mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-27 14:12:16 +00:00
87731c9650
Things can now be cut, copied and pasted in Visual modes. Sector geometry was not updated properly after Undo/Redo in GZDoom Visual mode. Fixed an error when user selects multiple things and attempts to view their properties in Doom map format. Added Decorate and Modeldef syntax hilighting, autocompletion and item recognition to Script editor. Script Editor can now autodetect several script types when you open them (currently ACS, Decorate and Modeldef scripts are recognized). Tag Explorer: fixed a bug when Tag Explorer update can block keyboard keys release detection logic.
544 lines
20 KiB
INI
544 lines
20 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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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)";
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A_Burst = "A_Burst(string classname)";
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A_CentaurDefend = "A_CentaurDefend";
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A_Chase = "A_Chase[(str \"MeleeState\"[, str \"RangedState\"[, int Flags]])]";
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A_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 type])";
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A_DamageMaster = "A_DamageMaster(int amount, [string type])";
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A_DamageSiblings = "A_DamageSiblings(int amount, [string type])";
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A_Die = "A_Die[(str 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)";
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A_KillMaster = "A_KillMaster(string damagetype)";
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A_KillSiblings = "A_KillSiblings(string damagetype)";
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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_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_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 [, str pufftype[, float spread_xy[, float spread_z [, fixed range [, int duration [, float sparsity [, float driftspeed [, str spawnclass]]]]]]]]]]]]]])";
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A_CustomMeleeAttack = "A_CustomMeleeAttack(int damage[, str meleesound[, str misssound[, str damagetype[, 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, str \"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(str 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 chance)";
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//State jumps
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A_CheckCeiling = "A_CheckCeiling(int offset OR str \"state\")";
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A_CheckFloor = "A_CheckFloor(int offset OR str \"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 str \"state\")";
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A_CheckSightOrRange = "A_CheckSightOrRange(float distance, int offset OR str \"state\")";
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A_Jump = "A_Jump(int chance, int offset OR str \"state\", ...)";
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A_JumpIf = "A_JumpIf(expression, int offset OR str \"state\")";
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A_JumpIfArmorType = "A_JumpIfArmorType(string \"armortype\", str \"state\"[, int minimum])";
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A_JumpIfCloser = "A_JumpIfCloser(int distance, int offset OR str \"state\")";
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A_JumpIfHealthLower = "A_JumpIfHealthLower(int health, int offset OR str \"state\")";
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A_JumpIfInventory = "A_JumpIfInventory (string \"inventorytype\", int amount, int offset OR str \"state\" [, int owner])";
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A_JumpIfInTargetInventory = "A_JumpIfInTargetInventory(str \"item\", int count, int offset OR str \"state\" [, pointer forward])";
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A_JumpIfInTargetLOS = "A_JumpIfInTargetLOS(int offset OR str \"state\" [, float fov[, int flags[, float dist_max[, float dist_close]]]])";
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A_JumpIfMasterCloser = "A_JumpIfMasterCloser(int distance, int offset OR str \"state\")";
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A_JumpIfNoAmmo = "A_JumpIfNoAmmo(int offset OR str \"state\")";
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A_JumpIfTargetInLOS = "A_JumpIfTargetInLOS(int offset OR str \"state\" [, float fov[, int flags[, float dist_max[, float dist_close]]]])";
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A_JumpIfTracerCloser = "A_JumpIfTracerCloser (int distance, int offset OR str \"state\")";
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//Status changes
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A_ActiveAndUnblock = "A_ActiveAndUnblock";
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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_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_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_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[, str 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_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(str 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[(str \"state\")]";
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A_ClearReFire = "A_ClearReFire";
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A_GunFlash = "A_GunFlash[(str state[, int flags])]";
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A_CheckReload = "A_CheckReload";
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A_CheckForReload = "A_CheckForReload(int counter, str 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[, angle pitch]]]]]])";
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A_RailAttack = "A_RailAttack(int damage [, int spawnofs_horz [, bool useammo [, color ringcolor [, color corecolor [, int flags [, int maxdiff [, str pufftype [, float spread_xy [, float spread_z [, fixed range [, int duration [, float sparsity [, float driftspeed [, str spawnclass]]]]]]]]]]]]]])";
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A_FireAssaultGun = "A_FireAssaultGun";
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A_FireBFG = "A_FireBFG";
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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 = "ACS_NamedExecute(string script, int map, int s_arg1, int s_arg2, int s_arg3):bool";
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ACS_NamedSuspend = "ACS_NamedSuspend(string script, int map):bool";
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ACS_NamedTerminate = "ACS_NamedTerminate(string script, int map):bool";
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ACS_NamedLockedExecute = "ACS_NamedLockedExecute(string script, int map, int s_arg1, int s_arg2, int lock):bool";
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ACS_NamedLockedExecuteDoor = "ACS_NamedLockedExecuteDoor(string script, int map, int s_arg1, int s_arg2, int lock):bool";
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ACS_NamedExecuteWithResult = "ACS_NamedExecuteWithResult(string script, int s_arg1, int s_arg2, int s_arg3):int";
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ACS_NamedExecuteAlways = "ACS_NamedExecuteAlways(string script, int map, int s_arg1, int s_arg2, int s_arg3):bool";
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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)]";
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A_BspiAttack = "A_BspiAttack";
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A_CyberAttack = "A_CyberAttack";
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A_PainAttack = "A_PainAttack[(string spawntype)[, float angle[, int flags[, int limit]]]]";
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A_DualPainAttack = "A_DualPainAttack[(string spawntype)]";
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A_PainDie = "A_PainDie[(string spawntype)]";
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A_SkelFist = "A_SkelFist";
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A_SkelMissile = "A_SkelMissile";
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A_FatAttack1 = "A_FatAttack1[(string spawntype)]";
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A_FatAttack2 = "A_FatAttack2[(string spawntype)]";
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A_FatAttack3 = "A_FatAttack3[(string spawntype)]";
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A_VileTarget = "A_VileTarget[(string type)]";
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A_VileAttack = "A_VileAttack(str sound, int initialdamage, int blastdamage, int blastradius, float thrustfactor, str damagetype)";
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A_BrainSpit = "A_BrainSpit[(string spawntype)]";
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A_SpawnFly = "A_SpawnFly[(string FogActor)]";
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A_SpawnSound = "A_SpawnSound";
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A_BrainScream = "A_BrainScream";
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A_BrainExplode = "A_BrainExplode";
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A_Mushroom = "A_Mushroom[(string spawntype [, int amount[, int flags[, float vrange[, float hrange]]]])]";
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A_M_Saw = "A_M_Saw[(string fullsound [, string hitsound [, int damage [, string pufftype]]])]";
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A_SentinelRefire = "A_SentinelRefire";
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A_BetaSkullAttack = "A_BetaSkullAttack";
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//Miscellaneous functions for Doom
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A_Hoof = "A_Hoof";
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A_Metal = "A_Metal";
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A_BabyMetal = "A_BabyMetal";
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A_FatRaise = "A_FatRaise";
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A_SkelWhoosh = "A_SkelWhoosh";
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A_StartFire = "A_StartFire";
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A_FireCrackle = "A_FireCrackle";
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A_BFGSpray = "A_BFGSpray[(string flashtype [, int numrays [, int damage]])]";
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A_BarrelDestroy = "A_BarrelDestroy";
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//state keywords
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Light = "Light(string lightname)";
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Offset = "Offset(int x, int y)";
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}
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constants
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{
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Actor;
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//states:
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Spawn:;
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Idle:;
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See:;
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Melee:;
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Missile:;
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Pain:;
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Death:;
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XDeath:;
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Burn:;
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Ice:;
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Disintegrate:;
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Raise:;
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Heal:;
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Crash:;
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Crush:;
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Wound:;
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Greetings:;
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Yes:;
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No:;
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Active:;
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Inactive:;
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//State keywords
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//Bright;
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Fast;
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//flow control
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loop;
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stop;
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wait;
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fail;
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goto;
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//pointers
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AAPTR_DEFAULT;
|
|
AAPTR_NULL;
|
|
AAPTR_TARGET;
|
|
AAPTR_MASTER;
|
|
AAPTR_TRACER;
|
|
AAPTR_PLAYER;
|
|
AAPTR_PLAYER_GETTARGET;
|
|
AAPTR_PLAYER_GETCONVERSATION;
|
|
SXF_SETMASTER;
|
|
SXF_TRANSFERPOINTERS;
|
|
//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;
|
|
//monster flags
|
|
PAF_NOSKULLATTACK;
|
|
PAF_AIMFACING;
|
|
PAF_NOTARGET;
|
|
//misc flags
|
|
MSF_Standard;
|
|
MSF_Classic;
|
|
MSF_DontHurt;
|
|
//combo flags
|
|
Monster;
|
|
Projectile;
|
|
//physics
|
|
SOLID;
|
|
SHOOTABLE;
|
|
FLOAT;
|
|
NOGRAVITY;
|
|
WINDTHRUST;
|
|
PUSHABLE;
|
|
DONTFALL;
|
|
CANPASS;
|
|
ACTLIKEBRIDGE;
|
|
NOBLOCKMAP;
|
|
MOVEWITHSECTOR;
|
|
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;
|
|
STAYMORPHED;
|
|
CANBLAST;
|
|
NOBLOCKMONST;
|
|
THRUGHOST;
|
|
THRUACTORS;
|
|
THRUSPECIES;
|
|
MTHRUSPECIES;
|
|
SPECTRAL;
|
|
FRIGHTENED;
|
|
NOTARGET;
|
|
NOINFIGHTING;
|
|
NOTIMEFREEZE;
|
|
NOFEAR;
|
|
CANTSEEK;
|
|
SEEINVISIBLE;
|
|
//Defenses
|
|
INVULNERABLE;
|
|
REFLECTIVE;
|
|
SHIELDREFLECT;
|
|
DEFLECT;
|
|
NORADIUSDMG;
|
|
DONTBLAST;
|
|
GHOST;
|
|
DONTMORPH;
|
|
DONTSQUASH;
|
|
NOTELEOTHER;
|
|
DOHARMSPECIES;
|
|
DONTHARMCLASS;
|
|
DONTHARMSPECIES;
|
|
NODAMAGE;
|
|
DONTRIP;
|
|
NOTELEFRAG;
|
|
//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;
|
|
//Bouncing
|
|
BOUNCEONWALLS;
|
|
BOUNCEONFLOORS;
|
|
BOUNCEONCEILINGS;
|
|
ALLOWBOUNCEONACTORS;
|
|
BOUNCEAUTOOFF;
|
|
BOUNCEAUTOOFFFLOORONLY;
|
|
BOUNCELIKEHERETIC;
|
|
BOUNCEONACTORS;
|
|
NOWALLBOUNCESND;
|
|
EXPLODEONWATER;
|
|
CANBOUNCEWATER;
|
|
MBFBOUNCER;
|
|
//Miscellaneous
|
|
DROPPED;
|
|
ISMONSTER;
|
|
CORPSE;
|
|
COUNTITEM;
|
|
COUNTKILL;
|
|
COUNTSECRET;
|
|
NOTDMATCH;
|
|
NONSHOOTABLE;
|
|
DROPOFF;
|
|
PUFFONACTORS;
|
|
ALLOWPARTICLES;
|
|
ALWAYSPUFF;
|
|
PUFFGETSOWNER;
|
|
SYNCHRONIZED;
|
|
ALWAYSFAST;
|
|
NEVERFAST;
|
|
OLDRADIUSDMG;
|
|
USESPECIAL;
|
|
BUMPSPECIAL;
|
|
BOSSDEATH;
|
|
NOINTERACTION;
|
|
NOTAUTOAIMED;
|
|
PICKUP;
|
|
TOUCHY;
|
|
VULNERABLE;
|
|
//Limited Use
|
|
SEESDAGGERS;
|
|
INCOMBAT;
|
|
NOCLIP;
|
|
NOSECTOR;
|
|
ICECORPSE;
|
|
JUSTHIT;
|
|
JUSTATTACKED;
|
|
TELEPORT;
|
|
BLASTED;
|
|
EXPLOCOUNT;
|
|
SKULLFLY;
|
|
}
|