mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-28 06:32:25 +00:00
88e5e790e7
Textures Browser form: PK3/Directory TEXTURES images are now shown in a separate folder in the resources tree. Fixed, Textures Browser form: fixed a logic error when trying to select initial flat when mix textures & flats was disabled in the current game configuration (this resulted in the blank textures list after opening the form). Fixed, Textures Browser form: resources tree showed textures count even when browsing flats. Fixed, Textures Browser form: PK3/Directory textures took precedence even when browsing flats (this means when there were a flat and a texture with the same name, a texture was displayed when browsing flats). Fixed, Classic modes: actor's scale set in DECORATE was ignored when rendering models. Fixed, MODELDEF parser: in some cases, several model definitions were skipped when trying to skip the current one. Fixed, resource management: flat and sprite TEXTURES definitions were loaded only from TEXTURES files named "TEXTURES". Fixed/added, PK3/folder resource management: patch locations for sprites defined in TEXTURES are now checked the same way as in ZDoom (previously only the "sprites" folder was checked). Fixed/added, PK3/folder resource management: patch locations for textures defined in TEXTURES are now checked the same way as in ZDoom (previously only the "textures" folder was checked). Fixed, PK3/folder resource management: flats defined in TEXTURES were not added to the global Flats image list. Fixed, PK3/folder resource management: in some cases, the image search algorithm could find flats, textures, patches or sprites in incorrect folders (for example, it could find a flat in "flats_backup" folder).
737 lines
26 KiB
INI
737 lines
26 KiB
INI
/*******************************************************************\
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GZDoom Builder Script highlighting definitions for DECORATE
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\*******************************************************************/
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// Editor settings
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description = "ZDoom DECORATE";
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codepage = 0;
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extensions = "txt";
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casesensitive = false;
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insertcase = 0; // 0=Normal, 1=Lowercase, 2=Uppercase
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lexer = 35;
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functionopen = "(";
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functionclose = ")";
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argumentdelimiter = ",";
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terminator = ";";
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keywordhelp = "http://www.zdoom.org/wiki/index.php?title=%K";
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scripttype = 3; //0 = unknown script, 1 = acc, 2 = modeldef, 3 = decorate
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keywords
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{
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#Include = "#Include";
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//Monster AI
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A_AlertMonsters = "A_AlertMonsters[(float maxrange[, int flags)]]";
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A_Burst = "A_Burst(string classname)";
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A_CentaurDefend = "A_CentaurDefend";
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A_Chase = "A_Chase[(string meleestate[, string rangedstate[, int flags]])]";
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A_CheckLOF = "A_CheckLOF(state jump[, int flags[, float range[, float minrange[, float angle[, float pitch[, float offsetheight[, float offsetwidth[, int ptr_targe]]]]]]]])";
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A_CheckRange = "A_CheckRange(float distance, int offset OR string state)";
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A_ClearLastHeard = "A_ClearLastHeard";
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A_ClearSoundTarget = "A_ClearSoundTarget";
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A_ClearTarget = "A_ClearTarget";
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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.";
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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.";
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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.";
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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.";
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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.";
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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.";
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A_Die = "A_Die[(string damagetype)]";
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A_FaceTarget = "A_FaceTarget[(float angle[, float pitch])]";
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A_FaceMaster = "A_FaceMaster[(float angle[, float pitch])]";
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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.";
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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.";
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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.";
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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.";
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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.";
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A_Look2 = "A_Look2";
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A_LookEx = "A_LookEx(int flags, fixed minseedist, fixed maxseedist, fixed maxheardist, fixed fov, state seestate)";
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A_RaiseChildren = "A_RaiseChildren";
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A_RaiseMaster = "A_RaiseMaster";
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A_RaiseSiblings = "A_RaiseSiblings";
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A_Remove = "A_Remove(int pointer, int flags)";
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A_RemoveChildren = "A_RemoveChildren[(bool all)]";
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A_RemoveMaster = "A_RemoveMaster";
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A_RemoveSiblings = "A_RemoveSiblings[(bool all)]";
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A_RemoveTarget = "A_RemoveTarget";
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A_RemoveTracer = "A_RemoveTracer";
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A_SentinelBob = "A_SentinelBob";
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A_Teleport = "A_Teleport[(string teleportstate[, string targettype[, string fogtype[, int flags[, float mindist[, float maxdist]]]]])]";
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A_VileChase = "A_VileChase";
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A_Wander = "A_Wander";
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//Generic monster attacks
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A_CustomMissile = "A_CustomMissile(string missiletype[, float spawnheight[, int spawnofs_horiz[, angle angle[, int aimflags[, angle pitch]]]]])";
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A_CustomBulletAttack = "A_CustomBulletAttack(float horz_spread, float vert_spread, int numbullets, int damageperbullet, string pufftype[, float range[, int flags]])";
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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]]]]]]]]]]]]]])";
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A_CustomMeleeAttack = "A_CustomMeleeAttack(int damage[, string meleesound[, stringmisssound[, stringdamagetype[, bool bleed]]]])";
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A_CustomComboAttack = "A_CustomComboAttack(string missiletype, float spawnheight, int damage, string meleesound, string damagetype, bool bleed)";
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A_MeleeAttack = "A_MeleeAttack";
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A_MissileAttack = "A_BasicAttack(int meleedamage, string meleesound, string missiletype, float missileheight)";
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A_MonsterRefire = "A_MonsterRefire(int chancecontinue, string abortstate) ";
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A_ComboAttack = "A_ComboAttack";
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A_BasicAttack = "A_BasicAttack(int meleedamage, string meleesound, string missiletype, float missileheight)";
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A_BulletAttack = "A_BulletAttack";
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A_MonsterRail = "A_MonsterRail";
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A_Explode = "A_Explode[(int explosiondamage[, int explosionradius[, bool hurtshooter[, bool alert[, int fulldamageradius[, int nails[, int naildamage]]]]]])]";
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A_RadiusThrust = "A_RadiusThrust(int force, int distance[, int flags[, int fullthrustdistance]])";
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A_Detonate = "A_Detonate";
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A_ThrowGrenade = "A_ThrowGrenade(string spawntype [float spawnheight[, float throwspeed_horz[, float throwspeed_vert[, bool useammo]]]])";
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//Freeze death functions
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A_FreezeDeath = "A_FreezeDeath";
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A_GenericFreezeDeath = "A_GenericFreezeDeath";
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A_FreezeDeathChunks = "A_FreezeDeathChunks";
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A_IceGuyDie = "A_IceGuyDie";
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//Sound functions
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A_PlaySound = "A_PlaySound(string soundname[, int slot[, float volume[, bool looping[, float attenuation]]]])";
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A_PlaySoundEx = "A_PlaySoundEx(string soundname, string channel[, bool loop[, int attenuation]])";
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A_PlayWeaponSound = "A_PlayWeaponSound(string soundname)";
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A_ActiveSound = "A_ActiveSound";
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A_LoopActiveSound = "A_LoopActiveSound";
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A_FLoopActiveSound = "A_FLoopActiveSound";
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A_StopSound = "A_StopSound[(int slot)]";
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A_StopSoundEx = "A_StopSoundEx(string channel)";
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A_Pain = "A_Pain";
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A_Scream = "A_Scream";
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A_XScream = "A_XScream";
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A_PlayerScream = "A_PlayerScream";
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A_VileStart = "A_VileStart";
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A_BrainPain = "A_BrainPain";
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A_BrainAwake = "A_BrainAwake";
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A_BFGSound = "A_BFGSound";
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//Print actions
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A_Print = "A_Print(string text[, float time[, string fontname]])";
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A_PrintBold = "A_PrintBold(string text[, float time[, string fontname]])";
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A_Log = "A_Log(string text)";
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A_LogInt = "A_LogInt(int number)";
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//Special actions
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A_BossDeath = "A_BossDeath";
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A_KeenDie = "A_KeenDie[(int tag)]";
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A_BrainDie = "A_BrainDie";
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A_GetHurt = "A_GetHurt";
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A_KlaxonBlare = "A_KlaxonBlare";
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A_CheckTerrain = "A_CheckTerrain";
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A_SetBlend = "A_SetBlend(color blendcolor, float alpha, int duration[, color fadecolor])";
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A_CheckPlayerDone = "A_CheckPlayerDone";
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A_PlayerSkinCheck = "A_PlayerSkinCheck(string state)";
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A_SkullPop = "A_SkullPop[(string className)]";
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//Spawn functions
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A_TossGib = "A_TossGib";
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A_SpawnDebris = "A_SpawnDebris(string type, bool translation)";
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A_SpawnItem = "A_SpawnItem(string type, int distance, float zpos, bool useammo, bool translation)";
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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]]]]]]]]]])";
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//State jumps
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A_CheckCeiling = "A_CheckCeiling(int offset OR string state)";
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A_CheckFloor = "A_CheckFloor(int offset OR string state)";
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A_CheckFlag = "A_CheckFlag(string flagname, state label[, int check_pointer = AAPTR_DEFAULT])";
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A_CheckSight = "A_CheckSight(int offset OR string state)";
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A_CheckSightOrRange = "A_CheckSightOrRange(float distance, int offset OR string state)";
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A_Jump = "A_Jump(int chance, int offset OR string state, ...)";
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A_JumpIf = "A_JumpIf(expression, int offset OR string state)";
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A_JumpIfArmorType = "A_JumpIfArmorType(string armortype, string state[, int minimum])";
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A_JumpIfCloser = "A_JumpIfCloser(int distance, int offset OR string state)";
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A_JumpIfHealthLower = "A_JumpIfHealthLower(int health, int offset OR string state[, int pointer])";
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A_JumpIfInventory = "A_JumpIfInventory (string inventorytype, int amount, int offset OR string state[, int owner])";
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A_JumpIfInTargetInventory = "A_JumpIfInTargetInventory(string item, int count, int offset OR string state[, pointer forward])";
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A_JumpIfInTargetLOS = "A_JumpIfInTargetLOS(int offset OR string state[, float fov[, int flags[, float dist_max[, float dist_close]]]])";
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A_JumpIfMasterCloser = "A_JumpIfMasterCloser(int distance, int offset OR string state)";
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A_JumpIfNoAmmo = "A_JumpIfNoAmmo(int offset OR string state)";
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A_JumpIfTargetInLOS = "A_JumpIfTargetInLOS(int offset OR string state[, float fov[, int flags[, float dist_max[, float dist_close]]]])";
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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.";
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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.";
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A_JumpIfTracerCloser = "A_JumpIfTracerCloser (int distance, int offset OR string state)";
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//Status changes
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A_ActiveAndUnblock = "A_ActiveAndUnblock";
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A_ChangeFlag = "A_ChangeFlag(string flagname, bool value)";
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A_ChangeVelocity = "A_ChangeVelocity(float x, float y, float z, int flags)";
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A_CheckFlag = "A_CheckFlag(string flagname, state label, int check_pointer = AAPTR_DEFAULT)";
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A_ClearShadow = "A_ClearShadow";
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A_CopyFriendliness = "A_CopyFriendliness[(pointer copyfrom)]";
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A_DeQueueCorpse = "A_DeQueueCorpse";
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A_FadeIn = "A_FadeIn[(float increase_amount)]";
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A_FadeOut = "A_FadeOut[(float reduce_amount[, bool remove])]";
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A_FadeTo = "A_FadeTo(float target[, float amount[, bool remove]])";
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A_Fall = "A_Fall";
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A_Gravity = "A_Gravity";
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A_HideThing = "A_HideThing";
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A_LowGravity = "A_LowGravity";
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A_NoBlocking = "A_NoBlocking";
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A_NoGravity = "A_NoGravity";
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A_QueueCorpse = "A_QueueCorpse";
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A_RearrangePointers = "A_RearrangePointers(pointer target, pointer master, pointer tracer[, int flags])";
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A_Respawn = "A_Respawn[(bool fog)]";
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A_ScaleVelocity = "A_ScaleVelocity(float scale)";
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A_ScreamAndUnblock = "A_ScreamAndUnblock";
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A_SetAngle = "A_SetAngle(float angle)";
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A_SetArg = "A_SetArg(int position, int value)";
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A_SetDamageType = "A_SetDamageType(string damagetype)";
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A_SetFloat = "A_SetFloat";
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A_SetFloorClip = "A_SetFloorClip";
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A_SetInvulnerable = "A_SetInvulnerable";
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A_SetMass = "A_SetMass(int mass)";
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A_SetPitch = "A_SetPitch(float pitch[, int flags])";
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A_SetReflective = "A_SetReflective";
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A_SetReflectiveInvulnerable = "A_SetReflectiveInvulnerable";
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A_SetScale = "A_SetScale(float scaleX[, float scaleY])";
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A_SetShadow = "A_SetShadow";
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A_SetShootable = "A_SetShootable";
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A_SetSolid = "A_SetSolid";
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A_SetSpecial = "A_SetSpecial(int special, int arg0, int arg1, int arg2, int arg3, int arg4)";
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A_SetSpeed = "A_SetSpeed(float speed)";
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A_SetTics = "A_SetTics(int tics)";
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A_SetTranslucent = "A_SetTranslucent(float alpha, int mode)";
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A_SetUserVar = "A_SetUserVar(string name, int value)";
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A_TransferPointer = "A_TransferPointer(pointer source, pointer recipient, pointer sourcefield, pointer recipientfield[, int flags])";
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A_UnHideThing = "A_UnHideThing";
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A_UnsetFloat = "A_UnsetFloat";
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A_UnSetFloorClip = "A_UnSetFloorClip";
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A_UnSetInvulnerable = "A_UnSetInvulnerable";
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A_UnSetReflective = "A_UnSetReflective";
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A_UnSetReflectiveInvulnerable = "A_UnSetReflectiveInvulnerable";
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A_UnSetShootable = "A_UnSetShootable";
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A_UnsetSolid = "A_UnsetSolid";
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//Missile movement
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A_SeekerMissile = "A_SeekerMissile(angle threshold, angle maxturnangle, int flags = 0, int chance = 50, int distance = 10)";
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A_Tracer = "A_Tracer";
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A_Tracer2 = "A_Tracer2";
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A_FaceTracer = "A_FaceTracer[(float angle)[, float pitch]]";
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A_Fire = "A_Fire[(int height)]";
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A_BishopMissileWeave = "A_BishopMissileWeave";
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A_CStaffMissileSlither = "A_CStaffMissileSlither";
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A_Weave = "A_Weave(int horzspeed, int vertspeed, float horzdist, float vertdist)";
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A_Warp = "A_Warp(int ptr_destination, float x-offset, float y-offset, float z-offset, float angle, int flags, state success_state)";
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A_Countdown = "A_Countdown";
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A_CountdownArg = "A_CountdownArg(int arg[, string targstate])";
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A_Stop = "A_Stop";
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//Inventory functions
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A_GiveInventory = "A_GiveInventory(string type, int count[, pointer giveto])";
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A_GiveToTarget = "A_GiveToTarget(string type, int count[, pointer giveto])";
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A_TakeInventory = "A_TakeInventory(string type, int count[, int flags[, pointer takefrom]])";
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A_DropItem = "A_DropItem(string item[, int dropamount = -1[, int chance = 256]])\nThe calling actor drops the specified item.\nThis works in a similar way to the DropItem actor property.";
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A_TakeFromTarget = "A_TakeFromTarget(string type, int count[, pointer takefrom])";
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A_DropInventory = "A_DropInventory(string type)";
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A_SelectWeapon = "A_SelectWeapon(string type)";
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A_RadiusGive = "A_RadiusGive(string item, fixed distance, int flags, int amount)";
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//Weapon functions
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A_WeaponReady = "A_WeaponReady[(int flags)]";
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A_Lower = "A_Lower";
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A_Raise = "A_Raise";
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A_ReFire = "A_ReFire[(string state)]";
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A_ClearReFire = "A_ClearReFire";
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A_GunFlash = "A_GunFlash[(string state[, int flags])]";
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A_CheckReload = "A_CheckReload";
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A_CheckForReload = "A_CheckForReload(int counter, string state[, bool dontincrement])";
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A_ResetReloadCounter = "A_ResetReloadCounter";
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A_Light = "A_Light(int intensity)";
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A_Light0 = "A_Light0";
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A_Light1 = "A_Light1";
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A_Light2 = "A_Light2";
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A_LightInverse = "A_LightInverse";
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A_Recoil = "A_Recoil(float force)";
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A_ZoomFactor = "A_ZoomFactor(float zoom[, int flags])";
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A_SetCrosshair = "A_SetCrosshair(int number)";
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//Weapon attack functions
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A_Punch = "A_Punch";
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A_Saw = "A_Saw[(string fullsound[, string hitsound[, int damage[, string pufftype[, int flags[, float range[, float spread_xy[, float spread_z[, float lifesteal]]]]]]]])]";
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A_CustomPunch = "A_CustomPunch(int damage[, bool norandom[, int flags[, string pufftype, [float range[, float lifesteal]]]]])";
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A_FireBullets = "A_FireBullets(angle spread_horz, angle spread_vert, int numbullets, int damage[, string pufftype[,int flags[, float range]]])";
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A_FireCustomMissile = "A_FireCustomMissile(string missiletype[, angle angle[, bool useammo[, int spawnofs_horz[, int spawnheight[, bool aim OR int flags[, angle pitch]]]]]])";
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A_RailAttack = "A_RailAttack(int damage[, int spawnofs_horz[, bool useammo[, color ringcolor[, color corecolor[, int flags[, int maxdiff[, string pufftype[, float spread_xy[, float spread_z[, fixed range[, int duration[, float sparsity[, float driftspeed[, string spawnclass[, float spawnofs_z]]]]]]]]]]]]]]])";
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A_FireAssaultGun = "A_FireAssaultGun";
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A_FireBFG = "A_FireBFG";
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A_FireOldBFG = "A_FireOldBFG";
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A_FireShotgun = "A_FireShotgun";
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A_FireShotgun2 = "A_FireShotgun2";
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A_FireCGun = "A_FireCGun";
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A_FireMissile = "A_FireMissile";
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A_FirePlasma = "A_FirePlasma";
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//Script functions
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ACS_NamedExecute = "bool ACS_NamedExecute(string script, int map, int s_arg1, int s_arg2, int s_arg3)";
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ACS_NamedSuspend = "bool ACS_NamedSuspend(string script, int map)";
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ACS_NamedTerminate = "bool ACS_NamedTerminate(string script, int map)";
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ACS_NamedLockedExecute = "bool ACS_NamedLockedExecute(string script, int map, int s_arg1, int s_arg2, int lock)";
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ACS_NamedLockedExecuteDoor = "bool ACS_NamedLockedExecuteDoor(string script, int map, int s_arg1, int s_arg2, int lock)";
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ACS_NamedExecuteWithResult = "int ACS_NamedExecuteWithResult(string script, int s_arg1, int s_arg2, int s_arg3)";
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ACS_NamedExecuteAlways = "bool ACS_NamedExecuteAlways(string script, int map, int s_arg1, int s_arg2, int s_arg3)";
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//Original Doom/Strife monster attacks
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A_PosAttack = "A_PosAttack";
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A_SPosAttack = "A_SPosAttack";
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A_CPosAttack = "A_CPosAttack";
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A_CPosRefire = "A_CPosRefire";
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A_SpidRefire = "A_SpidRefire";
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A_TroopAttack = "A_TroopAttack";
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A_SargAttack = "A_SargAttack";
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A_HeadAttack = "A_HeadAttack";
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A_BruisAttack = "A_BruisAttack";
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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]])";
|
|
}
|
|
|
|
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_ABSOLUTEANGLE;
|
|
SXF_ABSOLUTEPOSITION;
|
|
SXF_ABSOLUTEVELOCITY;
|
|
SXF_CLEARCALLERSPECIAL;
|
|
SXF_CLEARCALLERTID;
|
|
SXF_CLIENTSIDE;
|
|
SXF_MULTIPLYSPEED;
|
|
SXF_NOCHECKPOSITION;
|
|
SXF_NOPOINTERS;
|
|
SXF_SETMASTER;
|
|
SXF_SETTARGET;
|
|
SXF_SETTRACER;
|
|
SXF_TELEFRAG;
|
|
SXF_TRANSFERALPHA;
|
|
SXF_TRANSFERAMBUSHFLAG;
|
|
SXF_TRANSFERPITCH;
|
|
SXF_TRANSFERPOINTERS;
|
|
SXF_TRANSFERRENDERSTYLE;
|
|
SXF_TRANSFERSCALE;
|
|
SXF_TRANSFERSPECIAL;
|
|
SXF_TRANSFERSTENCILCOL;
|
|
SXF_TRANSFERTRANSLATION;
|
|
SXF_USEBLOODCOLOR;
|
|
//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;
|
|
//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;
|
|
REFLECTIVE;
|
|
SHIELDREFLECT;
|
|
DEFLECT;
|
|
NORADIUSDMG;
|
|
DONTBLAST;
|
|
GHOST;
|
|
DONTMORPH;
|
|
DONTSQUASH;
|
|
NOTELEOTHER;
|
|
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;
|
|
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;
|
|
//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_FOILINVUL;
|
|
DMSS_KILL;
|
|
DMSS_NOFACTOR;
|
|
FPF_AIMATANGLE;
|
|
FPF_TRANSFERTRANSLATION;
|
|
JLOSF_PROJECTILE;
|
|
JLOSF_NOSIGHT;
|
|
JLOSF_CLOSENOFOV;
|
|
JLOSF_CLOSENOSIGHT;
|
|
JLOSF_CLOSENOJUMP;
|
|
JLOSF_DEADNOJUMP;
|
|
JLOSF_CHECKMASTER;
|
|
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;
|
|
}
|