gzdoom-gles/src/actionspecials.h
Christoph Oelckers e4d0d6bcdb - added a Sector_CopyScroller special to allow setting scrollers to sectors with special tags.
- extended compatibility text to allow changing line flags and setting line specials on specific linedefs.
- removed Strain MAP07 hack and replaced it by a clean 'clearlineflags' option.
- Added Doomo format translations for Sector_CopyScroller because this looks like something that might be useful for making
  some Boom maps work without having to resort to compatibility.txt.
- added a compatibility setting for UAC Ultra MAP07 which exploited some undefined scrolling behavior in Boom.
  (What lengths are we going to make sloppily created maps work? This entire commit was just to address this particular problem...)


SVN r2280 (trunk)
2010-04-11 11:18:33 +00:00

230 lines
11 KiB
C

// special name, special number, min script args, max script args, num args on a line
DEFINE_SPECIAL(Polyobj_StartLine, 1, -1, -1, 4)
DEFINE_SPECIAL(Polyobj_RotateLeft, 2, 3, 3, 3)
DEFINE_SPECIAL(Polyobj_RotateRight, 3, 3, 3, 3)
DEFINE_SPECIAL(Polyobj_Move, 4, 4, 4, 4)
DEFINE_SPECIAL(Polyobj_ExplicitLine, 5, -1, -1, 5)
DEFINE_SPECIAL(Polyobj_MoveTimes8, 6, 4, 4, 4)
DEFINE_SPECIAL(Polyobj_DoorSwing, 7, 4, 4, 4)
DEFINE_SPECIAL(Polyobj_DoorSlide, 8, 5, 5, 5)
DEFINE_SPECIAL(Line_Horizon, 9, -1, 0, 0) // [RH] draw one-sided wall at horizon
DEFINE_SPECIAL(Door_Close, 10, 2, 3, 3)
DEFINE_SPECIAL(Door_Open, 11, 2, 3, 3)
DEFINE_SPECIAL(Door_Raise, 12, 3, 4, 4)
DEFINE_SPECIAL(Door_LockedRaise, 13, 4, 5, 5)
DEFINE_SPECIAL(Door_Animated, 14, 4, 4, 4)
DEFINE_SPECIAL(Autosave, 15, 0, 0, 0) // [RH] Save the game *now*
DEFINE_SPECIAL(Transfer_WallLight, 16, -1, -1, 2)
DEFINE_SPECIAL(Thing_Raise, 17, 1, 1, 1)
DEFINE_SPECIAL(StartConversation, 18, 1, 2, 2)
DEFINE_SPECIAL(Thing_Stop, 19, 1, 1, 1)
DEFINE_SPECIAL(Floor_LowerByValue, 20, 3, 3, 3)
DEFINE_SPECIAL(Floor_LowerToLowest, 21, 2, 2, 2)
DEFINE_SPECIAL(Floor_LowerToNearest, 22, 2, 2, 2)
DEFINE_SPECIAL(Floor_RaiseByValue, 23, 3, 3, 3)
DEFINE_SPECIAL(Floor_RaiseToHighest, 24, 2, 2, 2)
DEFINE_SPECIAL(Floor_RaiseToNearest, 25, 2, 2, 2)
DEFINE_SPECIAL(Stairs_BuildDown, 26, 5, 5, 5)
DEFINE_SPECIAL(Stairs_BuildUp, 27, 5, 5, 5)
DEFINE_SPECIAL(Floor_RaiseAndCrush, 28, 3, 4, 4)
DEFINE_SPECIAL(Pillar_Build, 29, 3, 3, 3)
DEFINE_SPECIAL(Pillar_Open, 30, 4, 4, 4)
DEFINE_SPECIAL(Stairs_BuildDownSync, 31, 4, 4, 4)
DEFINE_SPECIAL(Stairs_BuildUpSync, 32, 4, 4, 4)
DEFINE_SPECIAL(ForceField, 33, 0, 0, 0) // [RH] Strife's forcefield special (148)
DEFINE_SPECIAL(ClearForceField, 34, 1, 1, 1) // [RH] Remove Strife's forcefield from tagged sectors
DEFINE_SPECIAL(Floor_RaiseByValueTimes8, 35, 3, 3, 3)
DEFINE_SPECIAL(Floor_LowerByValueTimes8, 36, 3, 3, 3)
DEFINE_SPECIAL(Floor_MoveToValue, 37, 3, 4, 4)
DEFINE_SPECIAL(Ceiling_Waggle, 38, 5, 5, 4) // [RH] Complement of Floor_Waggle
DEFINE_SPECIAL(Teleport_ZombieChanger, 39, 2, 2, 2) // [RH] Needed for Strife
DEFINE_SPECIAL(Ceiling_LowerByValue, 40, 3, 3, 3)
DEFINE_SPECIAL(Ceiling_RaiseByValue, 41, 3, 3, 3)
DEFINE_SPECIAL(Ceiling_CrushAndRaise, 42, 3, 4, 4)
DEFINE_SPECIAL(Ceiling_LowerAndCrush, 43, 3, 4, 4)
DEFINE_SPECIAL(Ceiling_CrushStop, 44, 1, 1, 1)
DEFINE_SPECIAL(Ceiling_CrushRaiseAndStay, 45, 3, 4, 4)
DEFINE_SPECIAL(Floor_CrushStop, 46, 1, 1, 1)
DEFINE_SPECIAL(Ceiling_MoveToValue, 47, 3, 4, 4)
DEFINE_SPECIAL(Sector_Attach3dMidtex, 48, -1, -1, 3)
DEFINE_SPECIAL(GlassBreak, 49, 0, 1, 1)
DEFINE_SPECIAL(ExtraFloor_LightOnly, 50, -1, -1, 2)
DEFINE_SPECIAL(Sector_SetLink, 51, 4, 4, 4)
DEFINE_SPECIAL(Scroll_Wall, 52, 5, 5, 5)
DEFINE_SPECIAL(Line_SetTextureOffset, 53, 5, 5, 5)
DEFINE_SPECIAL(Sector_ChangeFlags, 54, 3, 3, 3)
DEFINE_SPECIAL(Line_SetBlocking, 55, 3, 3, 3)
DEFINE_SPECIAL(Line_SetTextureScale, 56, 5, 5, 5)
DEFINE_SPECIAL(Sector_SetPortal, 57, -1, -1, 5)
DEFINE_SPECIAL(Sector_CopyScroller, 58, -1, -1, 2)
DEFINE_SPECIAL(Plat_PerpetualRaise, 60, 3, 3, 3)
DEFINE_SPECIAL(Plat_Stop, 61, 1, 1, 1)
DEFINE_SPECIAL(Plat_DownWaitUpStay, 62, 3, 3, 3)
DEFINE_SPECIAL(Plat_DownByValue, 63, 4, 4, 4)
DEFINE_SPECIAL(Plat_UpWaitDownStay, 64, 3, 3, 3)
DEFINE_SPECIAL(Plat_UpByValue, 65, 4, 4, 4)
DEFINE_SPECIAL(Floor_LowerInstant, 66, 3, 3, 3)
DEFINE_SPECIAL(Floor_RaiseInstant, 67, 3, 3, 3)
DEFINE_SPECIAL(Floor_MoveToValueTimes8, 68, 4, 4, 4)
DEFINE_SPECIAL(Ceiling_MoveToValueTimes8, 69, 4, 4, 4)
DEFINE_SPECIAL(Teleport, 70, 1, 3, 3)
DEFINE_SPECIAL(Teleport_NoFog, 71, 1, 3, 3)
DEFINE_SPECIAL(ThrustThing, 72, 2, 4, 4)
DEFINE_SPECIAL(DamageThing, 73, 1, 2, 2)
DEFINE_SPECIAL(Teleport_NewMap, 74, 2, 3, 3)
DEFINE_SPECIAL(Teleport_EndGame, 75, 0, 0, 0)
DEFINE_SPECIAL(TeleportOther, 76, 3, 3, 3)
DEFINE_SPECIAL(TeleportGroup, 77, 5, 5, 5)
DEFINE_SPECIAL(TeleportInSector, 78, 4, 5, 5)
DEFINE_SPECIAL(ACS_Execute, 80, 1, 5, 5)
DEFINE_SPECIAL(ACS_Suspend, 81, 2, 2, 2)
DEFINE_SPECIAL(ACS_Terminate, 82, 2, 2, 2)
DEFINE_SPECIAL(ACS_LockedExecute, 83, 5, 5, 5)
DEFINE_SPECIAL(ACS_ExecuteWithResult, 84, 1, 4, 4)
DEFINE_SPECIAL(ACS_LockedExecuteDoor, 85, 5, 5, 5)
DEFINE_SPECIAL(Polyobj_OR_RotateLeft, 90, 3, 3, 3)
DEFINE_SPECIAL(Polyobj_OR_RotateRight, 91, 3, 3, 3)
DEFINE_SPECIAL(Polyobj_OR_Move, 92, 4, 4, 4)
DEFINE_SPECIAL(Polyobj_OR_MoveTimes8, 93, 4, 4, 4)
DEFINE_SPECIAL(Pillar_BuildAndCrush, 94, 4, 5, 5)
DEFINE_SPECIAL(FloorAndCeiling_LowerByValue, 95, 3, 3, 3)
DEFINE_SPECIAL(FloorAndCeiling_RaiseByValue, 96, 3, 3, 3)
DEFINE_SPECIAL(Scroll_Texture_Left, 100, -1, -1, 2)
DEFINE_SPECIAL(Scroll_Texture_Right, 101, -1, -1, 2)
DEFINE_SPECIAL(Scroll_Texture_Up, 102, -1, -1, 2)
DEFINE_SPECIAL(Scroll_Texture_Down, 103, -1, -1, 2)
DEFINE_SPECIAL(Light_ForceLightning, 109, 1, 1, 1)
DEFINE_SPECIAL(Light_RaiseByValue, 110, 2, 2, 2)
DEFINE_SPECIAL(Light_LowerByValue, 111, 2, 2, 2)
DEFINE_SPECIAL(Light_ChangeToValue, 112, 2, 2, 2)
DEFINE_SPECIAL(Light_Fade, 113, 3, 3, 3)
DEFINE_SPECIAL(Light_Glow, 114, 4, 4, 4)
DEFINE_SPECIAL(Light_Flicker, 115, 3, 3, 3)
DEFINE_SPECIAL(Light_Strobe, 116, 5, 5, 5)
DEFINE_SPECIAL(Light_Stop, 117, 1, 1, 1)
DEFINE_SPECIAL(Plane_Copy, 118, -1, -1, 5)
DEFINE_SPECIAL(Thing_Damage, 119, 2, 3, 3)
DEFINE_SPECIAL(Radius_Quake, 120, 5, 5, 5) // Earthquake
DEFINE_SPECIAL(Line_SetIdentification, 121, -1, -1, 5)
DEFINE_SPECIAL(Thing_Move, 125, 2, 3, 3)
DEFINE_SPECIAL(Thing_SetSpecial, 127, 5, 5, 5)
DEFINE_SPECIAL(ThrustThingZ, 128, 4, 4, 4)
DEFINE_SPECIAL(UsePuzzleItem, 129, 2, 5, 5)
DEFINE_SPECIAL(Thing_Activate, 130, 1, 1, 1)
DEFINE_SPECIAL(Thing_Deactivate, 131, 1, 1, 1)
DEFINE_SPECIAL(Thing_Remove, 132, 1, 1, 1)
DEFINE_SPECIAL(Thing_Destroy, 133, 1, 2, 2)
DEFINE_SPECIAL(Thing_Projectile, 134, 5, 5, 5)
DEFINE_SPECIAL(Thing_Spawn, 135, 3, 4, 4)
DEFINE_SPECIAL(Thing_ProjectileGravity, 136, 5, 5, 5)
DEFINE_SPECIAL(Thing_SpawnNoFog, 137, 3, 4, 4)
DEFINE_SPECIAL(Floor_Waggle, 138, 5, 5, 5)
DEFINE_SPECIAL(Thing_SpawnFacing, 139, 2, 4, 4)
DEFINE_SPECIAL(Sector_ChangeSound, 140, 2, 2, 2)
DEFINE_SPECIAL(Teleport_NoStop, 154, 2, 3, 3)
// GZDoom/Vavoom specials
// Although ZDoom doesn't support them it's better to have them defined so that
// WADs using them somewhere can at least be started without aborting due
// to an error message.
DEFINE_SPECIAL(SetGlobalFogParameter, 157, 2, 2, 2)
DEFINE_SPECIAL(FS_Execute, 158, 1, 4, 4)
DEFINE_SPECIAL(Sector_SetPlaneReflection, 159, 3, 3, 3)
DEFINE_SPECIAL(Sector_Set3DFloor, 160, -1, -1, 5)
DEFINE_SPECIAL(Sector_SetContents, 161, -1, -1, 3)
// [RH] Begin new specials for ZDoom
DEFINE_SPECIAL(Generic_Crusher2, 169, 5, 5, 5)
DEFINE_SPECIAL(Sector_SetCeilingScale2, 170, 3, 3, 3)
DEFINE_SPECIAL(Sector_SetFloorScale2, 171, 3, 3, 3)
DEFINE_SPECIAL(Plat_UpNearestWaitDownStay, 172, 3, 3, 3)
DEFINE_SPECIAL(NoiseAlert, 173, 2, 2, 2)
DEFINE_SPECIAL(SendToCommunicator, 174, 4, 4, 4)
DEFINE_SPECIAL(Thing_ProjectileIntercept, 175, 5, 5, 5)
DEFINE_SPECIAL(Thing_ChangeTID, 176, 2, 2, 2)
DEFINE_SPECIAL(Thing_Hate, 177, 2, 3, 3)
DEFINE_SPECIAL(Thing_ProjectileAimed, 178, 4, 5, 5)
DEFINE_SPECIAL(ChangeSkill, 179, 1, 1, 1)
DEFINE_SPECIAL(Thing_SetTranslation, 180, 2, 2, 2)
DEFINE_SPECIAL(Plane_Align, 181, -1, -1, 3)
DEFINE_SPECIAL(Line_Mirror, 182, -1, 0, 0)
DEFINE_SPECIAL(Line_AlignCeiling, 183, 2, 2, 2)
DEFINE_SPECIAL(Line_AlignFloor, 184, 2, 2, 2)
DEFINE_SPECIAL(Sector_SetRotation, 185, 3, 3, 3)
DEFINE_SPECIAL(Sector_SetCeilingPanning, 186, 5, 5, 5)
DEFINE_SPECIAL(Sector_SetFloorPanning, 187, 5, 5, 5)
DEFINE_SPECIAL(Sector_SetCeilingScale, 188, 5, 5, 5)
DEFINE_SPECIAL(Sector_SetFloorScale, 189, 5, 5, 5)
DEFINE_SPECIAL(Static_Init, 190, -1, -1, 4)
DEFINE_SPECIAL(SetPlayerProperty, 191, 3, 3, 3)
DEFINE_SPECIAL(Ceiling_LowerToHighestFloor, 192, 2, 2, 2)
DEFINE_SPECIAL(Ceiling_LowerInstant, 193, 3, 3, 3)
DEFINE_SPECIAL(Ceiling_RaiseInstant, 194, 3, 3, 3)
DEFINE_SPECIAL(Ceiling_CrushRaiseAndStayA, 195, 4, 5, 5)
DEFINE_SPECIAL(Ceiling_CrushAndRaiseA, 196, 4, 5, 5)
DEFINE_SPECIAL(Ceiling_CrushAndRaiseSilentA, 197, 4, 5, 5)
DEFINE_SPECIAL(Ceiling_RaiseByValueTimes8, 198, 3, 3, 3)
DEFINE_SPECIAL(Ceiling_LowerByValueTimes8, 199, 3, 3, 3)
DEFINE_SPECIAL(Generic_Floor, 200, 5, 5, 5)
DEFINE_SPECIAL(Generic_Ceiling, 201, 5, 5, 5)
DEFINE_SPECIAL(Generic_Door, 202, 5, 5, 5)
DEFINE_SPECIAL(Generic_Lift, 203, 5, 5, 5)
DEFINE_SPECIAL(Generic_Stairs, 204, 5, 5, 5)
DEFINE_SPECIAL(Generic_Crusher, 205, 5, 5, 5)
DEFINE_SPECIAL(Plat_DownWaitUpStayLip, 206, 4, 5, 5)
DEFINE_SPECIAL(Plat_PerpetualRaiseLip, 207, 4, 4, 4)
DEFINE_SPECIAL(TranslucentLine, 208, 2, 3, 3)
DEFINE_SPECIAL(Transfer_Heights, 209, -1, -1, 2)
DEFINE_SPECIAL(Transfer_FloorLight, 210, -1, -1, 1)
DEFINE_SPECIAL(Transfer_CeilingLight, 211, -1, -1, 1)
DEFINE_SPECIAL(Sector_SetColor, 212, 4, 5, 5)
DEFINE_SPECIAL(Sector_SetFade, 213, 4, 4, 4)
DEFINE_SPECIAL(Sector_SetDamage, 214, 3, 3, 3)
DEFINE_SPECIAL(Teleport_Line, 215, 2, 3, 3)
DEFINE_SPECIAL(Sector_SetGravity, 216, 3, 3, 3)
DEFINE_SPECIAL(Stairs_BuildUpDoom, 217, 5, 5, 5)
DEFINE_SPECIAL(Sector_SetWind, 218, 4, 4, 4)
DEFINE_SPECIAL(Sector_SetFriction, 219, 2, 2, 2)
DEFINE_SPECIAL(Sector_SetCurrent, 220, 4, 4, 4)
DEFINE_SPECIAL(Scroll_Texture_Both, 221, 5, 5, 5)
DEFINE_SPECIAL(Scroll_Texture_Model, 222, -1, -1, 2)
DEFINE_SPECIAL(Scroll_Floor, 223, 4, 4, 5)
DEFINE_SPECIAL(Scroll_Ceiling, 224, 4, 4, 5)
DEFINE_SPECIAL(Scroll_Texture_Offsets, 225, -1, -1, 1)
DEFINE_SPECIAL(ACS_ExecuteAlways, 226, 1, 5, 5)
DEFINE_SPECIAL(PointPush_SetForce, 227, -1, -1, 4)
DEFINE_SPECIAL(Plat_RaiseAndStayTx0, 228, 2, 2, 2)
DEFINE_SPECIAL(Thing_SetGoal, 229, 3, 4, 4)
DEFINE_SPECIAL(Plat_UpByValueStayTx, 230, 3, 3, 3)
DEFINE_SPECIAL(Plat_ToggleCeiling, 231, 1, 1, 1)
DEFINE_SPECIAL(Light_StrobeDoom, 232, 3, 3, 3)
DEFINE_SPECIAL(Light_MinNeighbor, 233, 1, 1, 1)
DEFINE_SPECIAL(Light_MaxNeighbor, 234, 1, 1, 1)
DEFINE_SPECIAL(Floor_TransferTrigger, 235, 1, 1, 1)
DEFINE_SPECIAL(Floor_TransferNumeric, 236, 1, 1, 1)
DEFINE_SPECIAL(ChangeCamera, 237, 3, 3, 3)
DEFINE_SPECIAL(Floor_RaiseToLowestCeiling, 238, 2, 2, 2)
DEFINE_SPECIAL(Floor_RaiseByValueTxTy, 239, 3, 3, 3)
DEFINE_SPECIAL(Floor_RaiseByTexture, 240, 2, 2, 2)
DEFINE_SPECIAL(Floor_LowerToLowestTxTy, 241, 2, 2, 2)
DEFINE_SPECIAL(Floor_LowerToHighest, 242, 3, 3, 3)
DEFINE_SPECIAL(Exit_Normal, 243, 1, 1, 1)
DEFINE_SPECIAL(Exit_Secret, 244, 1, 1, 1)
DEFINE_SPECIAL(Elevator_RaiseToNearest, 245, 2, 2, 2)
DEFINE_SPECIAL(Elevator_MoveToFloor, 246, 2, 2, 2)
DEFINE_SPECIAL(Elevator_LowerToNearest, 247, 2, 2, 2)
DEFINE_SPECIAL(HealThing, 248, 1, 2, 2)
DEFINE_SPECIAL(Door_CloseWaitOpen, 249, 3, 4, 4)
DEFINE_SPECIAL(Floor_Donut, 250, 3, 3, 3)
DEFINE_SPECIAL(FloorAndCeiling_LowerRaise, 251, 3, 3, 3)
DEFINE_SPECIAL(Ceiling_RaiseToNearest, 252, 2, 2, 2)
DEFINE_SPECIAL(Ceiling_LowerToLowest, 253, 2, 2, 2)
DEFINE_SPECIAL(Ceiling_LowerToFloor, 254, 2, 2, 2)
DEFINE_SPECIAL(Ceiling_CrushRaiseAndStaySilA, 255, 4, 5, 5)
#undef DEFINE_SPECIAL