Updated ZDoom_DECORATE.cfg

This commit is contained in:
MaxED 2014-08-08 11:49:05 +00:00
parent ae0fc036da
commit dc36abb010

View file

@ -24,6 +24,8 @@ keywords
A_Burst = "A_Burst(string classname)";
A_CentaurDefend = "A_CentaurDefend";
A_Chase = "A_Chase[(str \"MeleeState\"[, str \"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_ClearLastHeard = "A_ClearLastHeard";
A_ClearSoundTarget = "A_ClearSoundTarget";
A_ClearTarget = "A_ClearTarget";
@ -125,6 +127,8 @@ keywords
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\")";
//Status changes
A_ActiveAndUnblock = "A_ActiveAndUnblock";
@ -150,6 +154,7 @@ 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_SetFloat = "A_SetFloat";
A_SetFloorClip = "A_SetFloorClip";
A_SetInvulnerable = "A_SetInvulnerable";
@ -191,7 +196,7 @@ keywords
A_GiveInventory = "A_GiveInventory(string type, int count[, pointer giveto])";
A_GiveToTarget = "A_GiveToTarget(string type, int count[, pointer giveto])";
A_TakeInventory = "A_TakeInventory(string type, int count[, int flags[, pointer takefrom]])";
A_DropItem = "A_DropItem(string item, int dropamount = -1 , int chance = 256)\nThe calling actor drops the specified item.\nThis works in a similar way to the DropItem actor property.";
A_DropItem = "A_DropItem(string item[, int dropamount = -1[, int chance = 256]])\nThe calling actor drops the specified item.\nThis works in a similar way to the DropItem actor property.";
A_TakeFromTarget = "A_TakeFromTarget(string type, int count[, pointer takefrom])";
A_DropInventory = "A_DropInventory(string type)";
A_SelectWeapon = "A_SelectWeapon(string type)";
@ -219,7 +224,7 @@ keywords
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[, angle pitch]]]]]])";
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_FireAssaultGun = "A_FireAssaultGun";
A_FireBFG = "A_FireBFG";
@ -309,6 +314,12 @@ constants
No:;
Active:;
Inactive:;
Bounce:;
Bounce.Floor:;
Bounce.Ceiling:;
Bounce.Wall:;
Bounce.Actor:;
Bounce.Actor.Creature:;
//State keywords
//Bright;
Fast;
@ -354,6 +365,35 @@ constants
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_FireCustomMissile flags
FPF_AIMATANGLE;
FPF_TRANSFERTRANSLATION;
//misc flags
MSF_Standard;
MSF_Classic;
@ -373,6 +413,7 @@ constants
ACTLIKEBRIDGE;
NOBLOCKMAP;
MOVEWITHSECTOR;
RELATIVETOFLOOR;
NOLIFTDROP;
SLIDESONWALLS;
NODROPOFF;
@ -405,6 +446,7 @@ constants
ACTIVATEPCROSS;
CANTLEAVEFLOORPIC;
TELESTOMP;
NOTELESTOMP;
STAYMORPHED;
CANBLAST;
NOBLOCKMONST;
@ -415,6 +457,7 @@ constants
SPECTRAL;
FRIGHTENED;
NOTARGET;
NEVERTARGET;
NOINFIGHTING;
NOTIMEFREEZE;
NOFEAR;
@ -437,6 +480,8 @@ constants
NODAMAGE;
DONTRIP;
NOTELEFRAG;
ALWAYSTELEFRAG;
DONTDRAIN;
//Appearance & Sound
BRIGHT;
INVISIBLE;
@ -494,6 +539,7 @@ constants
STEPMISSILE;
ADDITIVEPOISONDAMAGE;
ADDITIVEPOISONDURATION;
NOFORWARDFALL;
//Bouncing
BOUNCEONWALLS;
BOUNCEONFLOORS;
@ -507,6 +553,7 @@ constants
EXPLODEONWATER;
CANBOUNCEWATER;
MBFBOUNCER;
USEBOUNCESTATE;
//Miscellaneous
DROPPED;
ISMONSTER;
@ -530,6 +577,8 @@ constants
BOSSDEATH;
NOINTERACTION;
NOTAUTOAIMED;
NOTONAUTOMAP;
WEAPONSPAWN;
PICKUP;
TOUCHY;
VULNERABLE;
@ -545,4 +594,47 @@ constants
BLASTED;
EXPLOCOUNT;
SKULLFLY;
//Inventory
INVENTORY.QUIET;
INVENTORY.AUTOACTIVATE;
INVENTORY.UNDROPPABLE;
INVENTORY.INVBAR;
INVENTORY.HUBPOWER;
INVENTORY.PERSISTENTPOWER;
INVENTORY.ALWAYSPICKUP;
INVENTORY.FANCYPICKUPSOUND;
INVENTORY.NOATTENPICKUPSOUND;
INVENTORY.BIGPOWERUP;
INVENTORY.NEVERRESPAWN;
INVENTORY.KEEPDEPLETED;
INVENTORY.IGNORESKILL;
INVENTORY.ADDITIVETIME;
INVENTORY.UNTOSSABLE;
INVENTORY.RESTRICTABSOLUTELY;
INVENTORY.NOSCREENFLASH;
INVENTORY.TOSSED;
//Weapons
WEAPON.NOAUTOFIRE;
WEAPON.READYSNDHALF;
WEAPON.DONTBOB;
WEAPON.AXEBLOOD;
WEAPON.NOALERT;
WEAPON.AMMO_OPTIONAL;
WEAPON.ALT_AMMO_OPTIONAL;
WEAPON.AMMO_CHECKBOTH;
WEAPON.PRIMARY_USES_BOTH;
WEAPON.ALT_USES_BOTH;
WEAPON.WIMPY_WEAPON;
WEAPON.POWERED_UP;
WEAPON.STAFF2_KICKBACK;
WEAPON.EXPLOSIVE;
WEAPON.MELEEWEAPON;
WEAPON.BFG;
WEAPON.CHEATNOTWEAPON;
WEAPON.NO_AUTO_SWITCH;
WEAPON.NOAUTOAIM;
//Player
PLAYERPAWN.NOTHRUSTWHENINVUL;
PLAYERPAWN.CANSUPERMORPH;
PLAYERPAWN.CROUCHABLEMORPH;
}