mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-25 05:11:56 +00:00
added several compilers
This commit is contained in:
parent
84a3749f6e
commit
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8 changed files with 733 additions and 0 deletions
BIN
Build/Compilers/ZenNode.exe
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Build/Compilers/ZenNode.exe
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Build/Compilers/acc.exe
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Build/Compilers/acc.exe
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Build/Compilers/bsp-w32.exe
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Build/Compilers/bsp-w32.exe
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Build/Compilers/zcommon.acs
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Build/Compilers/zcommon.acs
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//**************************************************************************
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//**
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//** zcommon.acs
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//**
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//**************************************************************************
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// If you are not using the -h command line switch and do not want to use
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||||
// WadAuthor's error checker, you can uncomment the following line to shave
|
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// a few bytes off the size of compiled scripts.
|
||||
//#nowadauthor
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#include "zspecial.acs"
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#include "zdefs.acs"
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#include "zwvars.acs"
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Build/Compilers/zdbsp.exe
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Build/Compilers/zdbsp.exe
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515
Build/Compilers/zdefs.acs
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Build/Compilers/zdefs.acs
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|
||||
//**************************************************************************
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||||
//**
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||||
//** zdefs.acs
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||||
//**
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||||
//** Common definitions for use when compiling ACS scripts for ZDoom
|
||||
//**
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||||
//**************************************************************************
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||||
|
||||
#define TRUE 1
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||||
#define FALSE 0
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||||
#define ON 1
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||||
#define OFF 0
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||||
#define YES 1
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||||
#define NO 0
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||||
|
||||
#define LINE_FRONT 0
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||||
#define LINE_BACK 1
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||||
|
||||
#define SIDE_FRONT 0
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#define SIDE_BACK 1
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#define TEXTURE_TOP 0
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#define TEXTURE_MIDDLE 1
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#define TEXTURE_BOTTOM 2
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||||
|
||||
#define GAME_SINGLE_PLAYER 0
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||||
#define GAME_NET_COOPERATIVE 1
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||||
#define GAME_NET_DEATHMATCH 2
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||||
#define GAME_TITLE_MAP 3
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|
||||
// Classes are only useful with Hexen
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#define CLASS_FIGHTER 0
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#define CLASS_CLERIC 1
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#define CLASS_MAGE 2
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||||
|
||||
#define SKILL_VERY_EASY 0
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#define SKILL_EASY 1
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||||
#define SKILL_NORMAL 2
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||||
#define SKILL_HARD 3
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||||
#define SKILL_VERY_HARD 4
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||||
|
||||
#define BLOCK_NOTHING 0
|
||||
#define BLOCK_CREATURES 1
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#define BLOCK_EVERYTHING 2
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#define BLOCK_RAILING 3
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||||
|
||||
#define SCROLL 0
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||||
#define CARRY 1
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||||
#define SCROLL_AND_CARRY 2
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||||
|
||||
// Means-of-death for Sector_SetDamage --------------------------------------
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||||
|
||||
#define MOD_UNKNOWN 0
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||||
#define MOD_ROCKET 5
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#define MOD_R_SPLASH 6
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#define MOD_PLASMARIFLE 7
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||||
#define MOD_BFG_BOOM 8
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||||
#define MOD_BFG_SPLASH 9
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#define MOD_CHAINSAW 10
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||||
#define MOD_SSHOTGUN 11
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||||
#define MOD_WATER 12
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#define MOD_SLIME 13
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||||
#define MOD_LAVA 14
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||||
#define MOD_CRUSH 15
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||||
#define MOD_TELEFRAG 16
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#define MOD_FALLING 17
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#define MOD_SUICIDE 18
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#define MOD_BARREL 19
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#define MOD_EXIT 20
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#define MOD_SPLASH 21
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#define MOD_HIT 22
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#define MOD_RAILGUN 23
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#define MOD_ICE 24
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#define MOD_DISINTEGRATE 25
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#define MOD_POISON 26
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#define MOD_ELECTRIC 27
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|
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// Return values for PlayMovie ----------------------------------------------
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#define MOVIE_Played 0
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#define MOVIE_Played_NoVideo 1
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||||
#define MOVIE_Played_Aborted 2
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#define MOVIE_Failed -1
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||||
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|
||||
// Player properties --------------------------------------------------------
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||||
|
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#define PROP_FROZEN 0
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#define PROP_NOTARGET 1
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||||
#define PROP_INSTANTWEAPONSWITCH 2
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#define PROP_FLY 3
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||||
#define PROP_TOTALLYFROZEN 4
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|
||||
// The following properties correspond to powers given by certain items
|
||||
#define PROP_INVULNERABILITY 5
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||||
#define PROP_STRENGTH 6
|
||||
#define PROP_INVISIBILITY 7
|
||||
#define PROP_RADIATIONSUIT 8
|
||||
#define PROP_ALLMAP 9
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||||
#define PROP_INFRARED 10
|
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#define PROP_WEAPONLEVEL2 11
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#define PROP_FLIGHT 12
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#define PROP_SPEED 15
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|
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// Text colors --------------------------------------------------------------
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||||
|
||||
#define CR_UNTRANSLATED -1
|
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#define CR_BRICK 0
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#define CR_TAN 1
|
||||
#define CR_GRAY 2
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#define CR_GREY 2
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||||
#define CR_GREEN 3
|
||||
#define CR_BROWN 4
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#define CR_GOLD 5
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||||
#define CR_RED 6
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#define CR_BLUE 7
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||||
#define CR_ORANGE 8
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#define CR_WHITE 9
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#define CR_YELLOW 10
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#define CR_BLACK 12
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||||
#define CR_LIGHTBLUE 13
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#define CR_CREAM 14
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#define CR_OLIVE 15
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#define CR_DARKGREEN 16
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#define CR_DARKRED 17
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#define CR_DARKBROWN 18
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#define CR_PURPLE 19
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#define CR_DARKGRAY 20
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#define CR_DARKGREY 20
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// HUD message types --------------------------------------------------------
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#define HUDMSG_PLAIN 0
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#define HUDMSG_FADEOUT 1
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#define HUDMSG_TYPEON 2
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#define HUDMSG_FADEINOUT 3
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// OR this with one of the above to log the hudmessage to the console.
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// i.e. instead of HUDMSG_PLAIN, you can use HUDMSG_PLAIN | HUDMSG_LOG
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#define HUDMSG_LOG 0x80000000
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|
||||
// OR this with one of the above if the color you passed is a string
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||||
// instead of one of the CR_ constants.
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#define HUDMSG_COLORSTRING 0x40000000
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// "Scripted" Marine weapon types -------------------------------------------
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#define MARINEWEAPON_Dummy 0
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#define MARINEWEAPON_Fist 1
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#define MARINEWEAPON_BerserkFist 2
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||||
#define MARINEWEAPON_Chainsaw 3
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#define MARINEWEAPON_Pistol 4
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#define MARINEWEAPON_Shotgun 5
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#define MARINEWEAPON_SuperShotgun 6
|
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#define MARINEWEAPON_Chaingun 7
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#define MARINEWEAPON_RocketLauncher 8
|
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#define MARINEWEAPON_PlasmaRifle 9
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#define MARINEWEAPON_Railgun 10
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||||
#define MARINEWEAPON_BFG 11
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|
||||
// Actor properties you can get/set -----------------------------------------
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|
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#define APROP_Health 0
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#define APROP_Speed 1
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#define APROP_Damage 2
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#define APROP_Alpha 3
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#define APROP_RenderStyle 4
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#define APROP_Ambush 10
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#define APROP_Invulnerable 11
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#define APROP_JumpZ 12
|
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#define APROP_ChaseGoal 13
|
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#define APROP_Frightened 14
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#define APROP_SeeSound 5 // Sounds can only be set, not gotten
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#define APROP_AttackSound 6
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#define APROP_PainSound 7
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#define APROP_DeathSound 8
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#define APROP_ActiveSound 9
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// Render Styles ------------------------------------------------------------
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#define STYLE_None 0 // Do not draw
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#define STYLE_Normal 1 // Normal; just copy the image to the screen
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#define STYLE_Fuzzy 2 // Draw silhouette using "fuzz" effect
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#define STYLE_SoulTrans 3 // Draw translucent with amount in r_transsouls
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#define STYLE_OptFuzzy 4 // Draw as fuzzy or translucent, based on user preference
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#define STYLE_Translucent 64 // Draw translucent
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#define STYLE_Add 65 // Draw additive
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||||
|
||||
// Properties you can use with GetLevelInfo() -------------------------------
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||||
|
||||
#define LEVELINFO_PAR_TIME 0
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||||
#define LEVELINFO_CLUSTERNUM 1
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||||
#define LEVELINFO_LEVELNUM 2
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||||
#define LEVELINFO_TOTAL_SECRETS 3
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#define LEVELINFO_FOUND_SECRETS 4
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#define LEVELINFO_TOTAL_ITEMS 5
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#define LEVELINFO_FOUND_ITEMS 6
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#define LEVELINFO_TOTAL_MONSTERS 7
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||||
#define LEVELINFO_KILLED_MONSTERS 8
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||||
#define LEVELINFO_SUCK_TIME 9
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||||
|
||||
// Properties you can use with GetPlayerInfo() ------------------------------
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#define PLAYERINFO_TEAM 0
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#define PLAYERINFO_AIMDIST 1
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#define PLAYERINFO_COLOR 2
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#define PLAYERINFO_GENDER 3
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#define PLAYERINFO_NEVERSWITCH 4
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#define PLAYERINFO_MOVEBOB 5
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#define PLAYERINFO_STILLBOB 6
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#define PLAYERINFO_PLAYERCLASS 7
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||||
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||||
// Flags for ReplaceTextures ------------------------------------------------
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#define NOT_BOTTOM 1
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#define NOT_MIDDLE 2
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#define NOT_TOP 4
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#define NOT_FLOOR 8
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#define NOT_CEILING 16
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||||
// Flags for SectorDamage ---------------------------------------------------
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#define DAMAGE_PLAYERS 1
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#define DAMAGE_NONPLAYERS 2
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#define DAMAGE_IN_AIR 4
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#define DAMAGE_SUBCLASSES_PROTECT 8
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// Shared spawnable things from Hexen. You can spawn these in the other -----
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// games if you provide sprites for them, otherwise they'll be invisible. ---
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#define T_ROCK1 41
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#define T_ROCK2 42
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#define T_ROCK3 43
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||||
#define T_DIRT1 44
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||||
#define T_DIRT2 45
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||||
#define T_DIRT3 46
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#define T_DIRT4 47
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#define T_DIRT5 48
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#define T_DIRT6 49
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#define T_STAINEDGLASS1 54
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#define T_STAINEDGLASS2 55
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#define T_STAINEDGLASS3 56
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#define T_STAINEDGLASS4 57
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#define T_STAINEDGLASS5 58
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#define T_STAINEDGLASS6 59
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#define T_STAINEDGLASS7 60
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#define T_STAINEDGLASS8 61
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#define T_STAINEDGLASS9 62
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#define T_STAINEDGLASS0 63
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// Doom Spawnable things (used for thingcount() and thing spawners) ---------
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#define T_NONE 0
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#define T_SHOTGUY 1
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#define T_CHAINGUY 2
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#define T_BARON 3
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||||
#define T_ZOMBIE 4
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#define T_IMP 5
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||||
#define T_ARACHNOTRON 6
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||||
#define T_SPIDERMASTERMIND 7
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||||
#define T_DEMON 8
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||||
#define T_SPECTRE 9
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||||
#define T_IMPFIREBALL 10
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||||
#define T_CLIP 11
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||||
#define T_SHELLS 12
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#define T_CACODEMON 19
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#define T_REVENANT 20
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||||
#define T_BRIDGE 21
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#define T_ARMORBONUS 22
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#define T_STIMPACK 23
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||||
#define T_MEDKIT 24
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||||
#define T_SOULSPHERE 25
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#define T_SHOTGUN 27
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||||
#define T_CHAINGUN 28
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#define T_ROCKETLAUNCHER 29
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#define T_PLASMAGUN 30
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#define T_BFG 31
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#define T_CHAINSAW 32
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#define T_SUPERSHOTGUN 33
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#define T_PLASMABOLT 51
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#define T_TRACER 53
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#define T_GREENARMOR 68
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#define T_BLUEARMOR 69
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#define T_CELL 75
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||||
#define T_BLUEKEYCARD 85
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||||
#define T_REDKEYCARD 86
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||||
#define T_YELLOWKEYCARD 87
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||||
#define T_YELLOWSKULLKEY 88
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||||
#define T_REDSKULLKEY 89
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||||
#define T_BLUESKULLKEY 90
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||||
#define T_TEMPLARGEFLAME 98
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||||
#define T_STEALTHBARON 100
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||||
#define T_STEALTHKNIGHT 101
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||||
#define T_STEALTHZOMBIE 102
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#define T_STEALTHSHOTGUY 103
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||||
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#define T_LOSTSOUL 110
|
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#define T_VILE 111
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||||
#define T_MANCUBUS 112
|
||||
#define T_HELLKNIGHT 113
|
||||
#define T_CYBERDEMON 114
|
||||
#define T_PAINELEMENTAL 115
|
||||
#define T_WOLFSS 116
|
||||
#define T_STEALTHARACHNOTRON 117
|
||||
#define T_STEALTHVILE 118
|
||||
#define T_STEALTHCACODEMON 119
|
||||
#define T_STEALTHCHAINGUY 120
|
||||
#define T_STEALTHSERGEANT 121
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||||
#define T_STEALTHIMP 122
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||||
#define T_STEALTHMANCUBUS 123
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||||
#define T_STEALTHREVENANT 124
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||||
#define T_BARREL 125
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||||
#define T_CACODEMONSHOT 126
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||||
#define T_ROCKET 127
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||||
#define T_BFGSHOT 128
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||||
#define T_ARACHNOTRONPLASMA 129
|
||||
#define T_BLOOD 130
|
||||
#define T_PUFF 131
|
||||
#define T_MEGASPHERE 132
|
||||
#define T_INVULNERABILITY 133
|
||||
#define T_BERSERK 134
|
||||
#define T_INVISIBILITY 135
|
||||
#define T_IRONFEET 136
|
||||
#define T_COMPUTERMAP 137
|
||||
#define T_LIGHTAMP 138
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||||
#define T_AMMOBOX 139
|
||||
#define T_ROCKETAMMO 140
|
||||
#define T_ROCKETBOX 141
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||||
#define T_BATTERY 142
|
||||
#define T_SHELLBOX 143
|
||||
#define T_BACKPACK 144
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||||
#define T_GUTS 145
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||||
#define T_BLOODPOOL 146
|
||||
#define T_BLOODPOOL1 147
|
||||
#define T_BLOODPOOL2 148
|
||||
#define T_FLAMINGBARREL 149
|
||||
#define T_BRAINS 150
|
||||
#define T_SCRIPTEDMARINE 151
|
||||
#define T_HEALTHBONUS 152
|
||||
#define T_MANCUBUSSHOT 153
|
||||
#define T_BARONBALL 154
|
||||
|
||||
// Heretic Spawnable things (used for thingcount() and thing spawners) ------
|
||||
|
||||
#define T_CLINK 1
|
||||
#define T_MUMMYLEADER 2
|
||||
#define T_BEAST 3
|
||||
#define T_MUMMY 4
|
||||
//#define T_IMP 5 // Defined above
|
||||
#define T_KNIGHT 6
|
||||
#define T_IMPLEADER 7
|
||||
#define T_MUMMYGHOST 8
|
||||
#define T_MUMMYLEADERGHOST 9
|
||||
//#define T_IMPFIREBALL 10
|
||||
#define T_WIMPYWANDAMMO 11
|
||||
#define T_HEFTYWANDAMMO 12
|
||||
#define T_ITEMEGG 14
|
||||
#define T_ITEMFLIGHT 15
|
||||
#define T_ITEMTELEPORT 18
|
||||
#define T_WIZARD 19
|
||||
#define T_IRONLICH 20
|
||||
#define T_ITEMHEALTHPOTION 23
|
||||
#define T_ITEMHEALTHFLASH 24
|
||||
#define T_ITEMHEALTHFULL 25
|
||||
#define T_CROSSBOW 27
|
||||
#define T_BLASTER 28
|
||||
#define T_PHOENIXROD 29
|
||||
#define T_SKULLROD 30
|
||||
#define T_MACE 31
|
||||
#define T_GAUNTLETS 32
|
||||
#define T_WIMPYCROSSBOWAMMO 33
|
||||
#define T_HEFTYCROSSBOWAMMO 34
|
||||
#define T_WIMPYMACEAMMO 35
|
||||
#define T_HEFTYMACEAMMO 36
|
||||
#define T_WIMPYBLASTERAMMO 37
|
||||
#define T_HEFTYBLASTERAMMO 38
|
||||
#define T_MORPHBLAST 40
|
||||
#define T_SHIELD1 68
|
||||
#define T_SHIELD2 69
|
||||
#define T_ITEMTIMEBOMB 72
|
||||
#define T_ITEMTORCH 73
|
||||
#define T_BLUEKEY 85
|
||||
#define T_GREENKEY 86
|
||||
#define T_YELLOWKEY 87
|
||||
|
||||
#define T_SOUND_WIND 110
|
||||
#define T_SOUND_WATERFALL 111
|
||||
|
||||
#define T_BEASTBALL 120
|
||||
#define T_FEATHER 121
|
||||
#define T_CHICKEN 122
|
||||
#define T_VOLCANOBALL 123
|
||||
#define T_TINYVOLCANOBALL 124
|
||||
#define T_POD 125
|
||||
#define T_PODGENERATOR 126
|
||||
#define T_KNIGHTAXE 127
|
||||
#define T_KNIGHTBLOODAXE 128
|
||||
#define T_KNIGHTGHOST 129
|
||||
#define T_MUMMYHEAD 131
|
||||
#define T_SNAKE 132
|
||||
#define T_ITEMINVULNERABILITY 133
|
||||
#define T_ITEMTOME 134
|
||||
#define T_ITEMINVISIBILITY 135
|
||||
#define T_ITEMBAGOFHOLDING 136
|
||||
#define T_ITEMALLMAP 137
|
||||
#define T_SNAKEPROJECTILE 138
|
||||
#define T_SNAKEPROJECTILEBIG 139
|
||||
#define T_WIZARDSHOT 140
|
||||
|
||||
// All D'Sparil teleport destinations must be spawned before D'Sparil alone.
|
||||
// D'Sparil can be spawned alone manually, and he is also spawned automatically
|
||||
// when he "dies" on his serpent.
|
||||
#define T_DSPARILTELEPORTDEST 141
|
||||
#define T_DSPARILONSERPENT 142
|
||||
#define T_DSPARILALONE 143
|
||||
#define T_SERPENTFIREBALL 144
|
||||
#define T_DSPARILBLUESHOT 145
|
||||
#define T_DSPARILWIZARDSPAWNER 146
|
||||
|
||||
#define T_CROSSBOWMAINBLAST 147
|
||||
#define T_CROSSBOWMINIBLAST 148
|
||||
#define T_CROSSBOWPOWERBLAST 149
|
||||
#define T_VOLCANO 150
|
||||
#define T_POWERWANDMINIBLAST 151
|
||||
#define T_POWERWANDBIGGERBLAST 152
|
||||
#define T_DEATHBALL 153
|
||||
#define T_NOGRAVITYMACEBALL 154
|
||||
#define T_BOUNCYMACEBALL 155
|
||||
#define T_HEAVYMACEBALL 156
|
||||
#define T_RIPPER 157
|
||||
#define T_WIMPYSKULLRODAMMO 158
|
||||
#define T_HEFTYSKULLRODAMMO 159
|
||||
#define T_SKULLRODBLAST 160
|
||||
#define T_WIMPYPHOENIXRODAMMO 161
|
||||
#define T_HEFTYPHOENIXRODAMMO 162
|
||||
#define T_PHOENIXSHOT 163
|
||||
#define T_IRONLICHBLUESHOT 164
|
||||
#define T_WHIRLWIND 165
|
||||
#define T_REDTELEGLITTER 166
|
||||
#define T_BLUETELEGLITTER 167
|
||||
|
||||
// Events when you have input grabbed
|
||||
|
||||
#define EV_KeyDown 1 // data1: unshifted ASCII, data2: shifted ASCII
|
||||
#define EV_KeyRepeat 2 // data1: unshifted ASCII, data2: shifted ASCII
|
||||
#define EV_KeyUp 3 // data1: unshifted ASCII, data2: shifted ASCII
|
||||
#define EV_Char 4 // data1: translated character for text input
|
||||
#define EV_MouseMove 5 // data1: x, data2: y
|
||||
#define EV_LButtonDown 6
|
||||
#define EV_LButtonUp 7
|
||||
#define EV_LButtonDblClick 8
|
||||
#define EV_MButtonDown 9
|
||||
#define EV_MButtonUp 10
|
||||
#define EV_MButtonDblClick 11
|
||||
#define EV_RButtonDown 12
|
||||
#define EV_RButtonUp 13
|
||||
#define EV_RButtonDblClick 14
|
||||
#define EV_WheelDown 15
|
||||
#define EV_WheelUp 16
|
||||
|
||||
// Key modifiers (or'd with event type)
|
||||
|
||||
#define GKM_SHIFT 256
|
||||
#define GKM_CTRL 512
|
||||
#define GKM_ALT 1024
|
||||
|
||||
// Button modifiers are only valid for EV_MouseMove events
|
||||
|
||||
#define GKM_LBUTTON 2048
|
||||
#define GKM_MBUTTON 4096
|
||||
#define GKM_RBUTTON 8192
|
||||
|
||||
// Special codes for some GUI keys, including a few real ASCII codes.
|
||||
|
||||
#define GK_PGDN 1
|
||||
#define GK_PGUP 2
|
||||
#define GK_HOME 3
|
||||
#define GK_END 4
|
||||
#define GK_LEFT 5
|
||||
#define GK_RIGHT 6
|
||||
#define GK_ALERT 7 // ASCII bell
|
||||
#define GK_BACKSPACE 8 // ASCII
|
||||
#define GK_TAB 9 // ASCII
|
||||
#define GK_LINEFEED 10 // ASCII
|
||||
#define GK_DOWN 10
|
||||
#define GK_VTAB 11 // ASCII
|
||||
#define GK_UP 11
|
||||
#define GK_FORMFEED 12 // ASCII
|
||||
#define GK_RETURN 13 // ASCII
|
||||
#define GK_F1 14
|
||||
#define GK_F2 15
|
||||
#define GK_F3 16
|
||||
#define GK_F4 17
|
||||
#define GK_F5 18
|
||||
#define GK_F6 19
|
||||
#define GK_F7 20
|
||||
#define GK_F8 21
|
||||
#define GK_F9 22
|
||||
#define GK_F10 23
|
||||
#define GK_F11 24
|
||||
#define GK_F12 25
|
||||
#define GK_DEL 26
|
||||
#define GK_ESCAPE 27 // ASCII
|
||||
#define GK_FREE1 28
|
||||
#define GK_FREE2 29
|
||||
#define GK_FREE3 30
|
||||
#define GK_CESCAPE 31 // color escape
|
||||
|
||||
#define CHANGELEVEL_KEEPFACING 1
|
||||
#define CHANGELEVEL_RESETINVENTORY 2
|
||||
#define CHANGELEVEL_NOMONSTERS 4
|
||||
#define CHANGELEVEL_CHANGESKILL 8
|
||||
#define CHANGELEVEL_NOINTERMISSION 16
|
195
Build/Compilers/zspecial.acs
Normal file
195
Build/Compilers/zspecial.acs
Normal file
|
@ -0,0 +1,195 @@
|
|||
//**************************************************************************
|
||||
//**
|
||||
//** zspecials.acs
|
||||
//**
|
||||
//**************************************************************************
|
||||
|
||||
special
|
||||
80:ACS_Execute(2,5),
|
||||
81:ACS_Suspend(2),
|
||||
82:ACS_Terminate(2),
|
||||
83:ACS_LockedExecute(5),
|
||||
85:ACS_LockedExecuteDoor(5),
|
||||
42:Ceiling_CrushAndRaise(3),
|
||||
44:Ceiling_CrushStop(1),
|
||||
43:Ceiling_LowerAndCrush(3),
|
||||
40:Ceiling_LowerByValue(3),
|
||||
41:Ceiling_RaiseByValue(3),
|
||||
45:Ceiling_CrushRaiseAndStay(3),
|
||||
69:Ceiling_MoveToValueTimes8(4),
|
||||
10:Door_Close(2),
|
||||
11:Door_Open(2,3),
|
||||
12:Door_Raise(3,4),
|
||||
13:Door_LockedRaise(4,5),
|
||||
20:Floor_LowerByValue(3),
|
||||
36:Floor_LowerByValueTimes8(3),
|
||||
66:Floor_LowerInstant(3),
|
||||
68:Floor_MoveToValueTimes8(4),
|
||||
21:Floor_LowerToLowest(2),
|
||||
22:Floor_LowerToNearest(2),
|
||||
28:Floor_RaiseAndCrush(3),
|
||||
23:Floor_RaiseByValue(3),
|
||||
35:Floor_RaiseByValueTimes8(3),
|
||||
67:Floor_RaiseInstant(3),
|
||||
24:Floor_RaiseToHighest(2),
|
||||
25:Floor_RaiseToNearest(2),
|
||||
95:FloorAndCeiling_LowerByValue(3),
|
||||
96:FloorAndCeiling_RaiseByValue(3),
|
||||
46:Floor_CrushStop(1),
|
||||
109:Light_ForceLightning(1),
|
||||
110:Light_RaiseByValue(2),
|
||||
111:Light_LowerByValue(2),
|
||||
112:Light_ChangeToValue(2),
|
||||
113:Light_Fade(3),
|
||||
114:Light_Glow(4),
|
||||
115:Light_Flicker(3),
|
||||
116:Light_Strobe(5),
|
||||
117:Light_Stop(1),
|
||||
29:Pillar_Build(3),
|
||||
94:Pillar_BuildAndCrush(4),
|
||||
30:Pillar_Open(4),
|
||||
62:Plat_DownWaitUpStay(3),
|
||||
63:Plat_DownByValue(4),
|
||||
64:Plat_UpWaitDownStay(3),
|
||||
65:Plat_UpByValue(4),
|
||||
60:Plat_PerpetualRaise(3),
|
||||
61:Plat_Stop(1),
|
||||
6:Polyobj_MoveTimes8(4),
|
||||
4:Polyobj_Move(4),
|
||||
2:Polyobj_RotateLeft(3),
|
||||
3:Polyobj_RotateRight(3),
|
||||
7:Polyobj_DoorSwing(4),
|
||||
8:Polyobj_DoorSlide(5),
|
||||
93:Polyobj_OR_MoveTimes8(4),
|
||||
92:Polyobj_OR_Move(4),
|
||||
90:Polyobj_OR_RotateLeft(3),
|
||||
91:Polyobj_OR_RotateRight(3),
|
||||
120:Radius_Quake(5),
|
||||
140:Sector_ChangeSound(2),
|
||||
26:Stairs_BuildDown(5),
|
||||
27:Stairs_BuildUp(5),
|
||||
31:Stairs_BuildDownSync(4),
|
||||
32:Stairs_BuildUpSync(4),
|
||||
70:Teleport(1,3),
|
||||
71:Teleport_NoFog(1,3),
|
||||
74:Teleport_NewMap(2,3),
|
||||
75:Teleport_EndGame(0),
|
||||
72:ThrustThing(2,4),
|
||||
73:DamageThing(1),
|
||||
130:Thing_Activate(1),
|
||||
131:Thing_Deactivate(1),
|
||||
133:Thing_Destroy(1,2),
|
||||
134:Thing_Projectile(5),
|
||||
136:Thing_ProjectileGravity(5),
|
||||
132:Thing_Remove(1),
|
||||
135:Thing_Spawn(3,4),
|
||||
137:Thing_SpawnNoFog(3,4),
|
||||
138:Floor_Waggle(5),
|
||||
|
||||
9:Line_Horizon(0),
|
||||
14:Door_Animated(3),
|
||||
15:Autosave(0),
|
||||
17:Thing_Raise(1),
|
||||
18:StartConversation(1,2),
|
||||
33:ForceField(0),
|
||||
34:ClearForceField(1),
|
||||
38:Ceiling_Waggle(5),
|
||||
39:Teleport_ZombieChanger(2),
|
||||
49:GlassBreak(0,1),
|
||||
76:TeleportOther(3),
|
||||
77:TeleportGroup(5),
|
||||
78:TeleportInSector(4,5),
|
||||
84:ACS_ExecuteWithResult(1,4),
|
||||
119:Thing_Damage(2,3),
|
||||
125:Thing_Move(2,3),
|
||||
127:Thing_SetSpecial(5),
|
||||
128:ThrustThingZ(4),
|
||||
139:Thing_SpawnFacing(2,4),
|
||||
159:Sector_SetPlaneReflection(3), // GZDoom only!
|
||||
//160:Sector_Set3DFloor // GZDoom/Vavoom
|
||||
//161:Sector_SetContents // Vavoom
|
||||
170:Sector_SetCeilingScale2(3),
|
||||
171:Sector_SetFloorScale2(3),
|
||||
172:Plat_UpNearestWaitDownStay(3),
|
||||
173:NoiseAlert(2),
|
||||
174:SendToCommunicator(4),
|
||||
175:Thing_ProjectileIntercept(5),
|
||||
176:Thing_ChangeTID(2),
|
||||
177:Thing_Hate(2,3),
|
||||
178:Thing_ProjectileAimed(4,5),
|
||||
179:ChangeSkill(1),
|
||||
180:Thing_SetTranslation(2),
|
||||
// 181:Plane_Align,
|
||||
182:Line_Mirror(0),
|
||||
183:Line_AlignCeiling(2),
|
||||
184:Line_AlignFloor(2),
|
||||
185:Sector_SetRotation(3),
|
||||
186:Sector_SetCeilingPanning(5),
|
||||
187:Sector_SetFloorPanning(5),
|
||||
188:Sector_SetCeilingScale(5),
|
||||
189:Sector_SetFloorScale(5),
|
||||
191:SetPlayerProperty(3),
|
||||
192:Ceiling_LowerToHighestFloor(2),
|
||||
193:Ceiling_LowerInstant(3),
|
||||
194:Ceiling_RaiseInstant(3),
|
||||
195:Ceiling_CrushRaiseAndStayA(4),
|
||||
196:Ceiling_CrushAndRaiseA(4),
|
||||
197:Ceiling_CrushAndRaiseSilentA(4),
|
||||
198:Ceiling_RaiseByValueTimes8(3),
|
||||
199:Ceiling_LowerByValueTimes8(3),
|
||||
200:Generic_Floor(5),
|
||||
201:Generic_Ceiling(5),
|
||||
202:Generic_Door(5),
|
||||
203:Generic_Lift(5),
|
||||
204:Generic_Stairs(5),
|
||||
205:Generic_Crusher(5),
|
||||
206:Plat_DownWaitUpStayLip(4,5),
|
||||
207:Plat_PerpetualRaiseLip(4),
|
||||
208:TranslucentLine(2,3),
|
||||
// 209:Transfer_Heights,
|
||||
// 210:Transfer_FloorLight,
|
||||
// 211:Transfer_CeilingLight,
|
||||
212:Sector_SetColor(4,5),
|
||||
213:Sector_SetFade(4),
|
||||
214:Sector_SetDamage(3),
|
||||
215:Teleport_Line(2),
|
||||
216:Sector_SetGravity(3),
|
||||
217:Stairs_BuildUpDoom(5),
|
||||
218:Sector_SetWind(4),
|
||||
219:Sector_SetFriction(2),
|
||||
220:Sector_SetCurrent(4),
|
||||
221:Scroll_Texture_Both(5),
|
||||
// 222:Scroll_Texture_Model,
|
||||
223:Scroll_Floor(4),
|
||||
224:Scroll_Ceiling(4),
|
||||
// 225:Scroll_Texture_Offsets,
|
||||
226:ACS_ExecuteAlways(2,5),
|
||||
// 227:PointPush_SetForce,
|
||||
228:Plat_RaiseAndStayTx0(2),
|
||||
229:Thing_SetGoal(3,4),
|
||||
230:Plat_UpByValueStayTx(3),
|
||||
231:Plat_ToggleCeiling(1),
|
||||
232:Light_StrobeDoom(3),
|
||||
233:Light_MinNeighbor(1),
|
||||
234:Light_MaxNeighbor(1),
|
||||
235:Floor_TransferTrigger(1),
|
||||
236:Floor_TransferNumeric(1),
|
||||
237:ChangeCamera(3),
|
||||
238:Floor_RaiseToLowestCeiling(2),
|
||||
239:Floor_RaiseByValueTxTy(3),
|
||||
240:Floor_RaiseByTexture(2),
|
||||
241:Floor_LowerToLowestTxTy(2),
|
||||
242:Floor_LowerToHighest(3),
|
||||
243:Exit_Normal(1),
|
||||
244:Exit_Secret(1),
|
||||
245:Elevator_RaiseToNearest(2),
|
||||
246:Elevator_MoveToFloor(2),
|
||||
247:Elevator_LowerToNearest(2),
|
||||
248:HealThing(1,2),
|
||||
249:Door_CloseWaitOpen(3, 4),
|
||||
250:Floor_Donut(3),
|
||||
251:FloorAndCeiling_LowerRaise(3),
|
||||
252:Ceiling_RaiseToNearest(2),
|
||||
253:Ceiling_LowerToLowest(2),
|
||||
254:Ceiling_LowerToFloor(2),
|
||||
255:Ceiling_CrushRaiseAndStaySilA(4);
|
8
Build/Compilers/zwvars.acs
Normal file
8
Build/Compilers/zwvars.acs
Normal file
|
@ -0,0 +1,8 @@
|
|||
|
||||
//**************************************************************************
|
||||
//**
|
||||
//** zwvars.acs
|
||||
//**
|
||||
//**************************************************************************
|
||||
|
||||
// include your world-variable declarations here.
|
Loading…
Reference in a new issue