/*******************************************************************\ GZDoom Builder Script highlighting definitions for DECORATE \*******************************************************************/ // Editor settings description = "ZDoom DECORATE"; codepage = 0; extensions = "txt,dec"; casesensitive = false; insertcase = 0; // 0=Normal, 1=Lowercase, 2=Uppercase lexer = 35; functionopen = "("; functionclose = ")"; codeblockopen = "{"; codeblockclose = "}"; arrayopen = "["; arrayclose = "]"; argumentdelimiter = ","; terminator = ";"; extrawordchars = "#.$"; // Extra characters to be treated as a part of a word by the Script Editor keywordhelp = "http://www.zdoom.org/wiki/index.php?title=%K"; scripttype = 3; //0 = unknown script, 1 = acc, 2 = modeldef, 3 = decorate keywords { //Editor special comments //These are handled in a different fascion: key is replaced with the value and the caret is placed at [EP] position $Angled = "$Angled"; $NotAngled = "$NotAngled"; $Category = "//$Category \"[EP]\""; $Sprite = "//$Sprite \"[EP]\""; $Title = "//$Title \"[EP]\""; $Arg0 = "//$Arg0 \"[EP]\""; $Arg1 = "//$Arg1 \"[EP]\""; $Arg2 = "//$Arg2 \"[EP]\""; $Arg3 = "//$Arg3 \"[EP]\""; $Arg4 = "//$Arg4 \"[EP]\""; $Arg0Default = "//$Arg0Default "; $Arg1Default = "//$Arg1Default "; $Arg2Default = "//$Arg2Default "; $Arg3Default = "//$Arg3Default "; $Arg4Default = "//$Arg4Default "; $Arg0Tooltip = "//$Arg0Tooltip \"[EP]\""; $Arg1Tooltip = "//$Arg1Tooltip \"[EP]\""; $Arg2Tooltip = "//$Arg2Tooltip \"[EP]\""; $Arg3Tooltip = "//$Arg3Tooltip \"[EP]\""; $Arg4Tooltip = "//$Arg4Tooltip \"[EP]\""; $Arg0Type = "//$Arg0Type "; $Arg1Type = "//$Arg1Type "; $Arg2Type = "//$Arg2Type "; $Arg3Type = "//$Arg3Type "; $Arg4Type = "//$Arg4Type "; $Arg0Enum = "//$Arg0Enum "; $Arg1Enum = "//$Arg1Enum "; $Arg2Enum = "//$Arg2Enum "; $Arg3Enum = "//$Arg3Enum "; $Arg4Enum = "//$Arg4Enum "; $Color = "//$Color "; $Obsolete = "//$Obsolete \"[EP]\""; $GZDB_SKIP = "//$GZDB_SKIP"; //Preprocessor directives #Include = "#Include"; #region = "#region"; #endregion = "#endregion"; //WFDS A_Bool = "return A_Bool(bool result);"; A_Int = "return A_Int(int result);"; A_State = "return A_State(int offset OR str state);"; //Monster AI A_AlertMonsters = "A_AlertMonsters[(float maxrange = 0.0[, int flags = 0])]"; A_Burst = "A_Burst(str chunktype)"; A_CentaurDefend = "A_CentaurDefend"; 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[, 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 = \"none\")]"; A_FaceTarget = "A_FaceTarget[(float angle = 0.0[, float pitch = 270.0])]\nA_FaceTarget([float max_turn = 0.0[, float max_pitch = 270.0[, float ang_offset = 0.0[, float pitch_offset = 0.0[, int flags = 0[, float z_add = 0.0]]]]]])"; A_FaceMaster = "A_FaceMaster[(float angle = 0.0[, float pitch = 270.0])]\nA_FaceMaster([float max_turn = 0.0[, float max_pitch = 270.0[, float ang_offset = 0.0[, float pitch_offset = 0.0[, int flags = 0[, float z_add = 0.0]]]]]])"; A_FastChase = "A_FastChase"; 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[, 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(str telefogsourceclass, str telefogdestclass)"; A_Srcr2Decide = "A_Srcr2Decide"; A_SwapTeleFog = "A_SwapTeleFog"; A_TurretLook = "A_TurretLook"; A_Teleport = "A_Teleport[(str teleportstate = \"Teleport\"[, str targettype = \"BossSpot\"[, str fogtype = \"TeleportFog\"[, int flags = 0[, float mindist = 0.0[, float maxdist = 0.0[, int pointer = AAPTR_DEFAULT]]]]]])]"; A_VileChase = "A_VileChase"; A_Wander = "A_Wander"; //Generic monster attacks A_CustomMissile = "A_CustomMissile(str missiletype[, float spawnheight = 0.0[, 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 = 0.0[, int flags = 0[, int target = AAPTR_TARGET]]]])"; A_CustomRailgun = "A_CustomRailgun(int damage[, int offset[, color ringcolor[, color corecolor[, int flags = 0[, bool aim = false[, float maxdiff = 0.0[, str pufftype = \"\"[, float spread_xy = 0.0[, float spread_z = 0.0[, fixed range = 8192[, int duration = 35[, float sparsity = 1.0[, float driftspeed = 1.0[, str spawnclass = \"\"[, float spawnofs_z = 0[, int spiraloffset = 270]]]]]]]]]]]]]]]])"; A_CustomMeleeAttack = "A_CustomMeleeAttack[(int damage = 0[, str meleesound = \"\"[, str misssound = \"\"[, str damagetype = \"Melee\"[, bool bleed = true]]]])]"; 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[, str pufftype = \"BulletPuff\"]]]]]]])]"; A_RadiusThrust = "A_RadiusThrust(int force, int distance[, int flags[, int fullthrustdistance]])"; A_Detonate = "A_Detonate"; 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(str soundname[, int slot = CHAN_BODY[, float volume = 1.0[, bool looping = false[, float attenuation = ATTN_NORM]]]])"; A_PlayWeaponSound = "A_PlayWeaponSound(str soundname)"; A_ActiveSound = "A_ActiveSound"; A_LoopActiveSound = "A_LoopActiveSound"; A_FLoopActiveSound = "A_FLoopActiveSound"; A_StopSound = "A_StopSound[(int slot = CHAN_VOICE)]"; 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(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"; A_KeenDie = "A_KeenDie[(int tag = 666)]"; A_BrainDie = "A_BrainDie"; A_GetHurt = "A_GetHurt"; A_KlaxonBlare = "A_KlaxonBlare"; A_CheckTerrain = "A_CheckTerrain"; A_SetBlend = "A_SetBlend(str blendcolor, float alpha, int duration[, str fadecolor])"; A_CheckPlayerDone = "A_CheckPlayerDone"; 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\"])"; A_QuakeEx = "A_QuakeEx(int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad[, str sound = \"world/quake\"[, int flags = 0[, float mulwavex = 1.0[, float mulwavey = 1.0[, float mulwavez = 1.0]]]]])"; //Spawn functions A_TossGib = "A_TossGib"; 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 = 0.0[, float yoffset = 0.0[, float zoffset = 0.0[, float xvelocity = 0.0[, float yvelocity = 0.0[, float zvelocity = 0.0[, float angle = 0.0[, int flags = 0[, int skipchance = 0[, int tid = 0]]]]]]]]]])"; A_SpawnParticle = "A_SpawnParticle(color color[, int flags = 0[, int lifetime = 35[, int size = 1[, float angle = 0.0[, float xoff = 0.0[, float yoff = 0.0[, float zoff = 0.0[, float velx = 0.0[, float vely = 0.0[, float velz = 0.0[, float accelx = 0.0[, float accely = 0.0[, float accelz = 0.0[, float startalpha = 1.0[, float fadestep = -1.0]]]]]]]]]]]]]]])"; //State jumps A_CheckBlock = "A_CheckBlock(str block[, int flags = 0[, int pointer = AAPTR_TARGET]])"; 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 = 0.0[, float minrange = 0.0[, float angle = 0.0[, float pitch = 0.0[, float offsetheight = 0.0[, float offsetwidth = 0.0[, int ptr_target = AAPTR_DEFAULT]]]]]]]])"; A_CheckProximity = "A_CheckProximity(str jump, str classname, float distance[, int count = 1[, int flags = 0[, int pointer = AAPTR_DEFAULT]]])"; A_CheckRange = "A_CheckRange(float distance, int offset OR str state[, bool 2d_check = false])"; A_CheckSight = "A_CheckSight(int offset OR str state)"; A_CheckSightOrRange = "A_CheckSightOrRange(float distance, int offset OR str state[, bool 2d_check = false])"; A_CheckSpecies = "A_CheckSpecies(str jump[, str species=\"None\"[, int pointer = AAPTR_DEFAULT]]) "; 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 = 1])"; A_JumpIfCloser = "A_JumpIfCloser(int distance, int offset OR str state[, bool noz = false])"; A_JumpIfHealthLower = "A_JumpIfHealthLower(int health, int offset OR str state[, int pointer = AAPTR_DEFAULT])"; A_JumpIfHigherOrLower = "A_JumpIfHigherOrLower(str high, str low[, float offsethigh = 0.0[, float offsetlow = 0.0[, bool includeHeight = true[, int pointer = AAPTR_TARGET]]]])"; 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 = AAPTR_DEFAULT])"; A_JumpIfInTargetLOS = "A_JumpIfInTargetLOS(int offset OR str state[, float fov = 0.0[, int flags = 0[, float dist_max = 0.0[, float dist_close = 0.0]]]])\nflags: JLOSF flags."; A_JumpIfMasterCloser = "A_JumpIfMasterCloser(int distance, int offset OR str state[, bool noz = false])"; A_JumpIfNoAmmo = "A_JumpIfNoAmmo(int offset OR str state)"; A_JumpIfTargetInLOS = "A_JumpIfTargetInLOS(int offset OR str state[, float fov = 0.0[, int flags = 0[, float dist_max = 0.0[, float dist_close = 0.0]]]])\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[, bool noz = false])"; //Status changes A_ActiveAndUnblock = "A_ActiveAndUnblock"; A_CallSpecial = "A_CallSpecial(int special[, int arg1 = 0[, int arg2 = 0[, int arg3 = 0[, int arg4 = 0[, int arg5 = 0]]]]])"; A_ChangeFlag = "A_ChangeFlag(str flagname, bool value)"; A_ChangeVelocity = "A_ChangeVelocity[(float x = 0.0[, float y = 0.0[, float z = 0.0[, int flags = 0[, int pointer = AAPTR_DEFAULT]]]])]\nflags: CVF flags."; A_ClearShadow = "A_ClearShadow"; A_CopyFriendliness = "A_CopyFriendliness[(int copyfrom = AAPTR_MASTER)]"; A_DeQueueCorpse = "A_DeQueueCorpse"; A_FadeIn = "A_FadeIn[(float increase_amount = 0.1[, int flags = 0])]\nflags: FTF flags."; A_FadeOut = "A_FadeOut[(float reduce_amount = 0.1[, int flags = FTF_REMOVE])]\nflags: FTF flags."; A_FadeTo = "A_FadeTo(float target[, float amount = 0.1[, int flags = 0]])\nflags: FTF flags."; A_FaceMovementDirection = "A_FaceMovementDirection([float offset = 0[, float anglelimit = 0[, float pitchlimit = 0[, int flags = 0[, int pointer = AAPTR_DEFAULT]]]]])"; 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(int target, int master, int tracer, int flags)\nflags: AAPTR flags."; A_ResetHealth = "A_ResetHealth[(int pointer = AAPTR_DEFAULT)]"; A_Respawn = "A_Respawn[(int flags = RSF_FOG)]\nflags: RSF flags"; A_ScaleVelocity = "A_ScaleVelocity(float scale[, int pointer = AAPTR_DEFAULT])"; A_ScreamAndUnblock = "A_ScreamAndUnblock"; A_SetAngle = "A_SetAngle(float angle[, int flags = 0[, int pointer = AAPTR_DEFAULT]])\nangle: the actor's new angle, in degrees.\nflags: SPF flags."; A_SetArg = "A_SetArg(int position, int value)"; A_SetChaseThreshold = "A_SetChaseThreshold(int threshold[, bool setdefaultthreshhold = false[, int pointer = AAPTR_DEFAULT]])"; A_SetDamageType = "A_SetDamageType(str damagetype)"; A_SetFloat = "A_SetFloat"; A_SetFloatSpeed = "A_SetFloatSpeed(float speed[, int pointer = AAPTR_DEFAULT])"; 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"; A_SetHealth = "A_SetHealth(int health[, int pointer = AAPTR_DEFAULT])\nhealth: The health value to set for the actor. Valid values are 1 and above.\npointer: The actor to set its health. Default is AAPTR_DEFAULT, which corresponds to the calling actor."; A_SetInvulnerable = "A_SetInvulnerable"; A_SetMass = "A_SetMass(int mass)"; A_SetPainThreshold = "A_SetPainThreshold(int threshold[, int pointer = AAPTR_DEFAULT])"; A_SetPitch = "A_SetPitch(float pitch[, int flags = 0[, int pointer = AAPTR_DEFAULT]])\npitch: The actor's new pitch, in degrees.\nflags: SPF flags."; A_SetReflective = "A_SetReflective"; A_SetReflectiveInvulnerable = "A_SetReflectiveInvulnerable"; A_SetRipperLevel = "A_SetRipperLevel(int level)"; A_SetRipMin = "A_SetRipMin(int min)"; A_SetRipMax = "A_SetRipMax(int max)"; A_SetRoll = "A_SetRoll(float roll[, int flags = 0[, int pointer = AAPTR_DEFAULT]])"; A_SetScale = "A_SetScale(float scaleX[, float scaleY = scaleX[, int pointer = AAPTR_DEFAULT]])"; 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_SetSpecies = "A_SetSpecies(str species[, int pointer = AAPTR_DEFAULT])"; A_SetSpeed = "A_SetSpeed(float speed[, int pointer = AAPTR_DEFAULT])"; A_SetTics = "A_SetTics(int tics)"; A_SetTranslucent = "A_SetTranslucent(float alpha[, int mode = 0])"; 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"; 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]]])\nflags: SMF flags."; A_Tracer = "A_Tracer"; A_Tracer2 = "A_Tracer2"; A_FaceTracer = "A_FaceTracer[(float angle = 0.0[, float pitch = 270.0])]\nA_FaceTracer([float max_turn = 0.0[, float max_pitch = 270.0[, float ang_offset = 0.0[, float pitch_offset = 0.0[, int flags = 0[, float z_add = 0.0]]]]]])"; A_Fire = "A_Fire[(float height = 0.0)]"; A_Weave = "A_Weave(int horzspeed, int vertspeed, float horzdist, float vertdist)"; A_Warp = "A_Warp(int ptr_destination[, float x-offset = 0[, float y-offset = 0[, float z-offset = 0[, float angle = 0[, int flags = 0[, str success_state = \"\"[, float heightoffset = 0[, float radiusoffset = 0[, float pitch = 0]]]]]]]]])\nflags: WARPF flags."; A_Countdown = "A_Countdown"; A_CountdownArg = "A_CountdownArg(int arg[, str targetstate])"; A_Stop = "A_Stop"; //Inventory functions 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[, str filter = \"None\"[, str species = \"None\"[, fixed mindist = 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[(str state = \"Hold\")]"; A_ClearReFire = "A_ClearReFire"; A_GunFlash = "A_GunFlash[(str state = \"Flash\"[, int flags = 0])]\nflags: GFF flags."; A_CheckReload = "A_CheckReload"; 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"; A_Light1 = "A_Light1"; A_Light2 = "A_Light2"; A_LightInverse = "A_LightInverse"; A_Recoil = "A_Recoil(float force)"; A_ZoomFactor = "A_ZoomFactor[(float zoom = 1.0[, int flags = 0])]\nflags: ZOOM flags."; A_SetCrosshair = "A_SetCrosshair(int number)"; //Weapon attack functions A_Punch = "A_Punch"; 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 = 0.0[, float lifesteal = 0.0[, 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 = 0.0[, int lifestealmax = 0[, str armorbonustype = \"ArmorBonus\"[, str meleesound[, str misssound]]]]]]]]])"; A_FireBullets = "A_FireBullets(int spread_horz, int spread_vert, int numbullets, int damage[, str pufftype = \"\"[, int flags = FBF_USEAMMO[, float range = 0.0]]])"; 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[, str ringcolor[, str corecolor[, int flags[, int maxdiff[, str pufftype[, float spread_xy = 0[, float spread_z = 0.0[, fixed range = 8192[, int duration = 35[, float sparsity = 1.0[, float driftspeed = 1.0[, str spawnclass[, float spawnofs_z = 0.0[, int spiraloffset = 270]]]]]]]]]]]]]]]])"; 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_ExecuteWithResult = "int ACS_ExecuteWithResult(int 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"; 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 = 20)]"; A_BspiAttack = "A_BspiAttack"; A_CyberAttack = "A_CyberAttack"; A_PainAttack = "A_PainAttack[(str spawntype = \"LostSoul\"[, float angle = 0.0[, 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[(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[(str spawntype = \"FatShot\"[, int numspawns = 0[, 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 = 2[, str pufftype = \"BulletPuff\"]]])]"; 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[(str flashtype = \"BFGExtra\"[, int numrays = 40[, int damagecnt = 15[, float angle = 90.0[, float distance = 1024.0[, float vrange = 32.0[, 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 = 20.0[, str blasteffect = \"BlastEffect\"[, sound blastsound = \"BlastRadius\"]]]]])]"; A_BishopMissileWeave = "A_BishopMissileWeave"; 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)"; A_PigPain = "A_PigPain"; 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(str name, int index, int value)"; A_ShootGun = "A_ShootGun"; A_SPosAttackUseAtkSound = "A_SPosAttackUseAtkSound"; //Mathematical functions abs = "float abs(x)\nReturns the absolute value of x."; sin = "float sin(x)\nTrigonometry function, x must be in degrees."; cos = "float cos(x)\nTrigonometry function, x must be in degrees."; sqrt = "float sqrt(x)\nReturns the square root of x."; random = "int random[identifier](min, max)\nReturns a random integer value between min and max."; random2 = "int random2[identifier](mask)\nReturns a random integer value between -mask and +mask."; frandom = "float frandom[identifier](min, max)\nReturns a random floating point value between min and max."; randompick = "int randompick[identifier](int, ...)\nPicks a number from the numbers placed in it.\nThis can take an unlimited amount of parameters."; frandompick = "float frandompick[identifier](int, ...)\nSimilar to randompick but for float-point values."; //State functions Light = "Light(str lightname)"; Offset = "Offset(int x, int y)"; //Special functions CheckClass = "bool CheckClass(str classname[, int ptr_select = AAPTR_DEFAULT[, bool match_superclass = false]])"; IsPointerEqual = "bool IsPointerEqual(int ptr1, int ptr2)"; CountInv = "int CountInv(str itemclassname[, int ptr_select = AAPTR_DEFAULT])"; GetDistance = "float GetDistance(bool checkz[, int ptr_select = AAPTR_TARGET])"; } properties { action; native; replaces; Actor; enum; const; var; int; float; //WFDS if; else; return; //Flow control Loop; Stop; Wait; Fail; goto; //State keywords Bright; CanRaise; Fast; Slow; NoDelay; //States States; Spawn:; Idle:; See:; Melee:; Missile:; Pain:; Pain.Dagger:; Death:; Death.Extreme:; XDeath:; Burn:; Ice:; Disintegrate:; Raise:; Heal:; Crash:; Crash.Extreme:; Crush:; Wound:; Greetings:; Yes:; No:; Active:; Inactive:; Bounce:; Bounce.Floor:; Bounce.Ceiling:; Bounce.Wall:; Bounce.Actor:; Bounce.Actor.Creature:; //weapon states: Ready:; Select:; Deselect:; Fire:; AltFire:; Hold:; AltHold:; Flash:; AltFlash:; Reload:; Zoom:; User1:; User2:; User3:; User4:; //////////////////// //ACTOR PROPERTIES //////////////////// //Map editing control Game; SpawnID; ConversationID; Tag; //Behavior Health; GibHealth; WoundHealth; ReactionTime; PainChance; PainThreshold; DamageFactor; Damage; PoisonDamage; PoisonDamageType; RadiusDamageFactor; DesignatedTeam; Speed; VSpeed; FastSpeed; FloatSpeed; Species; Accuracy; Stamina; Activation; TeleFogSourceType; TeleFogDestType; Threshold; DefThreshold; //Collision and 'Physics' Radius; Height; DeathHeight; BurnHeight; ProjectilePassHeight; CameraHeight; Gravity; Mass; MaxStepHeight; MaxDropOffHeight; BounceType; BounceFactor; WallBounceFactor; BounceCount; ProjectileKickBack; PushFactor; WeaveIndexXY; WeaveIndexZ; //Sound ActiveSound; AttackSound; BounceSound; CrushPainSound; DeathSound; HowlSound; PainSound; SeeSound; WallBounceSound; //Rendering RenderStyle; Alpha; DefaultAlpha; XScale; YScale; Scale; Translation; BloodColor; BloodType; Decal; StencilColor; FloatBobPhase; //Obituaries HitObituary; Obituary; //Attacks MinMissileChance; DamageType; DeathType; MeleeThreshold; MeleeRange; MaxTargetRange; PainType; //Special Args; ClearFlags; DropItem; Skip_Super; VisibleToTeam; VisibleToPlayerClass; //Inventory Inventory.Amount; Inventory.DefMaxAmount; Inventory.MaxAmount; Inventory.InterHubAmount; Inventory.Icon; Inventory.PickupMessage; Inventory.PickupSound; Inventory.PickupFlash; Inventory.UseSound; Inventory.RespawnTics; Inventory.GiveQuest; Inventory.ForbiddenTo; Inventory.RestrictedTo; //FakeInventory FakeInventory.Respawns; //BasicArmorPickup Armor.SaveAmount; Armor.SavePercent; Armor.MaxFullAbsorb; Armor.MaxAbsorb; //BasicArmorBonus Armor.SavePercent; Armor.MaxSaveAmount; Armor.SaveAmount; Armor.MaxBonus; Armor.MaxBonusMax; //Weapons Weapon.AmmoGive; Weapon.AmmoGive1; Weapon.AmmoGive2; Weapon.AmmoType; Weapon.AmmoType1; Weapon.AmmoType2; Weapon.AmmoUse; Weapon.AmmoUse1; Weapon.AmmoUse2; Weapon.MinSelectionAmmo1; Weapon.MinSelectionAmmo2; Weapon.BobRangeX; Weapon.BobRangeY; Weapon.BobSpeed; Weapon.BobStyle; Weapon.KickBack; Weapon.DefaultKickBack; Weapon.ReadySound; Weapon.SelectionOrder; Weapon.SisterWeapon; Weapon.SlotNumber; Weapon.SlotPriority; Weapon.UpSound; Weapon.YAdjust; //Ammo Ammo.BackpackAmount; Ammo.BackpackMaxAmount; Ammo.DropAmount; //Weapon Pieces WeaponPiece.Number; WeaponPiece.Weapon; //Health Health.LowMessage; //Puzzle Items PuzzleItem.Number; PuzzleItem.FailMessage; //Player Player.AirCapacity; Player.AttackZOffset; Player.ColorRange; Player.ColorSet; Player.ColorSetFile; Player.ClearColorSet; Player.CrouchSprite; Player.DamageScreenColor; Player.DisplayName; Player.Face; Player.FallingScreamSpeed; Player.FlechetteType; Player.ForwardMove; Player.GruntSpeed; Player.HealRadiusType; Player.HexenArmor; Player.InvulnerabilityMode; Player.JumpZ; Player.MaxHealth; Player.RunHealth; Player.Portrait; Player.ScoreIcon; Player.SideMove; Player.SoundClass; Player.SpawnClass; Player.StartItem; Player.UseRange; Player.WeaponSlot; Player.ViewHeight; Player.MorphWeapon; Player.MugShotMaxHealth; //Powerup Powerup.Color; Powerup.Colormap; Powerup.Duration; Powerup.Mode; Powerup.Strength; //Powerup Giver Powerup.Type; //Health Pickup HealthPickup.AutoUse; //Morph Projectile MorphProjectile.PlayerClass; MorphProjectile.MonsterClass; MorphProjectile.Duration; MorphProjectile.MorphStyle; MorphProjectile.MorphFlash; MorphProjectile.UnMorphFlash; //Actor position and movement x; y; z; Angle; CeilingZ; FloorZ; Pitch; VelX; VelY; VelZ; //Actor properties ScaleX; ScaleY; Score; Special; Stamina; } constants { //pointers AAPTR_DEFAULT; AAPTR_NULL; AAPTR_TARGET; AAPTR_MASTER; AAPTR_TRACER; AAPTR_PLAYER; AAPTR_PLAYER_GETTARGET; AAPTR_PLAYER_GETCONVERSATION; //A_SpawnItemEx flags 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; SXF_TRANSFERSPRITEFRAME; SXF_TRANSFERROLL; SXF_ISTARGET; SXF_ISMASTER; SXF_ISTRACER; //weapon flags WRF_NOBOB; WRF_NOFIRE; WRF_NOSWITCH; WRF_NOPRIMARY; WRF_DISABLESWITCH; WRF_NOSECONDARY; WRF_ALLOWRELOAD; WRF_ALLOWZOOM; WRF_ALLOWUSER1; WRF_ALLOWUSER2; WRF_ALLOWUSER3; WRF_ALLOWUSER4; ZOOM_INSTANT; ZOOM_NOSCALETURNING; CPF_USEAMMO; CPF_DAGGER; CPF_PULLIN; CPF_NORANDOMPUFFZ; CPF_NOTURN; CPF_STEALARMOR; FBF_USEAMMO; FBF_NOFLASH; FBF_NORANDOM; FBF_EXPLICITANGLE; FBF_NOPITCH; FBF_NORANDOMPUFFZ; //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; //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; DONTTHRUST; ALLOWPAIN; //Defenses INVULNERABLE; BUDDHA; REFLECTIVE; SHIELDREFLECT; DEFLECT; NORADIUSDMG; DONTBLAST; GHOST; DONTMORPH; DONTSQUASH; NOTELEOTHER; HARMFRIENDS; DOHARMSPECIES; DONTHARMCLASS; DONTHARMSPECIES; NODAMAGE; DONTRIP; NOTELEFRAG; ALWAYSTELEFRAG; DONTDRAIN; LAXTELEFRAGDMG; //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; CAUSEPAIN; DONTSEEKINVISIBLE; STEPMISSILE; ADDITIVEPOISONDAMAGE; ADDITIVEPOISONDURATION; NOFORWARDFALL; HITTARGET; HITMASTER; HITTRACER; //Bouncing BOUNCEONWALLS; BOUNCEONFLOORS; BOUNCEONCEILINGS; ALLOWBOUNCEONACTORS; BOUNCEAUTOOFF; BOUNCEAUTOOFFFLOORONLY; BOUNCELIKEHERETIC; BOUNCEONACTORS; NOWALLBOUNCESND; EXPLODEONWATER; CANBOUNCEWATER; MBFBOUNCER; USEBOUNCESTATE; //Miscellaneous ICESHATTER; DROPPED; ISMONSTER; CORPSE; COUNTITEM; COUNTKILL; COUNTSECRET; NOTDMATCH; NONSHOOTABLE; DROPOFF; PUFFONACTORS; ALLOWPARTICLES; ALWAYSPUFF; PUFFGETSOWNER; FORCEDECAL; NODECAL; SYNCHRONIZED; ALWAYSFAST; NEVERFAST; OLDRADIUSDMG; USESPECIAL; BUMPSPECIAL; BOSSDEATH; NOINTERACTION; NOTAUTOAIMED; NOTONAUTOMAP; WEAPONSPAWN; NOMENU; 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; INVENTORY.TRANSFER; INVENTORY.NOTELEPORTFREEZE; //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; //Action-specific flags AMF_EMITFROMTARGET; AMF_TARGETEMITTER; AMF_TARGETNONPLAYER; BF_USEAMMO; BF_DONTWARN; BF_AFFECTBOSSES; BF_NOIMPACTDAMAGE; CBAF_AIMFACING; CBAF_EXPLICITANGLE; CBAF_NOPITCH; CBAF_NORANDOM; CBAF_NORANDOMPUFFZ; CBF_NOLINES; CBF_SETTARGET; CBF_SETMASTER; CBF_SETTRACER; CBF_SETONPTR; CBF_DROPOFF; CHF_DONTMOVE; CHF_FASTCHASE; CHF_NIGHTMAREFAST; CHF_NOPLAYACTIVE; CHF_RESURRECT; 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_SETTARGET; CLOFF_SETMASTER; CLOFF_SETTRACER; CLOFF_SKIPENEMY; CLOFF_SKIPFRIEND; CLOFF_SKIPNONHOSTILE; CLOFF_SKIPOBJECT; CLOFF_SKIPOBSTACLES; CLOFF_SKIPTARGET; CMF_ABSOLUTEANGLE; CMF_ABSOLUTEPITCH; CMF_AIMDIRECTION; CMF_AIMOFFSET; CMF_CHECKTARGETDEAD; CMF_OFFSETPITCH; CMF_SAVEPITCH; CMF_TRACKOWNER; CVF_RELATIVE; CVF_REPLACE; DMSS_AFFECTARMOR; DMSS_FOILBUDDHA; DMSS_FOILINVUL; DMSS_KILL; DMSS_NOFACTOR; DMSS_NOPROTECT; DMSS_EXFILTER; DMSS_EXSPECIES; DMSS_EITHER; FMDF_NOPITCH; FMDF_NOANGLE; FMDF_INTERPOLATE; FPF_AIMATANGLE; FPF_TRANSFERTRANSLATION; FPF_NOAUTOAIM; FTF_CLAMP; FTF_REMOVE; GFF_NOEXTCHANGE; JLOSF_ALLYNOJUMP; JLOSF_CHECKMASTER; JLOSF_CHECKTRACER; JLOSF_CLOSENOFOV; JLOSF_CLOSENOJUMP; JLOSF_CLOSENOSIGHT; JLOSF_COMBATANTONLY; JLOSF_DEADNOJUMP; JLOSF_FLIPFOV; JLOSF_NOAUTOAIM; JLOSF_NOSIGHT; JLOSF_PROJECTILE; JLOSF_TARGETLOS; KILS_FOILBUDDHA; KILS_FOILINVUL; KILS_KILLMISSILES; KILS_NOMONSTERS; KILS_EXFILTER; KILS_EXSPECIES; KILS_EITHER; LOF_DONTCHASEGOAL; LOF_FULLVOLSEESOUND; LOF_NOJUMP; LOF_NOSEESOUND; LOF_NOSIGHTCHECK; LOF_NOSOUNDCHECK; PTROP_NOSAFEGUARDS; PTROP_UNSAFEMASTER; PTROP_UNSAFETARGET; RGF_CENTERZ; RGF_CORPSES; RGF_CUBE; RGF_EXFILTER; RGF_EXPLICITANGLE; RGF_EXSPECIES; RGF_FULLBRIGHT; RGF_GIVESELF; RGF_INCLUSIVE; RGF_ITEMS; RGF_KILLED; RGF_MISSILES; RGF_MONSTERS; RGF_NOMASTER; RGF_NOPIERCING; RGF_NOSIGHT; RGF_NOTARGET; RGF_NOTRACER; RGF_OBJECTS; RGF_PLAYERS; RGF_SILENT; RGF_VOODOO; RMVF_EVERYTHING; RMVF_MISC; RMVF_MISSILES; RMVF_NOMONSTERS; RMVF_EXFILTER; RMVF_EXSPECIES; RMVF_EITHER; RSF_FOG; RSF_KEEPTARGET; RSF_TELEFRAG; RTF_AFFECTSOURCE; RTF_NOIMPACTDAMAGE; RTF_NOTMISSILE; SF_NOPULLIN; SF_NORANDOM; SF_NOTURN; SF_NOUSEAMMO; SF_NOUSEAMMOMISS; SF_RANDOMLIGHTBOTH; SF_RANDOMLIGHTHIT; SF_RANDOMLIGHTMISS; SF_STEALARMOR; SMF_CURSPEED; SMF_LOOK; SMF_PRECISE; SPF_FORCECLAMP; SPF_INTERPOLATE; TF_TELEFRAG; TF_RANDOMDECIDE; TF_FORCED; TF_KEEPVELOCITY; TF_KEEPANGLE; TF_USESPOTZ; TF_NOSRCFOG; TF_NODESTFOG; TF_NOFOG; TF_USEACTORFOG; TF_NOJUMP; TF_OVERRIDE; TF_SENSITIVEZ; TIF_NOTAKEINFINITE; VAF_DMGTYPEAPPLYTODIRECT; WARPF_ABSOLUTEOFFSET; WARPF_ABSOLUTEANGLE; WARPF_USECALLERANGLE; WARPF_NOCHECKPOSITION; WARPF_INTERPOLATE; WARPF_WARPINTERPOLATION; WARPF_COPYINTERPOLATION; WARPF_STOP; WARPF_TOFLOOR; WARPF_TESTONLY; WAPRF_ABSOLUTEPOSITION; WARPF_BOB; WARPF_MOVEPTR; WARPF_USETID; WARPF_COPYVELOCITY; WARPF_COPYPITCH; XF_HURTSOURCE; XF_NOTMISSILE; ////////////////////////// //Property-specific flags ////////////////////////// //Activation flags THINGSPEC_Default; THINGSPEC_ThingActs; THINGSPEC_TriggerActs; THINGSPEC_ThingTargets; THINGSPEC_TriggerTargets; THINGSPEC_MonsterTrigger; THINGSPEC_MissileTrigger; THINGSPEC_ClearSpecial; THINGSPEC_NoDeathSpecial; THINGSPEC_Activate; THINGSPEC_Deactivate; THINGSPEC_Switch; //MorphProjectile.MorphStyle flags MRF_ADDSTAMINA; MRF_FULLHEALTH; MRF_UNDOBYTOMEOFPOWER; MRF_UNDOBYCHAOSDEVICE; MRF_FAILNOTELEFRAG; MRF_FAILNOLAUGH; MRF_WHENINVULNERABLE; MRF_LOSEACTUALWEAPON; MRF_NEWTIDBEHAVIOUR; MRF_UNDOBYDEATH; MRF_UNDOBYDEATHFORCED; MRF_UNDOBYDEATHSAVES; MRF_UNDOALWAYS; //A_CheckProximity flags CPXF_ANCESTOR; CPXF_NOZ; CPXF_COUNTDEAD; CPXF_DEADONLY; CPXF_LESSOREQUAL; CPXF_EXACT; CPXF_CHECKSIGHT; CPXF_SETTARGET; CPXF_SETMASTER; CPXF_SETTRACER; CPXF_FARTHEST; CPXF_CLOSEST; CPXF_SETONPTR; //A_FaceTraget/Master/Tracer flags FAF_BOTTOM; FAF_MIDDLE; FAF_TOP; //A_QuakeEx flags QF_RELATIVE; QF_SCALEDOWN; QF_SCALEUP; QF_WAVE; QF_MAX; QF_FULLINTENSITY; }