UltimateZoneBuilder/Build/Scripting/ZDoom_DECORATE.cfg
MaxED 4a1f8319c9 Fit Textures action: texture repeats can now be negative.
Fixed, Fit Textures action: vertical texture offset of a middle part of double-sided linedef with "Lower unpegged" flag was calculated incorrectly.
Fixed, Fit Textures action: texture offsets were calculated incorrectly when using the action on several groups of connected walls at once with "Fit across connected surfaces" enabled.
Fixed, Visual mode: middle parts of double-sided linedefs were not rendered when ScaleY was negative.
Updated ZDoom_DECORATE.cfg.
2014-12-23 12:32:08 +00:00

891 lines
33 KiB
INI

/*******************************************************************\
GZDoom Builder Script highlighting definitions for DECORATE
\*******************************************************************/
// Editor settings
description = "ZDoom DECORATE";
codepage = 0;
extensions = "txt";
casesensitive = false;
insertcase = 0; // 0=Normal, 1=Lowercase, 2=Uppercase
lexer = 35;
functionopen = "(";
functionclose = ")";
argumentdelimiter = ",";
terminator = ";";
keywordhelp = "http://www.zdoom.org/wiki/index.php?title=%K";
scripttype = 3; //0 = unknown script, 1 = acc, 2 = modeldef, 3 = decorate
keywords
{
#Include = "#Include";
//Monster AI
A_AlertMonsters = "A_AlertMonsters[(float maxrange = 0[, int flags = 0])]";
A_Burst = "A_Burst(string type)";
A_CentaurDefend = "A_CentaurDefend";
A_Chase = "A_Chase[(string meleestate = \"Melee\"[, string rangedstate = \"Missile\"[, int flags = 0]])]";
A_ClearLastHeard = "A_ClearLastHeard";
A_ClearSoundTarget = "A_ClearSoundTarget";
A_ClearTarget = "A_ClearTarget";
A_DamageChildren = "A_DamageChildren(int amount[, string damagetype = \"None\"[, int flags = 0]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict.\nflags: DMSS flags.";
A_DamageMaster = "A_DamageMaster(int amount[, string damagetype = \"None\"[, int flags = 0]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict.\nflags: DMSS flags.";
A_DamageSelf = "A_DamageSelf(int amount[, string damagetype = \"None\"[, int flags = 0]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict.\nflags: DMSS flags.";
A_DamageSiblings = "A_DamageSiblings(int amount[, string damagetype = \"None\"[, int flags = 0]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict.\nflags: DMSS flags.";
A_DamageTarget = "A_DamageTarget(int amount[, string damagetype = \"None\"[, int flags = 0]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict.\nflags: DMSS flags.";
A_DamageTracer = "A_DamageTracer(int amount[, string damagetype = \"None\"[, int flags = 0]])\namount: amount of damage to inflict. Use a negative value to heal.\ndamagetype: the type of damage to inflict.\nflags: DMSS flags.";
A_Die = "A_Die[(string damagetype)]";
A_FaceTarget = "A_FaceTarget[(float angle = 0[, float pitch = 0])]";
A_FaceMaster = "A_FaceMaster[(float angle = 0[, float pitch = 0])]";
A_FastChase = "A_FastChase";
A_KillChildren = "A_KillChildren[(string damagetype[, int flags])]\ndamagetype: if the actor dies, the actor will enter a death state based on damagetype if present (or pain state if using NODAMAGE).\nflags: KILS flags.";
A_KillMaster = "A_KillMaster[(string damagetype[, int flags])]\ndamagetype: if the actor dies, the actor will enter a death state based on damagetype if present (or pain state if using NODAMAGE).\nflags: KILS flags.";
A_KillSiblings = "A_KillSiblings[(string damagetype[, int flags])]\ndamagetype: if the actor dies, the actor will enter a death state based on damagetype if present (or pain state if using NODAMAGE).\nflags: KILS flags.";
A_KillTarget = "A_KillTarget[(string damagetype[, int flags])]\ndamagetype: if the actor dies, the actor will enter a death state based on damagetype if present (or pain state if using NODAMAGE).\nflags: KILS flags.";
A_KillTracer = "A_KillTracer[(string damagetype[, int flags])]\ndamagetype: if the actor dies, the actor will enter a death state based on damagetype if present (or pain state if using NODAMAGE).\nflags: KILS flags.";
A_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)]";
A_RaiseMaster = "A_RaiseMaster[(bool copyaffiliation)]";
A_RaiseSiblings = "A_RaiseSiblings[(bool copyaffiliation)]";
A_RemoveChildren = "A_RemoveChildren[(bool = false[, int flags = 0])]\nflags: RMVF flags.";
A_RemoveMaster = "A_RemoveMaster[(int flags = 0)]\nflags: RMVF flags.";
A_RemoveSiblings = "A_RemoveSiblings[(bool all = false[, int flags = 0])]\nflags: RMVF flags.";
A_RemoveTarget = "A_RemoveTarget[(int flags)]\nflags: RMVF flags.";
A_RemoveTracer = "A_RemoveTracer[(int flags)]\nflags: RMVF flags.";
A_Remove = "A_Remove(int pointer, int flags)\nflags: RMVF flags.";
A_SentinelBob = "A_SentinelBob";
A_SetTeleFog = "A_SetTeleFog(string telefogsourceclass, string telefogdestclass)";
A_Srcr2Decide = "A_Srcr2Decide";
A_SwapTeleFog = "A_SwapTeleFog";
A_TurretLook = "A_TurretLook";
A_Teleport = "A_Teleport[(string teleportstate = \"Teleport\"[, string targettype = \"BossSpot\"[, string fogtype = \"TeleportFog\"[, int flags = 0[, float mindist = 0[, float maxdist = 0]]]]])]";
A_VileChase = "A_VileChase";
A_Wander = "A_Wander";
//Generic monster attacks
A_CustomMissile = "A_CustomMissile(string missiletype[, float spawnheight = 0[, int spawnofs_horiz = 0[, angle angle = 0[, int aimflags = 0[, angle pitch = 0]]]]])";
A_CustomBulletAttack = "A_CustomBulletAttack(float horz_spread, float vert_spread, int numbullets, int damageperbullet, string pufftype[, float range[, int flags]])";
A_CustomRailgun = "A_CustomRailgun(int damage[, int offset[, color ringcolor[, color corecolor[, int flags[, bool aim[, float maxdiff[, string pufftype[, float spread_xy[, float spread_z[, fixed range[, int duration[, float sparsity[, float driftspeed[, string spawnclass]]]]]]]]]]]]]])";
A_CustomMeleeAttack = "A_CustomMeleeAttack(int damage[, string meleesound[, string misssound[, string damagetype[, bool bleed]]]])";
A_CustomComboAttack = "A_CustomComboAttack(string missiletype, float spawnheight, int damage, string meleesound[, string damagetype = \"Melee\"[, bool bleed = true]])";
A_MonsterRefire = "A_MonsterRefire(int chancecontinue, string abortstate) ";
A_BasicAttack = "A_BasicAttack(int meleedamage, string meleesound, string missiletype, float missileheight)";
A_BulletAttack = "A_BulletAttack";
A_MonsterRail = "A_MonsterRail";
A_Explode = "A_Explode[(int explosiondamage = 128[, int explosionradius = 128[, int flags = XF_HURTSOURCE[, bool alert = false[, int fulldamageradius = 0[, int nails = 0[, int naildamage = 10[, string pufftype = \"BulletPuff\"]]]]]]])]";
A_RadiusThrust = "A_RadiusThrust(int force, int distance[, int flags[, int fullthrustdistance]])";
A_Detonate = "A_Detonate";
A_ThrowGrenade = "A_ThrowGrenade(string spawntype[, float spawnheight[, float throwspeed_horz[, float throwspeed_vert[, bool useammo]]]])";
A_WolfAttack = "A_WolfAttack[(int flags = 0[, string soundname = \"weapons/pistol\"[, float snipe = 1.0[, int damage = 64[, int blocksize = 128[, int pointblank = 0[, int longrange = 0[, float runspeed = 160.0, [string pufftype = \"BulletPuff\"]]]]]]]])]";
//Freeze death functions
A_FreezeDeath = "A_FreezeDeath";
A_GenericFreezeDeath = "A_GenericFreezeDeath";
A_FreezeDeathChunks = "A_FreezeDeathChunks";
A_IceGuyDie = "A_IceGuyDie";
//Sound functions
A_PlaySound = "A_PlaySound(string soundname[, int slot[, float volume = 1.0[, bool looping = false[, float attenuation]]]])";
A_PlayWeaponSound = "A_PlayWeaponSound(string soundname)";
A_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(string text[, float time = 0.0[, string fontname = \"SmallFont\"]])";
A_PrintBold = "A_PrintBold(string text[, float time = 0.0[, string fontname = \"SmallFont\"]])";
A_Log = "A_Log(string text)";
A_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(string blendcolor, float alpha, int duration[, string fadecolor])";
A_CheckPlayerDone = "A_CheckPlayerDone";
A_PlayerSkinCheck = "A_PlayerSkinCheck(string state)";
A_SkullPop = "A_SkullPop[(string type = \"BloodySkull\")]";
A_Quake = "A_Quake (int intensity, int duration, int damageradius, int tremorradius[, string sound = \"world/quake\"])";
//Spawn functions
A_TossGib = "A_TossGib";
A_SpawnDebris = "A_SpawnDebris(string type[, bool translation = false[, float horizontal_vel = 1.0[, float vertical_vel = 1.0]]])";
A_SpawnItem = "A_SpawnItem(string type, int distance, float zpos, bool useammo, bool translation)";
A_SpawnItemEx = "A_SpawnItemEx(string type[, float xoffset[, float yoffset[, float zoffset[, float xvelocity[, float yvelocity[, float zvelocity[, float angle[, int flags[, int skipchance[, int tid]]]]]]]]]])";
//State jumps
A_CheckCeiling = "A_CheckCeiling(int offset OR string state)";
A_CheckFloor = "A_CheckFloor(int offset OR string state)";
A_CheckFlag = "A_CheckFlag(string flagname, state label[, int check_pointer = AAPTR_DEFAULT])";
A_CheckLOF = "A_CheckLOF(state jump[, int flags = 0[, float range = 0[, float minrange = 0[, float angle = 0[, float pitch = 0[, float offsetheight = 0[, float offsetwidth = 0[, int ptr_target = AAPTR_DEFAULT]]]]]]]])";
A_CheckRange = "A_CheckRange(float distance, int offset OR string state)";
A_CheckSight = "A_CheckSight(int offset OR string state)";
A_CheckSightOrRange = "A_CheckSightOrRange(float distance, int offset OR string state)";
A_Jump = "A_Jump(int chance, int offset OR string state, ...)";
A_JumpIf = "A_JumpIf(expression, int offset OR string state)";
A_JumpIfArmorType = "A_JumpIfArmorType(string armortype, string state[, int minimum])";
A_JumpIfCloser = "A_JumpIfCloser(int distance, int offset OR string state)";
A_JumpIfHealthLower = "A_JumpIfHealthLower(int health, int offset OR string state[, int pointer = AAPTR_DEFAULT])";
A_JumpIfInventory = "A_JumpIfInventory (string inventorytype, int amount, int offset OR string state[, int owner = AAPTR_DEFAULT])";
A_JumpIfInTargetInventory = "A_JumpIfInTargetInventory(string item, int count, int offset OR string state[, int forward])";
A_JumpIfInTargetLOS = "A_JumpIfInTargetLOS(int offset OR string state[, float fov = 0[, int flags = 0[, float dist_max = 0[, float dist_close = 0]]]])\nflags: JLOSF flags.";
A_JumpIfMasterCloser = "A_JumpIfMasterCloser(int distance, int offset OR string state)";
A_JumpIfNoAmmo = "A_JumpIfNoAmmo(int offset OR string state)";
A_JumpIfTargetInLOS = "A_JumpIfTargetInLOS(int offset OR string state[, float fov = 0[, int flags = 0[, float dist_max = 0[, float dist_close = 0]]]])\nflags: JLOSF flags.";
A_JumpIfTargetInsideMeleeRange = "A_JumpIfTargetInsideMeleeRange(int offset OR string state)\nJumps the number of frames (offset) forward, or to the specified state\nwhen the target of the calling actor is within melee range of the caller.";
A_JumpIfTargetOutsideMeleeRange = "A_JumpIfTargetOutsideMeleeRange(int offset OR string state)\nJumps the number of frames (offset) forward, or to the specified state\nwhen the target of the calling actor is beyond melee range of the caller.";
A_JumpIfTracerCloser = "A_JumpIfTracerCloser (int distance, int offset OR string state)";
//Status changes
A_ActiveAndUnblock = "A_ActiveAndUnblock";
A_CallSpecial = "A_CallSpecial(int special[, int arg1[, int arg2[, int arg3[, int arg4[, int arg5]]]]])";
A_ChangeFlag = "A_ChangeFlag(string flagname, bool value)";
A_ChangeVelocity = "A_ChangeVelocity(float x, float y, float z, int 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_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_Respawn = "A_Respawn[(int flags = RSF_FOG)]\nflags: RSF flags";
A_ScaleVelocity = "A_ScaleVelocity(float scale)";
A_ScreamAndUnblock = "A_ScreamAndUnblock";
A_SetAngle = "A_SetAngle(float angle[, int flags])\nangle: the actor\"s new angle, in degrees.\nflags: SPF flags.";
A_SetArg = "A_SetArg(int position, int value)";
A_SetDamageType = "A_SetDamageType(string damagetype)";
A_SetFloat = "A_SetFloat";
A_SetFloorClip = "A_SetFloorClip";
A_SetInvulnerable = "A_SetInvulnerable";
A_SetMass = "A_SetMass(int mass)";
A_SetPitch = "A_SetPitch(float pitch[, int flags])\npitch: The actor\"s new pitch, in degrees.\nflags: SPF flags.";
A_SetReflective = "A_SetReflective";
A_SetReflectiveInvulnerable = "A_SetReflectiveInvulnerable";
A_SetScale = "A_SetScale(float scaleX[, float scaleY = scaleX])";
A_SetShadow = "A_SetShadow";
A_SetShootable = "A_SetShootable";
A_SetSolid = "A_SetSolid";
A_SetSpecial = "A_SetSpecial(int special, int arg0, int arg1, int arg2, int arg3, int arg4)";
A_SetSpeed = "A_SetSpeed(float speed)";
A_SetTics = "A_SetTics(int tics)";
A_SetTranslucent = "A_SetTranslucent(float alpha, int mode)";
A_SetUserVar = "A_SetUserVar(string name, int value)";
A_TransferPointer = "A_TransferPointer(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[, float pitch = 0])]";
A_Fire = "A_Fire[(float height = 0)]";
A_Weave = "A_Weave(int horzspeed, int vertspeed, float horzdist, float vertdist)";
A_Warp = "A_Warp(int ptr_destination, float x-offset, float y-offset, float z-offset, float angle, int flags, string success_state)\nflags: WARPF flags.";
A_Countdown = "A_Countdown";
A_CountdownArg = "A_CountdownArg(int arg[, string targetstate])";
A_Stop = "A_Stop";
//Inventory functions
A_GiveInventory = "A_GiveInventory(string type[, int count = 0[, int giveto = AAPTR_DEFAULT]])\ntype: the item to give. This should be a valid inventory item.\ncount: the number of samples of this item to give. Default is 0, which is interpreted as 1.\ngiveto: the actor to give the item to";
A_GiveToChildren = "A_GiveToChildren(string type[, int count])\ntype: the item to give. This should be a valid inventory item.\ncount: the number of samples of this item to give. Default is 0, which is interpreted as 1.";
A_GiveToSiblings = "A_GiveToSiblings(string type[, int count])\ntype: the item to give. This should be a valid inventory item.\ncount: the number of samples of this item to give. Default is 0, which is interpreted as 1.";
A_GiveToTarget = "A_GiveToTarget(string type, int count[, int giveto])";
A_TakeInventory = "A_TakeInventory(string type, int count[, int flags[, int takefrom = AAPTR_DEFAULT]])";
A_TakeFromChildren = "A_TakeFromChildren(string type[, int count])\ntype: the item to take. This should be a valid inventory item.\ncount: the number of samples of this item to take.\nIf this is 0, the item is cleared from the inventory unless it has the\nINVENTORY.KEEPDEPLETED flag set, and in which case, its amount is merely reduced to 0.\nDefault is 0.";
A_TakeFromSiblings = "A_TakeFromSiblings(string type[, int count])\ntype: the item to take. This should be a valid inventory item.\ncount: the number of samples of this item to take.\nIf this is 0, the item is cleared from the inventory unless it has the\nINVENTORY.KEEPDEPLETED flag set, and in which case, its amount is merely reduced to 0.\nDefault is 0.";
A_TakeFromTarget = "A_TakeFromTarget(string type, int count[, int flags[, int takefrom]])";
A_DropInventory = "A_DropInventory(string type)";
A_DropItem = "A_DropItem(string item[, int dropamount = -1[, int chance = 256]])\nThe calling actor drops the specified item.\nThis works in a similar way to the DropItem actor property.";
A_SelectWeapon = "A_SelectWeapon(string type)";
A_RadiusGive = "A_RadiusGive(string item, fixed distance, int flags[, int amount = 0])\nflags: RGF flags.";
//Weapon functions
A_WeaponReady = "A_WeaponReady[(int flags = 0)]\nflags: WRF flags.";
A_Lower = "A_Lower";
A_Raise = "A_Raise";
A_ReFire = "A_ReFire[(string state = \"Hold\")]";
A_ClearReFire = "A_ClearReFire";
A_GunFlash = "A_GunFlash[(string state = \"Flash\"[, int flags = 0])]\nflags: GFF flags.";
A_CheckReload = "A_CheckReload";
A_CheckForReload = "A_CheckForReload(int counter, string 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[(string fullsound = \"weapons/sawfull\"[, string hitsound = \"weapons/sawhit\"[, int damage = 0[, string pufftype = \"BulletPuff\"[, int flags = 0[, float range = 65.0[, float spread_xy = 2.8125[, float spread_z = 0[, float lifesteal = 0]]]]]]]])]";
A_CustomPunch = "A_CustomPunch(int damage[, bool norandom = false[, int flags = 0[, string pufftype = \"BulletPuff\"[, float range = 64.0[, float lifesteal = 0]]]]])";
A_FireBullets = "A_FireBullets(int spread_horz, int spread_vert, int numbullets, int damage[, string pufftype = \"\"[, int flags = FBF_USEAMMO[, float range = 0]]])";
A_FireCustomMissile = "A_FireCustomMissile(string missiletype[, int angle = 0[, bool useammo = false[, int spawnofs_horz = 0[, int spawnheight = 0[, bool aim = false OR int flags = 0[, angle pitch = 0]]]]]])";
A_RailAttack = "A_RailAttack(int damage[, int spawnofs_horz[, bool useammo[, color ringcolor[, color corecolor[, int flags[, int maxdiff[, string pufftype[, float spread_xy = 0[, float spread_z = 0[, fixed range = 8192[, int duration = 35[, float sparsity = 1.0[, float driftspeed = 1.0[, string spawnclass[, float spawnofs_z = 0]]]]]]]]]]]]]]])";
A_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(string script, int map, int arg1, int arg2, int arg3)";
ACS_NamedSuspend = "bool ACS_NamedSuspend(string script, int map)";
ACS_NamedTerminate = "bool ACS_NamedTerminate(string script, int map)";
ACS_NamedLockedExecute = "bool ACS_NamedLockedExecute(string script, int map, int arg1, int arg2, int lock)";
ACS_NamedLockedExecuteDoor = "bool ACS_NamedLockedExecuteDoor(string script, int map, int arg1, int arg2, int lock)";
ACS_NamedExecuteWithResult = "int ACS_NamedExecuteWithResult(string script, int arg1, int arg2, int arg3, int arg4)";
ACS_NamedExecuteAlways = "bool ACS_NamedExecuteAlways(string script, int map, int arg1, int arg2, int arg3)";
//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[(string spawntype = \"LostSoul\"[, float angle = 0[, int flags = 0[, int limit = 21]]])]";
A_DualPainAttack = "A_DualPainAttack[(string spawntype = \"LostSoul\")]";
A_PainDie = "A_PainDie[(string spawntype = \"LostSoul\")]";
A_SkelFist = "A_SkelFist";
A_SkelMissile = "A_SkelMissile";
A_FatAttack1 = "A_FatAttack1[(string spawntype = \"FatShot\")]";
A_FatAttack2 = "A_FatAttack2[(string spawntype = \"FatShot\")]";
A_FatAttack3 = "A_FatAttack3[(string spawntype = \"FatShot\")]";
A_VileTarget = "A_VileTarget[(string type = \"ArchvileFire\")]";
A_VileAttack = "A_VileAttack[(string sound = \"vile/stop\"[, int initialdamage = 20[, int blastdamage = 70[, int blastradius = 70[, float thrustfactor = 1.0[, string damagetype = \"Fire\"[, int flags = 0]]]]]])]";
A_BrainSpit = "A_BrainSpit[(string spawntype = \"SpawnShot\")]";
A_SpawnFly = "A_SpawnFly[(string fogactor = \"SpawnFire\")]";
A_SpawnSound = "A_SpawnSound";
A_BrainScream = "A_BrainScream";
A_BrainExplode = "A_BrainExplode";
A_Mushroom = "A_Mushroom[(string spawntype = \"FatShot\"[, int amount[, int flags = MSF_STANDARD[, float vrange = 4.0[, float hrange = 0.5]]]])]";
A_M_Saw = "A_M_Saw[(string fullsound = \"weapons/sawfull\"[, string hitsound = \"weapons/sawhit\"[, int damage = 0[, string pufftype = \"BulletPuff\"]]])]";
A_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";
//Miscellaneous functions not listed in the "Action functions" wiki article
A_Bang4Cloud = "A_Bang4Cloud";
A_Blast = "A_Blast[(int flags = 0[, int strength = 255[, int radius = 255[, float speed = 20[, string blasteffect = \"BlastEffect\"[, sound blastsound = \"BlastRadius\"]]]]])]";
A_DropWeaponPieces = "A_DropWeaponPieces(string actorclass1, string actorclass2, string actorclass3)";
A_Feathers = "A_Feathers";
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(string name, int index, int value)";
A_ShootGun = "A_ShootGun";
A_SPosAttackUseAtkSound = "A_SPosAttackUseAtkSound";
//Mathematical functions
abs = "abs(x)\nReturns the absolute value of x.";
sin = "sin(x)\nTrigonometry function, x must be in degrees.";
cos = "cos(x)\nTrigonometry function, x must be in degrees.";
sqrt = "sqrt(x)\nReturns the square root of x.";
random = "random[identifier](min, max)\nReturns a random integer value between min and max.";
random2 = "random2[identifier](mask)\nReturns a random integer value between -mask and +mask.";
frandom = "frandom[identifier](min, max)\nReturns a random floating point value between min and max.";
pick = "pick[identifier](int, ...)\nPicks a number from the numbers placed in it.\nThis can take an unlimited amount of parameters.";
//State keywords
Bright = "Bright";
CanRaise = "CanRaise";
Fast = "Fast";
Light = "Light(string lightname)";
NoDelay = "NoDelay";
Offset = "Offset(int x, int y)";
Slow = "Slow";
//Special functions
CheckClass = "bool CheckClass(string classname[, int ptr_select = AAPTR_DEFAULT[, bool match_superclass = false]])";
IsPointerEqual = "bool IsPointerEqual(int ptr_select1, int ptr_select2)";
}
constants
{
Actor;
//states:
Spawn:;
Idle:;
See:;
Melee:;
Missile:;
Pain:;
Death:;
XDeath:;
Burn:;
Ice:;
Disintegrate:;
Raise:;
Heal:;
Crash:;
Crush:;
Wound:;
Greetings:;
Yes:;
No:;
Active:;
Inactive:;
Bounce:;
Bounce.Floor:;
Bounce.Ceiling:;
Bounce.Wall:;
Bounce.Actor:;
Bounce.Actor.Creature:;
//State keywords
//Bright;
CanRaise;
Fast;
NoDelay;
Slow;
//flow control
loop;
stop;
wait;
fail;
goto;
//Actor position and movement
x;
y;
z;
angle;
ceilingz;
floorz;
pitch;
velx;
vely;
velz;
//Actor properties
accuracy;
alpha;
args[0];
args[1];
args[2];
args[3];
args[4];
damage;
health;
height;
mass;
meleerange;
radius;
reactiontime;
scaleX;
scaleY;
score;
special;
speed;
stamina;
tid;
tidtohate;
waterlevel;
//pointers
AAPTR_DEFAULT;
AAPTR_NULL;
AAPTR_TARGET;
AAPTR_MASTER;
AAPTR_TRACER;
AAPTR_PLAYER;
AAPTR_PLAYER_GETTARGET;
AAPTR_PLAYER_GETCONVERSATION;
SXF_TRANSFERTRANSLATION;
SXF_ABSOLUTEPOSITION;
SXF_ABSOLUTEANGLE;
SXF_ABSOLUTEVELOCITY;
SXF_SETMASTER;
SXF_NOCHECKPOSITION;
SXF_TELEFRAG;
SXF_TRANSFERAMBUSHFLAG;
SXF_TRANSFERPITCH;
SXF_TRANSFERPOINTERS;
SXF_USEBLOODCOLOR;
SXF_CLEARCALLERTID;
SXF_MULTIPLYSPEED;
SXF_TRANSFERSCALE;
SXF_TRANSFERSPECIAL;
SXF_CLEARCALLERSPECIAL;
SXF_TRANSFERSTENCILCOL;
SXF_TRANSFERALPHA;
SXF_TRANSFERRENDERSTYLE;
SXF_SETTARGET;
SXF_SETTRACER;
SXF_NOPOINTERS;
SXF_ORIGINATOR;
//weapon flags
WRF_NOBOB;
WRF_NOFIRE;
WRF_NOSWITCH;
WRF_NOPRIMARY;
WRF_DISABLESWITCH;
WRF_NOSECONDARY;
WRF_ALLOWRELOAD;
WRF_ALLOWZOOM;
ZOOM_INSTANT;
ZOOM_NOSCALETURNING;
CPF_USEAMMO;
CPF_DAGGER;
CPF_PULLIN;
CPF_NORANDOMPUFFZ;
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;
//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;
//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;
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;
//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;
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_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;
FPF_AIMATANGLE;
FPF_TRANSFERTRANSLATION;
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;
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_EXPLICITANGLE;
RGF_FULLBRIGHT;
RGF_GIVESELF;
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;
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;
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_USEACTORFOG;
TF_NOJUMP;
TIF_NOTAKEINFINITE;
VAF_DMGTYPEAPPLYTODIRECT;
WARPF_ABSOLUTEANGLE;
WARPF_ABSOLUTEOFFSET;
WARPF_ABSOLUTEPOSITION;
WARPF_COPYINTERPOLATION;
WARPF_INTERPOLATE;
WARPF_NOCHECKPOSITION;
WARPF_STOP;
WARPF_TESTONLY;
WARPF_TOFLOOR;
WARPF_USECALLERANGLE;
WARPF_WARPINTERPOLATION;
XF_HURTSOURCE;
XF_NOTMISSILE;
}