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Updated ZDoom_DECORATE.cfg
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1 changed files with 94 additions and 2 deletions
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@ -24,6 +24,8 @@ keywords
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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_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_ClearLastHeard = "A_ClearLastHeard";
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A_ClearSoundTarget = "A_ClearSoundTarget";
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A_ClearTarget = "A_ClearTarget";
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@ -125,6 +127,8 @@ keywords
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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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//Status changes
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A_ActiveAndUnblock = "A_ActiveAndUnblock";
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@ -150,6 +154,7 @@ 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_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 +196,7 @@ keywords
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A_GiveInventory = "A_GiveInventory(string type, int count[, pointer giveto])";
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A_GiveToTarget = "A_GiveToTarget(string type, int count[, pointer giveto])";
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A_TakeInventory = "A_TakeInventory(string type, int count[, int flags[, pointer takefrom]])";
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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.";
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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.";
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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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@ -219,7 +224,7 @@ keywords
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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[, angle pitch]]]]]])";
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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_FireAssaultGun = "A_FireAssaultGun";
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A_FireBFG = "A_FireBFG";
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@ -309,6 +314,12 @@ constants
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No:;
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Active:;
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Inactive:;
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Bounce:;
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Bounce.Floor:;
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Bounce.Ceiling:;
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Bounce.Wall:;
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Bounce.Actor:;
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Bounce.Actor.Creature:;
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//State keywords
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//Bright;
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Fast;
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@ -354,6 +365,35 @@ constants
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PAF_NOSKULLATTACK;
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PAF_AIMFACING;
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PAF_NOTARGET;
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//A_CheckLOF flags
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CLOFF_NOAIM_VERT;
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CLOFF_NOAIM_HORZ;
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CLOFF_AIM_VERT_NOOFFSET;
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CLOFF_FROMBASE;
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CLOFF_MUL_HEIGHT;
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CLOFF_MUL_WIDTH;
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CLOFF_JUMPENEMY;
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CLOFF_JUMPFRIEND;
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CLOFF_JUMPOBJECT;
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CLOFF_JUMPNONHOSTILE;
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CLOFF_SKIPENEMY;
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CLOFF_SKIPFRIEND;
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CLOFF_SKIPOBJECT;
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CLOFF_SKIPNONHOSTILE;
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CLOFF_JUMP_ON_MISS;
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CLOFF_MUSTBESHOOTABLE;
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CLOFF_MUSTBEGHOST;
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CLOFF_IGNOREGHOST;
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CLOFF_MUSTBESOLID;
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CLOFF_SKIPTARGET;
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CLOFF_BEYONDTARGET;
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CLOFF_ALLOWNULL;
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CLOFF_CHECKPARTIAL;
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CLOFF_SKIPOBSTACLES;
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CLOFF_NOAIM;
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//A_FireCustomMissile flags
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FPF_AIMATANGLE;
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FPF_TRANSFERTRANSLATION;
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//misc flags
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MSF_Standard;
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MSF_Classic;
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@ -373,6 +413,7 @@ constants
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ACTLIKEBRIDGE;
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NOBLOCKMAP;
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MOVEWITHSECTOR;
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RELATIVETOFLOOR;
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NOLIFTDROP;
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SLIDESONWALLS;
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NODROPOFF;
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@ -405,6 +446,7 @@ constants
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ACTIVATEPCROSS;
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CANTLEAVEFLOORPIC;
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TELESTOMP;
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NOTELESTOMP;
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STAYMORPHED;
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CANBLAST;
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NOBLOCKMONST;
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@ -415,6 +457,7 @@ constants
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SPECTRAL;
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FRIGHTENED;
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NOTARGET;
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NEVERTARGET;
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NOINFIGHTING;
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NOTIMEFREEZE;
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NOFEAR;
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@ -437,6 +480,8 @@ constants
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NODAMAGE;
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DONTRIP;
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NOTELEFRAG;
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ALWAYSTELEFRAG;
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DONTDRAIN;
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//Appearance & Sound
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BRIGHT;
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INVISIBLE;
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@ -494,6 +539,7 @@ constants
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STEPMISSILE;
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ADDITIVEPOISONDAMAGE;
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ADDITIVEPOISONDURATION;
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NOFORWARDFALL;
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//Bouncing
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BOUNCEONWALLS;
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BOUNCEONFLOORS;
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@ -507,6 +553,7 @@ constants
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EXPLODEONWATER;
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CANBOUNCEWATER;
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MBFBOUNCER;
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USEBOUNCESTATE;
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//Miscellaneous
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DROPPED;
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ISMONSTER;
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@ -530,6 +577,8 @@ constants
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BOSSDEATH;
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NOINTERACTION;
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NOTAUTOAIMED;
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NOTONAUTOMAP;
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WEAPONSPAWN;
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PICKUP;
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TOUCHY;
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VULNERABLE;
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@ -545,4 +594,47 @@ constants
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BLASTED;
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EXPLOCOUNT;
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SKULLFLY;
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//Inventory
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INVENTORY.QUIET;
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INVENTORY.AUTOACTIVATE;
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INVENTORY.UNDROPPABLE;
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INVENTORY.INVBAR;
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INVENTORY.HUBPOWER;
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INVENTORY.PERSISTENTPOWER;
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INVENTORY.ALWAYSPICKUP;
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INVENTORY.FANCYPICKUPSOUND;
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INVENTORY.NOATTENPICKUPSOUND;
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INVENTORY.BIGPOWERUP;
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INVENTORY.NEVERRESPAWN;
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INVENTORY.KEEPDEPLETED;
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INVENTORY.IGNORESKILL;
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INVENTORY.ADDITIVETIME;
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INVENTORY.UNTOSSABLE;
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INVENTORY.RESTRICTABSOLUTELY;
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INVENTORY.NOSCREENFLASH;
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INVENTORY.TOSSED;
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//Weapons
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WEAPON.NOAUTOFIRE;
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WEAPON.READYSNDHALF;
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WEAPON.DONTBOB;
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WEAPON.AXEBLOOD;
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WEAPON.NOALERT;
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WEAPON.AMMO_OPTIONAL;
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WEAPON.ALT_AMMO_OPTIONAL;
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WEAPON.AMMO_CHECKBOTH;
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WEAPON.PRIMARY_USES_BOTH;
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WEAPON.ALT_USES_BOTH;
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WEAPON.WIMPY_WEAPON;
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WEAPON.POWERED_UP;
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WEAPON.STAFF2_KICKBACK;
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WEAPON.EXPLOSIVE;
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WEAPON.MELEEWEAPON;
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WEAPON.BFG;
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WEAPON.CHEATNOTWEAPON;
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WEAPON.NO_AUTO_SWITCH;
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WEAPON.NOAUTOAIM;
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//Player
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PLAYERPAWN.NOTHRUSTWHENINVUL;
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PLAYERPAWN.CANSUPERMORPH;
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PLAYERPAWN.CROUCHABLEMORPH;
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}
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