Updated ZDoom_DECORATE.cfg.

This commit is contained in:
MaxED 2015-01-23 14:46:57 +00:00
parent 914f5ec9ba
commit e99bad11ac

View file

@ -21,70 +21,70 @@ keywords
#Include = "#Include";
//Monster AI
A_AlertMonsters = "A_AlertMonsters[(float maxrange = 0[, int flags = 0])]";
A_Burst = "A_Burst(string type)";
A_Burst = "A_Burst(str type)";
A_CentaurDefend = "A_CentaurDefend";
A_Chase = "A_Chase[(string meleestate = \"Melee\"[, string rangedstate = \"Missile\"[, int flags = 0]])]";
A_Chase = "A_Chase[(str meleestate = \"Melee\"[, str rangedstate = \"Missile\"[, int flags = 0]])]";
A_ClearLastHeard = "A_ClearLastHeard";
A_ClearSoundTarget = "A_ClearSoundTarget";
A_ClearTarget = "A_ClearTarget";
A_DamageChildren = "A_DamageChildren(int amount[, string damagetype = \"None\"[, int flags = 0[, string filter = \"None\"[, string species = \"None\"]]]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict.\nflags: DMSS flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_DamageMaster = "A_DamageMaster(int amount[, string damagetype = \"None\"[, int flags = 0[, string filter = \"None\"[, string species = \"None\"]]]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict.\nflags: DMSS flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_DamageSelf = "A_DamageSelf(int amount[, string damagetype = \"None\"[, int flags = 0[, string filter = \"None\"[, string species = \"None\"]]]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict.\nflags: DMSS flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_DamageSiblings = "A_DamageSiblings(int amount[, string damagetype = \"None\"[, int flags = 0[, string filter = \"None\"[, string species = \"None\"]]]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict.\nflags: DMSS flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_DamageTarget = "A_DamageTarget(int amount[, string damagetype = \"None\"[, int flags = 0[, string filter = \"None\"[, string species = \"None\"]]]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict.\nflags: DMSS flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_DamageTracer = "A_DamageTracer(int amount[, string damagetype = \"None\"[, int flags = 0[, string filter = \"None\"[, string species = \"None\"]]]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict.\nflags: DMSS flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_Die = "A_Die[(string damagetype)]";
A_DamageChildren = "A_DamageChildren(int amount[, str damagetype = \"None\"[, int flags = 0[, str filter = \"None\"[, str species = \"None\"]]]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict.\nflags: DMSS flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_DamageMaster = "A_DamageMaster(int amount[, str damagetype = \"None\"[, int flags = 0[, str filter = \"None\"[, str species = \"None\"]]]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict.\nflags: DMSS flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_DamageSelf = "A_DamageSelf(int amount[, str damagetype = \"None\"[, int flags = 0[, str filter = \"None\"[, str species = \"None\"]]]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict.\nflags: DMSS flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_DamageSiblings = "A_DamageSiblings(int amount[, str damagetype = \"None\"[, int flags = 0[, str filter = \"None\"[, str species = \"None\"]]]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict.\nflags: DMSS flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_DamageTarget = "A_DamageTarget(int amount[, str damagetype = \"None\"[, int flags = 0[, str filter = \"None\"[, str species = \"None\"]]]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict.\nflags: DMSS flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_DamageTracer = "A_DamageTracer(int amount[, str damagetype = \"None\"[, int flags = 0[, str filter = \"None\"[, str species = \"None\"]]]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict.\nflags: DMSS flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_Die = "A_Die[(str damagetype)]";
A_FaceTarget = "A_FaceTarget[(float angle = 0[, float pitch = 0])]";
A_FaceMaster = "A_FaceMaster[(float angle = 0[, float pitch = 0])]";
A_FastChase = "A_FastChase";
A_KillChildren = "A_KillChildren[(string damagetype = \"None\"[, int flags = 0[, string filter = \"None\[, string species = \"None\]]])]\ndamagetype: if the actor dies, the actor will enter a death state based on damagetype if present (or pain state if using NODAMAGE).\nflags: KILS flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_KillMaster = "A_KillMaster[(string damagetype = \"None\"[, int flags = 0[, string filter = \"None\"[, string species = \"None\"]]])]\ndamagetype: if the actor dies, the actor will enter a death state based on damagetype if present (or pain state if using NODAMAGE).\nflags: KILS flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_KillSiblings = "A_KillSiblings[(string damagetype = \"None\"[, int flags = 0[, string filter = \"None\"[, string species = \"None\"]]])]\ndamagetype: if the actor dies, the actor will enter a death state based on damagetype if present (or pain state if using NODAMAGE).\nflags: KILS flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_KillTarget = "A_KillTarget[(string damagetype = \"None\"[, int flags = 0[, string filter = \"None\"[, string species = \"None\"]]])]\ndamagetype: if the actor dies, the actor will enter a death state based on damagetype if present (or pain state if using NODAMAGE).\nflags: KILS flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_KillTracer = "A_KillTracer[(string damagetype = \"None\"[, int flags = 0[, string filter = \"None\"[, string species = \"None\"]]])]\ndamagetype: if the actor dies, the actor will enter a death state based on damagetype if present (or pain state if using NODAMAGE).\nflags: KILS flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_KillChildren = "A_KillChildren[(str damagetype = \"None\"[, int flags = 0[, str filter = \"None\[, str species = \"None\]]])]\ndamagetype: if the actor dies, the actor will enter a death state based on damagetype if present (or pain state if using NODAMAGE).\nflags: KILS flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_KillMaster = "A_KillMaster[(str damagetype = \"None\"[, int flags = 0[, str filter = \"None\"[, str species = \"None\"]]])]\ndamagetype: if the actor dies, the actor will enter a death state based on damagetype if present (or pain state if using NODAMAGE).\nflags: KILS flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_KillSiblings = "A_KillSiblings[(str damagetype = \"None\"[, int flags = 0[, str filter = \"None\"[, str species = \"None\"]]])]\ndamagetype: if the actor dies, the actor will enter a death state based on damagetype if present (or pain state if using NODAMAGE).\nflags: KILS flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_KillTarget = "A_KillTarget[(str damagetype = \"None\"[, int flags = 0[, str filter = \"None\"[, str species = \"None\"]]])]\ndamagetype: if the actor dies, the actor will enter a death state based on damagetype if present (or pain state if using NODAMAGE).\nflags: KILS flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_KillTracer = "A_KillTracer[(str damagetype = \"None\"[, int flags = 0[, str filter = \"None\"[, str species = \"None\"]]])]\ndamagetype: if the actor dies, the actor will enter a death state based on damagetype if present (or pain state if using NODAMAGE).\nflags: KILS flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_Look = "A_Look";
A_Look2 = "A_Look2";
A_LookEx = "A_LookEx(int flags, fixed minseedist, fixed maxseedist, fixed maxheardist, fixed fov, state seestate)";
A_RaiseChildren = "A_RaiseChildren[(bool copyaffiliation = false)]";
A_RaiseMaster = "A_RaiseMaster[(bool copyaffiliation = false)]";
A_RaiseSiblings = "A_RaiseSiblings[(bool copyaffiliation = false)]";
A_RemoveChildren = "A_RemoveChildren[(bool all = false[, int flags = 0[, string filter = \"None\"[, string species = \"None\"]]])]\nflags: RMVF flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_RemoveMaster = "A_RemoveMaster[(int flags = 0[, string filter = \"None\"[, string species = \"None\"]])]\nflags: RMVF flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_RemoveSiblings = "A_RemoveSiblings[(bool all = false[, int flags = 0[, string filter = \"None\"[, string species = \"None\"]]])]\nflags: RMVF flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_RemoveTarget = "A_RemoveTarget[(int flags = 0[, string filter = \"None\"[, string species = \"None\"]])]\nflags: RMVF flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_RemoveTracer = "A_RemoveTracer[(int flags = 0[, string filter = \"None\"[, string species = \"None\"]])]\nflags: RMVF flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_Remove = "A_Remove(int pointer[, int flags = 0[, string filter = \"None\"[, string species = \"None\"]]])\nflags: RMVF flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_RemoveChildren = "A_RemoveChildren[(bool all = false[, int flags = 0[, str filter = \"None\"[, str species = \"None\"]]])]\nflags: RMVF flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_RemoveMaster = "A_RemoveMaster[(int flags = 0[, str filter = \"None\"[, str species = \"None\"]])]\nflags: RMVF flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_RemoveSiblings = "A_RemoveSiblings[(bool all = false[, int flags = 0[, str filter = \"None\"[, str species = \"None\"]]])]\nflags: RMVF flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_RemoveTarget = "A_RemoveTarget[(int flags = 0[, str filter = \"None\"[, str species = \"None\"]])]\nflags: RMVF flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_RemoveTracer = "A_RemoveTracer[(int flags = 0[, str filter = \"None\"[, str species = \"None\"]])]\nflags: RMVF flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_Remove = "A_Remove(int pointer[, int flags = 0[, str filter = \"None\"[, str species = \"None\"]]])\nflags: RMVF flags.\nfilter: the actor class to damage.\nspecies: the actor species to damage.";
A_SentinelBob = "A_SentinelBob";
A_SetTeleFog = "A_SetTeleFog(string telefogsourceclass, string telefogdestclass)";
A_SetTeleFog = "A_SetTeleFog(str telefogsourceclass, str telefogdestclass)";
A_Srcr2Decide = "A_Srcr2Decide";
A_SwapTeleFog = "A_SwapTeleFog";
A_TurretLook = "A_TurretLook";
A_Teleport = "A_Teleport[(string teleportstate = \"Teleport\"[, string targettype = \"BossSpot\"[, string fogtype = \"TeleportFog\"[, int flags = 0[, float mindist = 0[, float maxdist = 0]]]]])]";
A_Teleport = "A_Teleport[(str teleportstate = \"Teleport\"[, str targettype = \"BossSpot\"[, str fogtype = \"TeleportFog\"[, int flags = 0[, float mindist = 0[, float maxdist = 0]]]]])]";
A_VileChase = "A_VileChase";
A_Wander = "A_Wander";
//Generic monster attacks
A_CustomMissile = "A_CustomMissile(string missiletype[, float spawnheight = 0[, int spawnofs_horiz = 0[, int angle = 0[, int aimflags = 0[, int pitch = 0[, int target]]]]]])";
A_CustomBulletAttack = "A_CustomBulletAttack(float horz_spread, float vert_spread, int numbullets, int damageperbullet[, string pufftype[, float range[, int flags[, int target]]]])";
A_CustomRailgun = "A_CustomRailgun(int damage[, int offset[, color ringcolor[, color corecolor[, int flags[, bool aim[, float maxdiff[, string pufftype[, float spread_xy[, float spread_z[, fixed range[, int duration[, float sparsity[, float driftspeed[, string spawnclass]]]]]]]]]]]]]])";
A_CustomMeleeAttack = "A_CustomMeleeAttack(int damage[, string meleesound[, string misssound[, string damagetype[, bool bleed]]]])";
A_CustomComboAttack = "A_CustomComboAttack(string missiletype, float spawnheight, int damage, string meleesound[, string damagetype = \"Melee\"[, bool bleed = true]])";
A_MonsterRefire = "A_MonsterRefire(int chancecontinue, string abortstate) ";
A_BasicAttack = "A_BasicAttack(int meleedamage, string meleesound, string missiletype, float missileheight)";
A_CustomMissile = "A_CustomMissile(str missiletype[, float spawnheight = 0[, int spawnofs_horiz = 0[, int angle = 0[, int aimflags = 0[, int pitch = 0[, int target = AAPTR_TARGET]]]]]])";
A_CustomBulletAttack = "A_CustomBulletAttack(float horz_spread, float vert_spread, int numbullets, int damageperbullet[, str pufftype = \"BulletPuff\"[, float range = 0[, int flags = 0[, int target = AAPTR_TARGET]]]])";
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[, float spawnofs_z]]]]]]]]]]]]]]])";
A_CustomMeleeAttack = "A_CustomMeleeAttack(int damage[, str meleesound[, str misssound[, str damagetype[, bool bleed]]]])";
A_CustomComboAttack = "A_CustomComboAttack(str missiletype, float spawnheight, int damage, str meleesound[, str damagetype = \"Melee\"[, bool bleed = true]])";
A_MonsterRefire = "A_MonsterRefire(int chancecontinue, str abortstate) ";
A_BasicAttack = "A_BasicAttack(int meleedamage, str meleesound, str missiletype, float missileheight)";
A_BulletAttack = "A_BulletAttack";
A_MonsterRail = "A_MonsterRail";
A_Explode = "A_Explode[(int explosiondamage = 128[, int explosionradius = 128[, int flags = XF_HURTSOURCE[, bool alert = false[, int fulldamageradius = 0[, int nails = 0[, int naildamage = 10[, string pufftype = \"BulletPuff\"]]]]]]])]";
A_Explode = "A_Explode[(int explosiondamage = 128[, int explosionradius = 128[, int flags = XF_HURTSOURCE[, bool alert = false[, int fulldamageradius = 0[, int nails = 0[, int naildamage = 10[, str pufftype = \"BulletPuff\"]]]]]]])]";
A_RadiusThrust = "A_RadiusThrust(int force, int distance[, int flags[, int fullthrustdistance]])";
A_Detonate = "A_Detonate";
A_ThrowGrenade = "A_ThrowGrenade(string spawntype[, float spawnheight[, float throwspeed_horz[, float throwspeed_vert[, bool useammo]]]])";
A_WolfAttack = "A_WolfAttack[(int flags = 0[, string soundname = \"weapons/pistol\"[, float snipe = 1.0[, int damage = 64[, int blocksize = 128[, int pointblank = 0[, int longrange = 0[, float runspeed = 160.0[, string pufftype = \"BulletPuff\"]]]]]]]])]";
A_ThrowGrenade = "A_ThrowGrenade(str spawntype[, float spawnheight[, float throwspeed_horz[, float throwspeed_vert[, bool useammo]]]])";
A_WolfAttack = "A_WolfAttack[(int flags = 0[, str soundname = \"weapons/pistol\"[, float snipe = 1.0[, int damage = 64[, int blocksize = 128[, int pointblank = 0[, int longrange = 0[, float runspeed = 160.0[, str pufftype = \"BulletPuff\"]]]]]]]])]";
//Freeze death functions
A_FreezeDeath = "A_FreezeDeath";
A_GenericFreezeDeath = "A_GenericFreezeDeath";
A_FreezeDeathChunks = "A_FreezeDeathChunks";
A_IceGuyDie = "A_IceGuyDie";
//Sound functions
A_PlaySound = "A_PlaySound(string soundname[, int slot[, float volume = 1.0[, bool looping = false[, float attenuation]]]])";
A_PlayWeaponSound = "A_PlayWeaponSound(string soundname)";
A_PlaySound = "A_PlaySound(str soundname[, int slot[, float volume = 1.0[, bool looping = false[, float attenuation]]]])";
A_PlayWeaponSound = "A_PlayWeaponSound(str soundname)";
A_ActiveSound = "A_ActiveSound";
A_LoopActiveSound = "A_LoopActiveSound";
A_FLoopActiveSound = "A_FLoopActiveSound";
@ -98,9 +98,9 @@ keywords
A_BrainAwake = "A_BrainAwake";
A_BFGSound = "A_BFGSound";
//Print actions
A_Print = "A_Print(string text[, float time = 0.0[, string fontname = \"SmallFont\"]])";
A_PrintBold = "A_PrintBold(string text[, float time = 0.0[, string fontname = \"SmallFont\"]])";
A_Log = "A_Log(string text)";
A_Print = "A_Print(str text[, float time = 0.0[, str fontname = \"SmallFont\"]])";
A_PrintBold = "A_PrintBold(str text[, float time = 0.0[, str fontname = \"SmallFont\"]])";
A_Log = "A_Log(str text)";
A_LogInt = "A_LogInt(int number)";
//Special actions
A_BossDeath = "A_BossDeath";
@ -109,42 +109,42 @@ keywords
A_GetHurt = "A_GetHurt";
A_KlaxonBlare = "A_KlaxonBlare";
A_CheckTerrain = "A_CheckTerrain";
A_SetBlend = "A_SetBlend(string blendcolor, float alpha, int duration[, string fadecolor])";
A_SetBlend = "A_SetBlend(str blendcolor, float alpha, int duration[, str fadecolor])";
A_CheckPlayerDone = "A_CheckPlayerDone";
A_PlayerSkinCheck = "A_PlayerSkinCheck(string state)";
A_SkullPop = "A_SkullPop[(string type = \"BloodySkull\")]";
A_Quake = "A_Quake (int intensity, int duration, int damageradius, int tremorradius[, string sound = \"world/quake\"])";
A_PlayerSkinCheck = "A_PlayerSkinCheck(str state)";
A_SkullPop = "A_SkullPop[(str type = \"BloodySkull\")]";
A_Quake = "A_Quake (int intensity, int duration, int damageradius, int tremorradius[, str sound = \"world/quake\"])";
//Spawn functions
A_TossGib = "A_TossGib";
A_SpawnDebris = "A_SpawnDebris(string type[, bool translation = false[, float horizontal_vel = 1.0[, float vertical_vel = 1.0]]])";
A_SpawnItem = "A_SpawnItem(string type, int distance, float zpos, bool useammo, bool translation)";
A_SpawnItemEx = "A_SpawnItemEx(string type[, float xoffset[, float yoffset[, float zoffset[, float xvelocity[, float yvelocity[, float zvelocity[, float angle[, int flags[, int skipchance[, int tid]]]]]]]]]])";
A_SpawnDebris = "A_SpawnDebris(str type[, bool translation = false[, float horizontal_vel = 1.0[, float vertical_vel = 1.0]]])";
A_SpawnItem = "A_SpawnItem(str type, int distance, float zpos, bool useammo, bool translation)";
A_SpawnItemEx = "A_SpawnItemEx(str type[, float xoffset[, float yoffset[, float zoffset[, float xvelocity[, float yvelocity[, float zvelocity[, float angle[, int flags[, int skipchance[, int tid]]]]]]]]]])";
//State jumps
A_CheckCeiling = "A_CheckCeiling(int offset OR string state)";
A_CheckFloor = "A_CheckFloor(int offset OR string state)";
A_CheckFlag = "A_CheckFlag(string flagname, state label[, int check_pointer = AAPTR_DEFAULT])";
A_CheckCeiling = "A_CheckCeiling(int offset OR str state)";
A_CheckFloor = "A_CheckFloor(int offset OR str state)";
A_CheckFlag = "A_CheckFlag(str flagname, state label[, int check_pointer = AAPTR_DEFAULT])";
A_CheckLOF = "A_CheckLOF(state jump[, int flags = 0[, float range = 0[, float minrange = 0[, float angle = 0[, float pitch = 0[, float offsetheight = 0[, float offsetwidth = 0[, int ptr_target = AAPTR_DEFAULT]]]]]]]])";
A_CheckRange = "A_CheckRange(float distance, int offset OR string state)";
A_CheckSight = "A_CheckSight(int offset OR string state)";
A_CheckSightOrRange = "A_CheckSightOrRange(float distance, int offset OR string state)";
A_Jump = "A_Jump(int chance, int offset OR string state, ...)";
A_JumpIf = "A_JumpIf(expression, int offset OR string state)";
A_JumpIfArmorType = "A_JumpIfArmorType(string armortype, string state[, int minimum])";
A_JumpIfCloser = "A_JumpIfCloser(int distance, int offset OR string state)";
A_JumpIfHealthLower = "A_JumpIfHealthLower(int health, int offset OR string state[, int pointer = AAPTR_DEFAULT])";
A_JumpIfInventory = "A_JumpIfInventory (string inventorytype, int amount, int offset OR string state[, int owner = AAPTR_DEFAULT])";
A_JumpIfInTargetInventory = "A_JumpIfInTargetInventory(string item, int count, int offset OR string state[, int forward])";
A_JumpIfInTargetLOS = "A_JumpIfInTargetLOS(int offset OR string state[, float fov = 0[, int flags = 0[, float dist_max = 0[, float dist_close = 0]]]])\nflags: JLOSF flags.";
A_JumpIfMasterCloser = "A_JumpIfMasterCloser(int distance, int offset OR string state)";
A_JumpIfNoAmmo = "A_JumpIfNoAmmo(int offset OR string state)";
A_JumpIfTargetInLOS = "A_JumpIfTargetInLOS(int offset OR string state[, float fov = 0[, int flags = 0[, float dist_max = 0[, float dist_close = 0]]]])\nflags: JLOSF flags.";
A_JumpIfTargetInsideMeleeRange = "A_JumpIfTargetInsideMeleeRange(int offset OR string state)\nJumps the number of frames (offset) forward, or to the specified state\nwhen the target of the calling actor is within melee range of the caller.";
A_JumpIfTargetOutsideMeleeRange = "A_JumpIfTargetOutsideMeleeRange(int offset OR string state)\nJumps the number of frames (offset) forward, or to the specified state\nwhen the target of the calling actor is beyond melee range of the caller.";
A_JumpIfTracerCloser = "A_JumpIfTracerCloser (int distance, int offset OR string state)";
A_CheckRange = "A_CheckRange(float distance, int offset OR str state)";
A_CheckSight = "A_CheckSight(int offset OR str state)";
A_CheckSightOrRange = "A_CheckSightOrRange(float distance, int offset OR str state)";
A_Jump = "A_Jump(int chance, int offset OR str state, ...)";
A_JumpIf = "A_JumpIf(expression, int offset OR str state)";
A_JumpIfArmorType = "A_JumpIfArmorType(str armortype, str state[, int minimum])";
A_JumpIfCloser = "A_JumpIfCloser(int distance, int offset OR str state)";
A_JumpIfHealthLower = "A_JumpIfHealthLower(int health, int offset OR str state[, int pointer = AAPTR_DEFAULT])";
A_JumpIfInventory = "A_JumpIfInventory (str inventorytype, int amount, int offset OR str state[, int owner = AAPTR_DEFAULT])";
A_JumpIfInTargetInventory = "A_JumpIfInTargetInventory(str item, int count, int offset OR str state[, int forward])";
A_JumpIfInTargetLOS = "A_JumpIfInTargetLOS(int offset OR str state[, float fov = 0[, int flags = 0[, float dist_max = 0[, float dist_close = 0]]]])\nflags: JLOSF flags.";
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 = 0[, int flags = 0[, float dist_max = 0[, float dist_close = 0]]]])\nflags: JLOSF flags.";
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";
A_CallSpecial = "A_CallSpecial(int special[, int arg1[, int arg2[, int arg3[, int arg4[, int arg5]]]]])";
A_ChangeFlag = "A_ChangeFlag(string flagname, bool value)";
A_ChangeFlag = "A_ChangeFlag(str flagname, bool value)";
A_ChangeVelocity = "A_ChangeVelocity[(float x = 0[, float y = 0[, float z = 0[, int flags = 0[, int pointer = AAPTR_DEFAULT]]]])]\nflags: CVF flags.";
A_ClearShadow = "A_ClearShadow";
A_CopyFriendliness = "A_CopyFriendliness[(int copyfrom = AAPTR_MASTER)]";
@ -165,7 +165,7 @@ keywords
A_ScreamAndUnblock = "A_ScreamAndUnblock";
A_SetAngle = "A_SetAngle(float angle[, int flags])\nangle: the actor\"s new angle, in degrees.\nflags: SPF flags.";
A_SetArg = "A_SetArg(int position, int value)";
A_SetDamageType = "A_SetDamageType(string damagetype)";
A_SetDamageType = "A_SetDamageType(str damagetype)";
A_SetFloat = "A_SetFloat";
A_FloatBobPhase = "A_FloatBobPhase(int bob)\nChanges the calling actor's FloatBobPhase to bob, which takes a number from 0 to 63.\nIf the number is invalid or not in range, the function does nothing.";
A_SetFloorClip = "A_SetFloorClip";
@ -183,7 +183,7 @@ keywords
A_SetSpeed = "A_SetSpeed(float speed)";
A_SetTics = "A_SetTics(int tics)";
A_SetTranslucent = "A_SetTranslucent(float alpha[, int mode = 0])";
A_SetUserVar = "A_SetUserVar(string name, int value)";
A_SetUserVar = "A_SetUserVar(str name, int value)";
A_TransferPointer = "A_TransferPointer(int source, int recipient, int sourcefield, int recipientfield[, int flags])\nflags: PTROP flags.";
A_UnHideThing = "A_UnHideThing";
A_UnsetFloat = "A_UnsetFloat";
@ -200,32 +200,32 @@ keywords
A_FaceTracer = "A_FaceTracer[(float angle = 0[, float pitch = 0])]";
A_Fire = "A_Fire[(float height = 0)]";
A_Weave = "A_Weave(int horzspeed, int vertspeed, float horzdist, float vertdist)";
A_Warp = "A_Warp(int ptr_destination, float x-offset, float y-offset, float z-offset, float angle, int flags, string success_state)\nflags: WARPF flags.";
A_Warp = "A_Warp(int ptr_destination, float x-offset, float y-offset, float z-offset, float angle, int flags, str success_state)\nflags: WARPF flags.";
A_Countdown = "A_Countdown";
A_CountdownArg = "A_CountdownArg(int arg[, string targetstate])";
A_CountdownArg = "A_CountdownArg(int arg[, str targetstate])";
A_Stop = "A_Stop";
//Inventory functions
A_GiveInventory = "A_GiveInventory(string type[, int count = 0[, int giveto = AAPTR_DEFAULT]])\ntype: the item to give. This should be a valid inventory item.\ncount: the number of samples of this item to give. Default is 0, which is interpreted as 1.\ngiveto: the actor to give the item to";
A_GiveToChildren = "A_GiveToChildren(string type[, int count])\ntype: the item to give. This should be a valid inventory item.\ncount: the number of samples of this item to give. Default is 0, which is interpreted as 1.";
A_GiveToSiblings = "A_GiveToSiblings(string type[, int count])\ntype: the item to give. This should be a valid inventory item.\ncount: the number of samples of this item to give. Default is 0, which is interpreted as 1.";
A_GiveToTarget = "A_GiveToTarget(string type, int count[, int giveto])";
A_TakeInventory = "A_TakeInventory(string type, int count[, int flags[, int takefrom = AAPTR_DEFAULT]])";
A_TakeFromChildren = "A_TakeFromChildren(string type[, int count])\ntype: the item to take. This should be a valid inventory item.\ncount: the number of samples of this item to take.\nIf this is 0, the item is cleared from the inventory unless it has the\nINVENTORY.KEEPDEPLETED flag set, and in which case, its amount is merely reduced to 0.\nDefault is 0.";
A_TakeFromSiblings = "A_TakeFromSiblings(string type[, int count])\ntype: the item to take. This should be a valid inventory item.\ncount: the number of samples of this item to take.\nIf this is 0, the item is cleared from the inventory unless it has the\nINVENTORY.KEEPDEPLETED flag set, and in which case, its amount is merely reduced to 0.\nDefault is 0.";
A_TakeFromTarget = "A_TakeFromTarget(string type, int count[, int flags[, int takefrom]])";
A_DropInventory = "A_DropInventory(string type)";
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_SelectWeapon = "A_SelectWeapon(string type)";
A_RadiusGive = "A_RadiusGive(string item, fixed distance, int flags[, int amount = 0])\nflags: RGF flags.";
A_GiveInventory = "A_GiveInventory(str type[, int count = 0[, int giveto = AAPTR_DEFAULT]])\ntype: the item to give. This should be a valid inventory item.\ncount: the number of samples of this item to give. Default is 0, which is interpreted as 1.\ngiveto: the actor to give the item to";
A_GiveToChildren = "A_GiveToChildren(str type[, int count])\ntype: the item to give. This should be a valid inventory item.\ncount: the number of samples of this item to give. Default is 0, which is interpreted as 1.";
A_GiveToSiblings = "A_GiveToSiblings(str type[, int count])\ntype: the item to give. This should be a valid inventory item.\ncount: the number of samples of this item to give. Default is 0, which is interpreted as 1.";
A_GiveToTarget = "A_GiveToTarget(str type, int count[, int giveto])";
A_TakeInventory = "A_TakeInventory(str type, int count[, int flags[, int takefrom = AAPTR_DEFAULT]])";
A_TakeFromChildren = "A_TakeFromChildren(str type[, int count])\ntype: the item to take. This should be a valid inventory item.\ncount: the number of samples of this item to take.\nIf this is 0, the item is cleared from the inventory unless it has the\nINVENTORY.KEEPDEPLETED flag set, and in which case, its amount is merely reduced to 0.\nDefault is 0.";
A_TakeFromSiblings = "A_TakeFromSiblings(str type[, int count])\ntype: the item to take. This should be a valid inventory item.\ncount: the number of samples of this item to take.\nIf this is 0, the item is cleared from the inventory unless it has the\nINVENTORY.KEEPDEPLETED flag set, and in which case, its amount is merely reduced to 0.\nDefault is 0.";
A_TakeFromTarget = "A_TakeFromTarget(str type, int count[, int flags[, int takefrom]])";
A_DropInventory = "A_DropInventory(str type)";
A_DropItem = "A_DropItem(str 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_SelectWeapon = "A_SelectWeapon(str type)";
A_RadiusGive = "A_RadiusGive(str item, fixed distance, int flags[, int amount = 0])\nflags: RGF flags.";
//Weapon functions
A_WeaponReady = "A_WeaponReady[(int flags = 0)]\nflags: WRF flags.";
A_Lower = "A_Lower";
A_Raise = "A_Raise";
A_ReFire = "A_ReFire[(string state = \"Hold\")]";
A_ReFire = "A_ReFire[(str state = \"Hold\")]";
A_ClearReFire = "A_ClearReFire";
A_GunFlash = "A_GunFlash[(string state = \"Flash\"[, int flags = 0])]\nflags: GFF flags.";
A_GunFlash = "A_GunFlash[(str state = \"Flash\"[, int flags = 0])]\nflags: GFF flags.";
A_CheckReload = "A_CheckReload";
A_CheckForReload = "A_CheckForReload(int counter, string state[, bool dontincrement = false])";
A_CheckForReload = "A_CheckForReload(int counter, str state[, bool dontincrement = false])";
A_ResetReloadCounter = "A_ResetReloadCounter";
A_Light = "A_Light(int intensity)";
A_Light0 = "A_Light0";
@ -237,11 +237,11 @@ keywords
A_SetCrosshair = "A_SetCrosshair(int number)";
//Weapon attack functions
A_Punch = "A_Punch";
A_Saw = "A_Saw[(string fullsound = \"weapons/sawfull\"[, string hitsound = \"weapons/sawhit\"[, int damage = 0[, string pufftype = \"BulletPuff\"[, int flags = 0[, float range = 65.0[, float spread_xy = 2.8125[, float spread_z = 0[, float lifesteal = 0[, int lifestealmax = 0[, string armorbonustype = \"ArmorBonus\"]]]]]]]]]])]";
A_CustomPunch = "A_CustomPunch(int damage[, bool norandom = false[, int flags = 0[, string pufftype = \"BulletPuff\"[, float range = 64.0[, float lifesteal = 0[, int lifestealmax = 0[, string armorbonustype = \"ArmorBonus\"]]]]]]])";
A_FireBullets = "A_FireBullets(int spread_horz, int spread_vert, int numbullets, int damage[, string pufftype = \"\"[, int flags = FBF_USEAMMO[, float range = 0]]])";
A_FireCustomMissile = "A_FireCustomMissile(string missiletype[, int angle = 0[, bool useammo = false[, int spawnofs_horz = 0[, int spawnheight = 0[, bool aim = false OR int flags = 0[, angle pitch = 0]]]]]])";
A_RailAttack = "A_RailAttack(int damage[, int spawnofs_horz[, bool useammo[, color ringcolor[, color corecolor[, int flags[, int maxdiff[, string pufftype[, float spread_xy = 0[, float spread_z = 0[, fixed range = 8192[, int duration = 35[, float sparsity = 1.0[, float driftspeed = 1.0[, string spawnclass[, float spawnofs_z = 0]]]]]]]]]]]]]]])";
A_Saw = "A_Saw[(str fullsound = \"weapons/sawfull\"[, str hitsound = \"weapons/sawhit\"[, int damage = 0[, str pufftype = \"BulletPuff\"[, int flags = 0[, float range = 65.0[, float spread_xy = 2.8125[, float spread_z = 0[, float lifesteal = 0[, int lifestealmax = 0[, str armorbonustype = \"ArmorBonus\"]]]]]]]]]])]";
A_CustomPunch = "A_CustomPunch(int damage[, bool norandom = false[, int flags = 0[, str pufftype = \"BulletPuff\"[, float range = 64.0[, float lifesteal = 0[, int lifestealmax = 0[, str armorbonustype = \"ArmorBonus\"]]]]]]])";
A_FireBullets = "A_FireBullets(int spread_horz, int spread_vert, int numbullets, int damage[, str pufftype = \"\"[, int flags = FBF_USEAMMO[, float range = 0]]])";
A_FireCustomMissile = "A_FireCustomMissile(str missiletype[, int angle = 0[, bool useammo = false[, int spawnofs_horz = 0[, int spawnheight = 0[, bool aim = false OR int flags = 0[, angle pitch = 0]]]]]])";
A_RailAttack = "A_RailAttack(int damage[, int spawnofs_horz[, bool useammo[, color ringcolor[, color corecolor[, int flags[, int maxdiff[, str pufftype[, float spread_xy = 0[, float spread_z = 0[, fixed range = 8192[, int duration = 35[, float sparsity = 1.0[, float driftspeed = 1.0[, str spawnclass[, float spawnofs_z = 0]]]]]]]]]]]]]]])";
A_FireAssaultGun = "A_FireAssaultGun";
A_FireBFG = "A_FireBFG";
A_FireOldBFG = "A_FireOldBFG";
@ -252,14 +252,14 @@ keywords
A_FirePlasma = "A_FirePlasma";
//Script functions
ACS_ExecuteWithResult = "int ACS_ExecuteWithResult(int script, int arg1, int arg2, int arg3, int arg4)";
ACS_NamedExecute = "bool ACS_NamedExecute(string script, int map, int arg1, int arg2, int arg3)";
ACS_NamedSuspend = "bool ACS_NamedSuspend(string script, int map)";
ACS_NamedTerminate = "bool ACS_NamedTerminate(string script, int map)";
ACS_NamedLockedExecute = "bool ACS_NamedLockedExecute(string script, int map, int arg1, int arg2, int lock)";
ACS_NamedLockedExecuteDoor = "bool ACS_NamedLockedExecuteDoor(string script, int map, int arg1, int arg2, int lock)";
ACS_NamedExecuteWithResult = "int ACS_NamedExecuteWithResult(string script, int arg1, int arg2, int arg3, int arg4)";
ACS_NamedExecuteAlways = "bool ACS_NamedExecuteAlways(string script, int map, int arg1, int arg2, int arg3)";
CallACS = "int CallACS(string script, int arg1, int arg2, int arg3, int arg4)";
ACS_NamedExecute = "bool ACS_NamedExecute(str script, int map, int arg1, int arg2, int arg3)";
ACS_NamedSuspend = "bool ACS_NamedSuspend(str script, int map)";
ACS_NamedTerminate = "bool ACS_NamedTerminate(str script, int map)";
ACS_NamedLockedExecute = "bool ACS_NamedLockedExecute(str script, int map, int arg1, int arg2, int lock)";
ACS_NamedLockedExecuteDoor = "bool ACS_NamedLockedExecuteDoor(str script, int map, int arg1, int arg2, int lock)";
ACS_NamedExecuteWithResult = "int ACS_NamedExecuteWithResult(str script, int arg1, int arg2, int arg3, int arg4)";
ACS_NamedExecuteAlways = "bool ACS_NamedExecuteAlways(str script, int map, int arg1, int arg2, int arg3)";
CallACS = "int CallACS(str script, int arg1, int arg2, int arg3, int arg4)";
//Original Doom/Strife monster attacks
A_PosAttack = "A_PosAttack";
A_SPosAttack = "A_SPosAttack";
@ -273,23 +273,23 @@ keywords
A_SkullAttack = "A_SkullAttack[(int speed = 20)]";
A_BspiAttack = "A_BspiAttack";
A_CyberAttack = "A_CyberAttack";
A_PainAttack = "A_PainAttack[(string spawntype = \"LostSoul\"[, float angle = 0[, int flags = 0[, int limit = 21]]])]";
A_DualPainAttack = "A_DualPainAttack[(string spawntype = \"LostSoul\")]";
A_PainDie = "A_PainDie[(string spawntype = \"LostSoul\")]";
A_PainAttack = "A_PainAttack[(str spawntype = \"LostSoul\"[, float angle = 0[, int flags = 0[, int limit = 21]]])]";
A_DualPainAttack = "A_DualPainAttack[(str spawntype = \"LostSoul\")]";
A_PainDie = "A_PainDie[(str spawntype = \"LostSoul\")]";
A_SkelFist = "A_SkelFist";
A_SkelMissile = "A_SkelMissile";
A_FatAttack1 = "A_FatAttack1[(string spawntype = \"FatShot\")]";
A_FatAttack2 = "A_FatAttack2[(string spawntype = \"FatShot\")]";
A_FatAttack3 = "A_FatAttack3[(string spawntype = \"FatShot\")]";
A_VileTarget = "A_VileTarget[(string type = \"ArchvileFire\")]";
A_VileAttack = "A_VileAttack[(string sound = \"vile/stop\"[, int initialdamage = 20[, int blastdamage = 70[, int blastradius = 70[, float thrustfactor = 1.0[, string damagetype = \"Fire\"[, int flags = 0]]]]]])]";
A_BrainSpit = "A_BrainSpit[(string spawntype = \"SpawnShot\")]";
A_SpawnFly = "A_SpawnFly[(string fogactor = \"SpawnFire\")]";
A_FatAttack1 = "A_FatAttack1[(str spawntype = \"FatShot\")]";
A_FatAttack2 = "A_FatAttack2[(str spawntype = \"FatShot\")]";
A_FatAttack3 = "A_FatAttack3[(str spawntype = \"FatShot\")]";
A_VileTarget = "A_VileTarget[(str type = \"ArchvileFire\")]";
A_VileAttack = "A_VileAttack[(str sound = \"vile/stop\"[, int initialdamage = 20[, int blastdamage = 70[, int blastradius = 70[, float thrustfactor = 1.0[, str damagetype = \"Fire\"[, int flags = 0]]]]]])]";
A_BrainSpit = "A_BrainSpit[(str spawntype = \"SpawnShot\")]";
A_SpawnFly = "A_SpawnFly[(str fogactor = \"SpawnFire\")]";
A_SpawnSound = "A_SpawnSound";
A_BrainScream = "A_BrainScream";
A_BrainExplode = "A_BrainExplode";
A_Mushroom = "A_Mushroom[(string spawntype = \"FatShot\"[, int amount[, int flags = MSF_STANDARD[, float vrange = 4.0[, float hrange = 0.5]]]])]";
A_M_Saw = "A_M_Saw[(string fullsound = \"weapons/sawfull\"[, string hitsound = \"weapons/sawhit\"[, int damage = 0[, string pufftype = \"BulletPuff\"]]])]";
A_Mushroom = "A_Mushroom[(str spawntype = \"FatShot\"[, int amount[, int flags = MSF_STANDARD[, float vrange = 4.0[, float hrange = 0.5]]]])]";
A_M_Saw = "A_M_Saw[(str fullsound = \"weapons/sawfull\"[, str hitsound = \"weapons/sawhit\"[, int damage = 0[, str pufftype = \"BulletPuff\"]]])]";
A_SentinelRefire = "A_SentinelRefire";
A_BetaSkullAttack = "A_BetaSkullAttack";
//Miscellaneous functions for Doom
@ -300,12 +300,12 @@ keywords
A_SkelWhoosh = "A_SkelWhoosh";
A_StartFire = "A_StartFire";
A_FireCrackle = "A_FireCrackle";
A_BFGSpray = "A_BFGSpray[(string flashtype = \"BFGExtra\"[, int numrays = 40[, int damage = 15[, float angle = 90[, float distance = 1024[, float vrange = 32[, int explicit_damage = 0]]]]]])]";
A_BFGSpray = "A_BFGSpray[(str flashtype = \"BFGExtra\"[, int numrays = 40[, int damage = 15[, float angle = 90[, float distance = 1024[, float vrange = 32[, int explicit_damage = 0]]]]]])]";
A_BarrelDestroy = "A_BarrelDestroy";
//Miscellaneous functions not listed in the "Action functions" wiki article
A_Bang4Cloud = "A_Bang4Cloud";
A_Blast = "A_Blast[(int flags = 0[, int strength = 255[, int radius = 255[, float speed = 20[, string blasteffect = \"BlastEffect\"[, sound blastsound = \"BlastRadius\"]]]]])]";
A_DropWeaponPieces = "A_DropWeaponPieces(string actorclass1, string actorclass2, string actorclass3)";
A_Blast = "A_Blast[(int flags = 0[, int strength = 255[, int radius = 255[, float speed = 20[, str blasteffect = \"BlastEffect\"[, sound blastsound = \"BlastRadius\"]]]]])]";
A_DropWeaponPieces = "A_DropWeaponPieces(str actorclass1, str actorclass2, str actorclass3)";
A_Feathers = "A_Feathers";
A_GauntletAttack = "A_GauntletAttack(int power)";
A_GiveQuestItem = "A_GiveQuestItem(int itemnum)";
@ -313,7 +313,7 @@ keywords
A_RemoveForcefield = "A_RemoveForcefield";
A_RocketInFlight = "A_RocketInFlight";
A_SetGravity = "A_SetGravity(float gravity)\nSets the amount of gravity for the calling actor.";
A_SetUserArray = "A_SetUserArray(string name, int index, int value)";
A_SetUserArray = "A_SetUserArray(str name, int index, int value)";
A_ShootGun = "A_ShootGun";
A_SPosAttackUseAtkSound = "A_SPosAttackUseAtkSound";
//Mathematical functions
@ -329,12 +329,12 @@ keywords
//Bright = "Bright";
CanRaise = "CanRaise";
Fast = "Fast";
Light = "Light(string lightname)";
Light = "Light(str lightname)";
NoDelay = "NoDelay";
Offset = "Offset(int x, int y)";
Slow = "Slow";
//Special functions
CheckClass = "bool CheckClass(string classname[, int ptr_select = AAPTR_DEFAULT[, bool match_superclass = false]])";
CheckClass = "bool CheckClass(str classname[, int ptr_select = AAPTR_DEFAULT[, bool match_superclass = false]])";
IsPointerEqual = "bool IsPointerEqual(int ptr_select1, int ptr_select2)";
}