/*******************************************************************\ GZDoom Builder Script highlighting definitions for DECORATE \*******************************************************************/ // Editor settings description = "ZDoom DECORATE"; codepage = 0; extensions = "txt"; casesensitive = false; insertcase = 0; // 0=Normal, 1=Lowercase, 2=Uppercase lexer = 35; functionopen = "("; functionclose = ")"; argumentdelimiter = ","; terminator = ";"; keywordhelp = "http://www.zdoom.org/wiki/index.php?title=%K"; scripttype = 3; //0 = unknown script, 1 = acc, 2 = modeldef, 3 = decorate keywords { #Include = "#Include"; //Monster AI A_AlertMonsters = "A_AlertMonsters[(float maxrange[, int flags)]]"; A_Burst = "A_Burst(string classname)"; A_CentaurDefend = "A_CentaurDefend"; A_Chase = "A_Chase[(string meleestate[, string 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 string state)"; A_ClearLastHeard = "A_ClearLastHeard"; A_ClearSoundTarget = "A_ClearSoundTarget"; A_ClearTarget = "A_ClearTarget"; A_DamageChildren = "A_DamageChildren(int amount[, string damagetype = 'None'[, int flags = 0]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict.\nflags: DMSS flags."; A_DamageMaster = "A_DamageMaster(int amount[, string damagetype = 'None'[, int flags = 0]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict.\nflags: DMSS flags."; A_DamageSelf = "A_DamageSelf(int amount[, string damagetype = 'None'[, int flags = 0]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict.\nflags: DMSS flags."; A_DamageSiblings = "A_DamageSiblings(int amount[, string damagetype = 'None'[, int flags = 0]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict.\nflags: DMSS flags."; A_DamageTarget = "A_DamageTarget(int amount[, string damagetype = 'None'[, int flags = 0]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict.\nflags: DMSS flags."; A_DamageTracer = "A_DamageTracer(int amount[, string damagetype = 'None'[, int flags = 0]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict.\nflags: DMSS flags."; A_Die = "A_Die[(string damagetype)]"; A_FaceTarget = "A_FaceTarget[(float angle[, float pitch])]"; A_FaceMaster = "A_FaceMaster[(float angle[, float pitch])]"; A_KillChildren = "A_KillChildren[(string damagetype[, int flags])]\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."; A_KillMaster = "A_KillMaster[(string damagetype[, int flags])]\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."; A_KillSiblings = "A_KillSiblings[(string damagetype[, int flags])]\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."; A_KillTarget = "A_KillTarget[(string damagetype[, int flags])]\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."; A_KillTracer = "A_KillTracer[(string damagetype[, int flags])]\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."; A_Look2 = "A_Look2"; A_LookEx = "A_LookEx(int flags, fixed minseedist, fixed maxseedist, fixed maxheardist, fixed fov, state seestate)"; A_RaiseChildren = "A_RaiseChildren"; A_RaiseMaster = "A_RaiseMaster"; A_RaiseSiblings = "A_RaiseSiblings"; A_Remove = "A_Remove(int pointer, int flags)\nFlags: RMVF flags."; A_RemoveChildren = "A_RemoveChildren[(bool = false[, int flags = 0])]\nFlags: RMVF flags."; A_RemoveMaster = "A_RemoveMaster[(int flags = 0)]\nFlags: RMVF flags."; A_RemoveSiblings = "A_RemoveSiblings[(bool all = false[, int flags = 0])]\nFlags: RMVF flags."; A_RemoveTarget = "A_RemoveTarget[(int flags)]\nFlags: RMVF flags."; A_RemoveTracer = "A_RemoveTracer[(int flags)]\nFlags: RMVF flags."; A_SentinelBob = "A_SentinelBob"; A_Teleport = "A_Teleport[(string teleportstate = 'Teleport'[, string targettype = 'BossSpot'[, string 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[, int spawnofs_horiz[, angle angle[, int aimflags[, angle pitch]]]]])"; A_CustomBulletAttack = "A_CustomBulletAttack(float horz_spread, float vert_spread, int numbullets, int damageperbullet, string pufftype[, float range[, int flags]])"; A_CustomRailgun = "A_CustomRailgun(int damage[, int offset[, color ringcolor[, color corecolor[, int flags[, bool aim[, float maxdiff[, stringpufftype[, float spread_xy[, float spread_z[, fixed range[, int duration[, float sparsity[, float driftspeed[, stringspawnclass]]]]]]]]]]]]]])"; A_CustomMeleeAttack = "A_CustomMeleeAttack(int damage[, string meleesound[, stringmisssound[, stringdamagetype[, bool bleed]]]])"; A_CustomComboAttack = "A_CustomComboAttack(string missiletype, float spawnheight, int damage, string meleesound, string damagetype, bool bleed)"; A_MeleeAttack = "A_MeleeAttack"; A_MissileAttack = "A_BasicAttack(int meleedamage, string meleesound, string missiletype, float missileheight)"; A_MonsterRefire = "A_MonsterRefire(int chancecontinue, string abortstate) "; A_ComboAttack = "A_ComboAttack"; A_BasicAttack = "A_BasicAttack(int meleedamage, string meleesound, string missiletype, float missileheight)"; A_BulletAttack = "A_BulletAttack"; A_MonsterRail = "A_MonsterRail"; A_Explode = "A_Explode[(int explosiondamage[, int explosionradius[, bool hurtshooter[, bool alert[, int fulldamageradius[, int nails[, int naildamage]]]]]])]"; 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]]]])"; //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[, bool looping[, float attenuation]]]])"; A_PlaySoundEx = "A_PlaySoundEx(string soundname, string channel[, bool loop[, int attenuation]])"; A_PlayWeaponSound = "A_PlayWeaponSound(string soundname)"; A_ActiveSound = "A_ActiveSound"; A_LoopActiveSound = "A_LoopActiveSound"; A_FLoopActiveSound = "A_FLoopActiveSound"; A_StopSound = "A_StopSound[(int slot)]"; A_StopSoundEx = "A_StopSoundEx(string channel)"; A_Pain = "A_Pain"; A_Scream = "A_Scream"; A_XScream = "A_XScream"; A_PlayerScream = "A_PlayerScream"; A_VileStart = "A_VileStart"; A_BrainPain = "A_BrainPain"; A_BrainAwake = "A_BrainAwake"; A_BFGSound = "A_BFGSound"; //Print actions A_Print = "A_Print(string text[, float time[, string fontname]])"; A_PrintBold = "A_PrintBold(string text[, float time[, string fontname]])"; A_Log = "A_Log(string text)"; A_LogInt = "A_LogInt(int number)"; //Special actions A_BossDeath = "A_BossDeath"; A_KeenDie = "A_KeenDie[(int tag)]"; A_BrainDie = "A_BrainDie"; A_GetHurt = "A_GetHurt"; A_KlaxonBlare = "A_KlaxonBlare"; A_CheckTerrain = "A_CheckTerrain"; A_SetBlend = "A_SetBlend(color blendcolor, float alpha, int duration[, color fadecolor])"; A_CheckPlayerDone = "A_CheckPlayerDone"; A_PlayerSkinCheck = "A_PlayerSkinCheck(string state)"; A_SkullPop = "A_SkullPop[(string className)]"; //Spawn functions A_TossGib = "A_TossGib"; A_SpawnDebris = "A_SpawnDebris(string type, bool translation)"; 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]]]]]]]]]])"; //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_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])"; A_JumpIfInventory = "A_JumpIfInventory (string inventorytype, int amount, int offset OR string state[, int owner])"; A_JumpIfInTargetInventory = "A_JumpIfInTargetInventory(string item, int count, int offset OR string state[, pointer 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)"; //Status changes A_ActiveAndUnblock = "A_ActiveAndUnblock"; A_ChangeFlag = "A_ChangeFlag(string flagname, bool value)"; A_ChangeVelocity = "A_ChangeVelocity(float x, float y, float z, int flags)"; A_CheckFlag = "A_CheckFlag(string flagname, state label, int check_pointer = AAPTR_DEFAULT)"; A_ClearShadow = "A_ClearShadow"; A_CopyFriendliness = "A_CopyFriendliness[(pointer copyfrom)]"; A_DeQueueCorpse = "A_DeQueueCorpse"; A_FadeIn = "A_FadeIn[(float increase_amount)]"; A_FadeOut = "A_FadeOut[(float reduce_amount[, bool remove])]"; A_FadeTo = "A_FadeTo(float target[, float amount[, bool remove]])"; A_Fall = "A_Fall"; A_Gravity = "A_Gravity"; A_HideThing = "A_HideThing"; A_LowGravity = "A_LowGravity"; A_NoBlocking = "A_NoBlocking"; A_NoGravity = "A_NoGravity"; A_QueueCorpse = "A_QueueCorpse"; A_RearrangePointers = "A_RearrangePointers(pointer target, pointer master, pointer tracer[, int flags])"; A_Respawn = "A_Respawn[(bool fog)]"; A_ScaleVelocity = "A_ScaleVelocity(float scale)"; 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"; A_SetMass = "A_SetMass(int mass)"; A_SetPitch = "A_SetPitch(float pitch[, int flags])"; A_SetReflective = "A_SetReflective"; A_SetReflectiveInvulnerable = "A_SetReflectiveInvulnerable"; A_SetScale = "A_SetScale(float scaleX[, float scaleY])"; A_SetShadow = "A_SetShadow"; A_SetShootable = "A_SetShootable"; A_SetSolid = "A_SetSolid"; A_SetSpecial = "A_SetSpecial(int special, int arg0, int arg1, int arg2, int arg3, int arg4)"; A_SetSpeed = "A_SetSpeed(float speed)"; A_SetTics = "A_SetTics(int tics)"; A_SetTranslucent = "A_SetTranslucent(float alpha, int mode)"; A_SetUserVar = "A_SetUserVar(string name, int value)"; A_TransferPointer = "A_TransferPointer(pointer source, pointer recipient, pointer sourcefield, pointer recipientfield[, int flags])"; A_UnHideThing = "A_UnHideThing"; A_UnsetFloat = "A_UnsetFloat"; A_UnSetFloorClip = "A_UnSetFloorClip"; A_UnSetInvulnerable = "A_UnSetInvulnerable"; A_UnSetReflective = "A_UnSetReflective"; A_UnSetReflectiveInvulnerable = "A_UnSetReflectiveInvulnerable"; A_UnSetShootable = "A_UnSetShootable"; A_UnsetSolid = "A_UnsetSolid"; //Missile movement A_SeekerMissile = "A_SeekerMissile(angle threshold, angle maxturnangle, int flags = 0, int chance = 50, int distance = 10)"; A_Tracer = "A_Tracer"; A_Tracer2 = "A_Tracer2"; A_FaceTracer = "A_FaceTracer[(float angle)[, float pitch]]"; A_Fire = "A_Fire[(int height)]"; A_BishopMissileWeave = "A_BishopMissileWeave"; A_CStaffMissileSlither = "A_CStaffMissileSlither"; 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, state success_state)"; A_Countdown = "A_Countdown"; A_CountdownArg = "A_CountdownArg(int arg[, string targstate])"; A_Stop = "A_Stop"; //Inventory functions 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_TakeFromTarget = "A_TakeFromTarget(string type, int count[, pointer takefrom])"; A_DropInventory = "A_DropInventory(string type)"; A_SelectWeapon = "A_SelectWeapon(string type)"; A_RadiusGive = "A_RadiusGive(string item, fixed distance, int flags, int amount)"; //Weapon functions A_WeaponReady = "A_WeaponReady[(int flags)]"; A_Lower = "A_Lower"; A_Raise = "A_Raise"; A_ReFire = "A_ReFire[(string state)]"; A_ClearReFire = "A_ClearReFire"; A_GunFlash = "A_GunFlash[(string state[, int flags])]"; A_CheckReload = "A_CheckReload"; A_CheckForReload = "A_CheckForReload(int counter, string state[, bool dontincrement])"; A_ResetReloadCounter = "A_ResetReloadCounter"; A_Light = "A_Light(int intensity)"; A_Light0 = "A_Light0"; A_Light1 = "A_Light1"; A_Light2 = "A_Light2"; A_LightInverse = "A_LightInverse"; A_Recoil = "A_Recoil(float force)"; A_ZoomFactor = "A_ZoomFactor(float zoom[, int flags])"; A_SetCrosshair = "A_SetCrosshair(int number)"; //Weapon attack functions A_Punch = "A_Punch"; 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 OR int flags[, angle pitch]]]]]])"; A_RailAttack = "A_RailAttack(int damage[, int spawnofs_horz[, bool useammo[, color ringcolor[, color corecolor[, int flags[, int maxdiff[, string pufftype[, float spread_xy[, float spread_z[, fixed range[, int duration[, float sparsity[, float driftspeed[, string spawnclass[, float spawnofs_z]]]]]]]]]]]]]]])"; A_FireAssaultGun = "A_FireAssaultGun"; A_FireBFG = "A_FireBFG"; A_FireOldBFG = "A_FireOldBFG"; A_FireShotgun = "A_FireShotgun"; A_FireShotgun2 = "A_FireShotgun2"; A_FireCGun = "A_FireCGun"; A_FireMissile = "A_FireMissile"; A_FirePlasma = "A_FirePlasma"; //Script functions ACS_NamedExecute = "bool ACS_NamedExecute(string script, int map, int s_arg1, int s_arg2, int s_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 s_arg1, int s_arg2, int lock)"; ACS_NamedLockedExecuteDoor = "bool ACS_NamedLockedExecuteDoor(string script, int map, int s_arg1, int s_arg2, int lock)"; ACS_NamedExecuteWithResult = "int ACS_NamedExecuteWithResult(string script, int s_arg1, int s_arg2, int s_arg3)"; ACS_NamedExecuteAlways = "bool ACS_NamedExecuteAlways(string script, int map, int s_arg1, int s_arg2, int s_arg3)"; //Original Doom/Strife monster attacks A_PosAttack = "A_PosAttack"; A_SPosAttack = "A_SPosAttack"; A_CPosAttack = "A_CPosAttack"; A_CPosRefire = "A_CPosRefire"; A_SpidRefire = "A_SpidRefire"; A_TroopAttack = "A_TroopAttack"; A_SargAttack = "A_SargAttack"; A_HeadAttack = "A_HeadAttack"; A_BruisAttack = "A_BruisAttack"; A_SkullAttack = "A_SkullAttack[(int speed)]"; A_BspiAttack = "A_BspiAttack"; A_CyberAttack = "A_CyberAttack"; A_PainAttack = "A_PainAttack[(string spawntype)[, float angle[, int flags[, int limit]]]]"; A_DualPainAttack = "A_DualPainAttack[(string spawntype)]"; A_PainDie = "A_PainDie[(string spawntype)]"; A_SkelFist = "A_SkelFist"; A_SkelMissile = "A_SkelMissile"; A_FatAttack1 = "A_FatAttack1[(string spawntype)]"; A_FatAttack2 = "A_FatAttack2[(string spawntype)]"; A_FatAttack3 = "A_FatAttack3[(string spawntype)]"; A_VileTarget = "A_VileTarget[(string type)]"; A_VileAttack = "A_VileAttack(string sound, int initialdamage, int blastdamage, int blastradius, float thrustfactor, stringdamagetype)"; A_BrainSpit = "A_BrainSpit[(string spawntype)]"; A_SpawnFly = "A_SpawnFly[(string FogActor)]"; A_SpawnSound = "A_SpawnSound"; A_BrainScream = "A_BrainScream"; A_BrainExplode = "A_BrainExplode"; A_Mushroom = "A_Mushroom[(string spawntype[, int amount[, int flags[, float vrange[, float hrange]]]])]"; A_M_Saw = "A_M_Saw[(string fullsound[, string hitsound[, int damage[, string pufftype]]])]"; A_SentinelRefire = "A_SentinelRefire"; A_BetaSkullAttack = "A_BetaSkullAttack"; //Miscellaneous functions for Doom A_Hoof = "A_Hoof"; A_Metal = "A_Metal"; A_BabyMetal = "A_BabyMetal"; A_FatRaise = "A_FatRaise"; 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_BarrelDestroy = "A_BarrelDestroy"; //State keywords Light = "Light(string lightname)"; Offset = "Offset(int x, int y)"; //Special functions CheckClass = "bool CheckClass(string classname[, int ptr_select = AAPTR_DEFAULT[, bool match_superclass = false]])"; IsPointerEqual = "bool IsPointerEqual(int ptr_select1, int ptr_select2)"; } constants { Actor; //states: Spawn:; Idle:; See:; Melee:; Missile:; Pain:; Death:; XDeath:; Burn:; Ice:; Disintegrate:; Raise:; Heal:; Crash:; Crush:; Wound:; Greetings:; Yes:; No:; Active:; Inactive:; Bounce:; Bounce.Floor:; Bounce.Ceiling:; Bounce.Wall:; Bounce.Actor:; Bounce.Actor.Creature:; //State keywords //Bright; CanRaise; Fast; NoDelay; Slow; //flow control loop; stop; wait; fail; goto; //pointers AAPTR_DEFAULT; AAPTR_NULL; AAPTR_TARGET; AAPTR_MASTER; AAPTR_TRACER; AAPTR_PLAYER; AAPTR_PLAYER_GETTARGET; AAPTR_PLAYER_GETCONVERSATION; SXF_TRANSFERTRANSLATION; SXF_ABSOLUTEPOSITION; SXF_ABSOLUTEANGLE; SXF_ABSOLUTEVELOCITY; SXF_SETMASTER; SXF_NOCHECKPOSITION; SXF_TELEFRAG; SXF_TRANSFERAMBUSHFLAG; SXF_TRANSFERPITCH; SXF_TRANSFERPOINTERS; SXF_USEBLOODCOLOR; SXF_CLEARCALLERTID; SXF_MULTIPLYSPEED; SXF_TRANSFERSCALE; SXF_TRANSFERSPECIAL; SXF_CLEARCALLERSPECIAL; SXF_TRANSFERSTENCILCOL; SXF_TRANSFERALPHA; SXF_TRANSFERRENDERSTYLE; SXF_SETTARGET; SXF_SETTRACER; SXF_NOPOINTERS; SXF_ORIGINATOR; //weapon flags WRF_NOBOB; WRF_NOFIRE; WRF_NOSWITCH; WRF_NOPRIMARY; WRF_NOSECONDARY; WRF_ALLOWRELOAD; WRF_ALLOWZOOM; ZOOM_INSTANT; ZOOM_NOSCALETURNING; CPF_USEAMMO; CPF_DAGGER; CPF_PULLIN; FBF_USEAMMO; FBF_NORANDOM; FBF_EXPLICITANGLE; FBF_NOPITCH; RGF_SILENT; RGF_NOPIERCING; RGF_EXPLICITANGLE; RGF_FULLBRIGHT; RGF_CENTERZ; //monster flags PAF_NOSKULLATTACK; PAF_AIMFACING; PAF_NOTARGET; //Sound channels flags CHAN_AUTO; CHAN_WEAPON; CHAN_VOICE; CHAN_ITEM; CHAN_BODY; CHAN_5; CHAN_6; CHAN_7; CHAN_LISTENERZ; CHAN_MAYBE_LOCAL; CHAN_UI; CHAN_NOPAUSE; CHAN_LOOP; //misc flags MSF_Standard; MSF_Classic; MSF_DontHurt; TF_TELEFRAG; TF_RANDOMDECIDE; //combo flags Monster; Projectile; //physics SOLID; SHOOTABLE; FLOAT; NOGRAVITY; WINDTHRUST; PUSHABLE; DONTFALL; CANPASS; ACTLIKEBRIDGE; NOBLOCKMAP; MOVEWITHSECTOR; RELATIVETOFLOOR; NOLIFTDROP; SLIDESONWALLS; NODROPOFF; NOTRIGGER; BLOCKEDBYSOLIDACTORS; //Behavior ALWAYSRESPAWN; AMBUSH; AVOIDMELEE; BOSS; DONTCORPSE; DORMANT; FRIENDLY; JUMPDOWN; LOOKALLAROUND; MISSILEEVENMORE; MISSILEMORE; NEVERRESPAWN; NOSPLASHALERT; NOTARGETSWITCH; NOVERTICALMELEERANGE; QUICKTORETALIATE; STANDSTILL; //(In)Abilities CANNOTPUSH; NOTELEPORT; ACTIVATEIMPACT; CANPUSHWALLS; CANUSEWALLS; ACTIVATEPCROSS; CANTLEAVEFLOORPIC; TELESTOMP; NOTELESTOMP; STAYMORPHED; CANBLAST; NOBLOCKMONST; THRUGHOST; THRUACTORS; THRUSPECIES; MTHRUSPECIES; SPECTRAL; FRIGHTENED; NOTARGET; NEVERTARGET; NOINFIGHTING; NOTIMEFREEZE; NOFEAR; CANTSEEK; SEEINVISIBLE; //Defenses INVULNERABLE; BUDDHA; REFLECTIVE; SHIELDREFLECT; DEFLECT; NORADIUSDMG; DONTBLAST; GHOST; DONTMORPH; DONTSQUASH; NOTELEOTHER; HARMFRIENDS; DOHARMSPECIES; DONTHARMCLASS; DONTHARMSPECIES; NODAMAGE; DONTRIP; NOTELEFRAG; ALWAYSTELEFRAG; DONTDRAIN; //Appearance & Sound BRIGHT; INVISIBLE; SHADOW; NOBLOOD; NOBLOODDECALS; STEALTH; FLOORCLIP; SPAWNFLOAT; SPAWNCEILING; FLOATBOB; NOICEDEATH; DONTGIB; DONTSPLASH; DONTOVERLAP; RANDOMIZE; FIXMAPTHINGPOS; FULLVOLACTIVE; FULLVOLDEATH; NOWALLBOUNCESND; VISIBILITYPULSE; ROCKETTRAIL; GRENADETRAIL; NOBOUNCESOUND; NOSKIN; DONTTRANSLATE; NOPAIN; FORCEYBILLBOARD; FORCEXYBILLBOARD; //Projectile MISSILE; RIPPER; NOBOSSRIP; NODAMAGETHRUST; DONTREFLECT; FLOORHUGGER; CEILINGHUGGER; BLOODLESSIMPACT; BLOODSPLATTER; FOILINVUL; FOILBUDDHA; SEEKERMISSILE; SCREENSEEKER; SKYEXPLODE; NOEXPLODEFLOOR; STRIFEDAMAGE; EXTREMEDEATH; NOEXTREMEDEATH; DEHEXPLOSION; PIERCEARMOR; FORCERADIUSDMG; SPAWNSOUNDSOURCE; PAINLESS; FORCEPAIN; DONTSEEKINVISIBLE; STEPMISSILE; ADDITIVEPOISONDAMAGE; ADDITIVEPOISONDURATION; NOFORWARDFALL; //Bouncing BOUNCEONWALLS; BOUNCEONFLOORS; BOUNCEONCEILINGS; ALLOWBOUNCEONACTORS; BOUNCEAUTOOFF; BOUNCEAUTOOFFFLOORONLY; BOUNCELIKEHERETIC; BOUNCEONACTORS; NOWALLBOUNCESND; EXPLODEONWATER; CANBOUNCEWATER; MBFBOUNCER; USEBOUNCESTATE; //Miscellaneous DROPPED; ISMONSTER; CORPSE; COUNTITEM; COUNTKILL; COUNTSECRET; NOTDMATCH; NONSHOOTABLE; DROPOFF; PUFFONACTORS; ALLOWPARTICLES; ALWAYSPUFF; PUFFGETSOWNER; SYNCHRONIZED; ALWAYSFAST; NEVERFAST; OLDRADIUSDMG; USESPECIAL; BUMPSPECIAL; BOSSDEATH; NOINTERACTION; NOTAUTOAIMED; NOTONAUTOMAP; WEAPONSPAWN; PICKUP; TOUCHY; VULNERABLE; //Limited Use SEESDAGGERS; INCOMBAT; NOCLIP; NOSECTOR; ICECORPSE; JUSTHIT; JUSTATTACKED; TELEPORT; 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; INVENTORY.ALWAYSRESPAWN; //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; //Function flags AMF_TARGETEMITTER; AMF_TARGETNONPLAYER; AMF_EMITFROMTARGET; CHF_FASTCHASE; CHF_NOPLAYACTIVE; CHF_NIGHTMAREFAST; CHF_RESURRECT; CHF_DONTMOVE; CLOFF_AIM_VERT_NOOFFSET; CLOFF_ALLOWNULL; CLOFF_BEYONDTARGET; CLOFF_CHECKPARTIAL; CLOFF_FROMBASE; CLOFF_IGNOREGHOST; CLOFF_JUMPENEMY; CLOFF_JUMPFRIEND; CLOFF_JUMPNONHOSTILE; CLOFF_JUMPOBJECT; CLOFF_JUMP_ON_MISS; CLOFF_MUL_HEIGHT; CLOFF_MUL_WIDTH; CLOFF_MUSTBEGHOST; CLOFF_MUSTBESHOOTABLE; CLOFF_MUSTBESOLID; CLOFF_NOAIM; CLOFF_NOAIM_HORZ; CLOFF_NOAIM_VERT; CLOFF_SKIPENEMY; CLOFF_SKIPFRIEND; CLOFF_SKIPNONHOSTILE; CLOFF_SKIPOBJECT; CLOFF_SKIPOBSTACLES; CLOFF_SKIPTARGET; DMSS_AFFECTARMOR; DMSS_FOILBUDDHA; DMSS_FOILINVUL; DMSS_KILL; DMSS_NOFACTOR; FPF_AIMATANGLE; FPF_TRANSFERTRANSLATION; JLOSF_PROJECTILE; JLOSF_NOSIGHT; JLOSF_CLOSENOFOV; JLOSF_CLOSENOSIGHT; JLOSF_CLOSENOJUMP; JLOSF_DEADNOJUMP; JLOSF_CHECKMASTER; JLOSF_TARGETLOS; JLOSF_FLIPFOV; JLOSF_ALLYNOJUMP; JLOSF_COMBATANTONLY; JLOSF_NOAUTOAIM; JLOSF_CHECKTRACER; KILS_FOILBUDDHA; KILS_FOILINVUL; KILS_KILLMISSILES; KILS_NOMONSTERS; PTROP_UNSAFETARGET; PTROP_UNSAFEMASTER; PTROP_NOSAFEGUARDS; RMVF_MISSILES; RMVF_NOMONSTERS; RMVF_MISC; RMVF_EVERYTHING; SF_NOPULLIN; SF_NORANDOM; SF_NOTURN; SF_NOUSEAMMO; SF_NOUSEAMMOMISS; SF_RANDOMLIGHTBOTH; SF_RANDOMLIGHTHIT; SF_RANDOMLIGHTMISS; WARPF_ABSOLUTEOFFSET; WARPF_ABSOLUTEANGLE; WARPF_ABSOLUTEPOSITION; WARPF_USECALLERANGLE; WARPF_NOCHECKPOSITION; WARPF_STOP; WARPF_TOFLOOR; WARPF_TESTONLY; WARPF_INTERPOLATE; WARPF_WARPINTERPOLATION; WARPF_COPYINTERPOLATION; }