedExecute(string script, int map, int s_arg1, int s_arg2, int s_arg3)";
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ACS_NamedSuspend = "bool ACS_NamedSuspend(string script, int map)";
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ACS_NamedTerminate = "bool ACS_NamedTerminate(string script, int map)";
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ACS_NamedLockedExecute = "bool ACS_NamedLockedExecute(string script, int map, int s_arg1, int s_arg2, int lock)";
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ACS_NamedLockedExecuteDoor = "bool ACS_NamedLockedExecuteDoor(string script, int map, int s_arg1, int s_arg2, int lock)";
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ACS_NamedExecuteWithResult = "int ACS_NamedExecuteWithResult(string script, int s_arg1, int s_arg2, int s_arg3)";
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ACS_NamedExecuteAlways = "bool ACS_NamedExecuteAlways(string script, int map, int s_arg1, int s_arg2, int s_arg3)";
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//Original Doom/Strife monster attacks
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A_PosAttack = "A_PosAttack";
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A_SPosAttack = "A_SPosAttack";
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A_FatAttack2 = "A_FatAttack2[(string spawntype)]";
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A_FatAttack3 = "A_FatAttack3[(string spawntype)]";
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A_VileTarget = "A_VileTarget[(string type)]";
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A_VileAttack = "A_VileAttack(str sound, int initialdamage, int blastdamage, int blastradius, float thrustfactor, str damagetype)";
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A_VileAttack = "A_VileAttack(string sound, int initialdamage, int blastdamage, int blastradius, float thrustfactor, stringdamagetype)";
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A_BrainSpit = "A_BrainSpit[(string spawntype)]";
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A_SpawnFly = "A_SpawnFly[(string FogActor)]";
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A_SpawnSound = "A_SpawnSound";
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A_BrainScream = "A_BrainScream";
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A_BrainExplode = "A_BrainExplode";
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A_Mushroom = "A_Mushroom[(string spawntype [, int amount[, int flags[, float vrange[, float hrange]]]])]";
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A_M_Saw = "A_M_Saw[(string fullsound [, string hitsound [, int damage [, string pufftype]]])]";
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A_Mushroom = "A_Mushroom[(string spawntype[, int amount[, int flags[, float vrange[, float hrange]]]])]";
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A_M_Saw = "A_M_Saw[(string fullsound[, string hitsound[, int damage[, string pufftype]]])]";
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A_SentinelRefire = "A_SentinelRefire";
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A_BetaSkullAttack = "A_BetaSkullAttack";
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//Miscellaneous functions for Doom
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A_SkelWhoosh = "A_SkelWhoosh";
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A_StartFire = "A_StartFire";
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A_FireCrackle = "A_FireCrackle";
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A_BFGSpray = "A_BFGSpray[(string flashtype [, int numrays [, int damage]])]";
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A_BFGSpray = "A_BFGSpray[(string flashtype[, int numrays[, int damage]])]";
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A_BarrelDestroy = "A_BarrelDestroy";
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//state keywords
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Light = "Light(string \"lightname\")";
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//State keywords
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Light = "Light(string lightname)";
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Offset = "Offset(int x, int y)";
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//Special functions
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CheckClass = "bool CheckClass(string classname[, int ptr_select = aaptr_default[, bool match_superclass = false]])";
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}
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constants
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