mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-07 21:41:42 +00:00
ac32bd72bb
reset this counter but that can't be done due to unwanted side effects with existing weapons. - Changed the 'scale' variable in CVAR(turbo) to double because the calculations depended on the current floating point precision setting and only worked properly when set to 'precise' in VC++. SVN r1057 (trunk)
115 lines
2.3 KiB
C
115 lines
2.3 KiB
C
WEAPON(JumpIfNoAmmo)
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WEAPON(CustomPunch)
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WEAPON(FireBullets)
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WEAPON(FireCustomMissile)
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WEAPON(RailAttack)
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WEAPON(LightInverse)
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WEAPON(ThrowGrenade)
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WEAPON(SelectWeapon)
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WEAPON(Light)
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ACTOR(ChangeFlag)
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ACTOR(MeleeAttack)
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ACTOR(MissileAttack)
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ACTOR(ComboAttack)
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ACTOR(BulletAttack)
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ACTOR(ScreamAndUnblock)
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ACTOR(ActiveAndUnblock)
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ACTOR(ActiveSound)
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ACTOR(FastChase)
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ACTOR(CentaurDefend)
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ACTOR(FreezeDeath)
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ACTOR(FreezeDeathChunks)
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ACTOR(GenericFreezeDeath)
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ACTOR(IceGuyDie)
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ACTOR(M_Saw)
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ACTOR(Wander)
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ACTOR(Look2)
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ACTOR(TossGib)
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ACTOR(SentinelBob)
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ACTOR(SentinelRefire)
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ACTOR(Tracer2)
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ACTOR(SetShadow)
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ACTOR(ClearShadow)
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ACTOR(GetHurt)
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ACTOR(TurretLook)
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ACTOR(KlaxonBlare)
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ACTOR(CheckTerrain)
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ACTOR(Countdown)
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ACTOR(AlertMonsters)
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ACTOR(ClearSoundTarget)
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ACTOR(FireAssaultGun)
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ACTOR(PlaySound)
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ACTOR(PlayWeaponSound)
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ACTOR(FLoopActiveSound)
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ACTOR(LoopActiveSound)
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ACTOR(StopSound)
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ACTOR(PlaySoundEx)
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ACTOR(StopSoundEx)
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ACTOR(SeekerMissile)
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ACTOR(Jump)
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ACTOR(ExplodeParms)
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ACTOR(CallSpecial)
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ACTOR(CustomMissile)
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ACTOR(CustomBulletAttack)
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ACTOR(JumpIfHealthLower)
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ACTOR(JumpIfCloser)
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ACTOR(JumpIfInventory)
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ACTOR(CustomRailgun)
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ACTOR(GiveInventory)
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ACTOR(TakeInventory)
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ACTOR(SpawnItem)
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ACTOR(SpawnItemEx)
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ACTOR(Recoil)
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ACTOR(Print)
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ACTOR(SetTranslucent)
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ACTOR(FadeIn)
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ACTOR(FadeOut)
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ACTOR(SpawnDebris)
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ACTOR(SetSolid)
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ACTOR(UnsetSolid)
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ACTOR(SetFloat)
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ACTOR(UnsetFloat)
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ACTOR(BishopMissileWeave)
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ACTOR(CStaffMissileSlither)
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ACTOR(CheckSight)
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ACTOR(ExtChase)
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ACTOR(DropInventory)
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ACTOR(SetBlend)
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ACTOR(JumpIf)
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ACTOR(KillMaster)
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ACTOR(KillChildren)
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ACTOR(DualPainAttack)
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ACTOR(GiveToTarget)
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ACTOR(TakeFromTarget)
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ACTOR(JumpIfInTargetInventory)
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ACTOR(CountdownArg)
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ACTOR(CustomMeleeAttack)
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ACTOR(CustomComboAttack)
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ACTOR(Burst)
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ACTOR(SkullPop)
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ACTOR(CheckFloor)
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ACTOR(CheckPlayerDone)
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ACTOR(RadiusThrust)
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ACTOR(Stop)
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ACTOR(SPosAttackUseAtkSound)
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ACTOR(Respawn)
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ACTOR(BarrelDestroy)
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ACTOR(PlayerSkinCheck)
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ACTOR(QueueCorpse)
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ACTOR(DeQueueCorpse)
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ACTOR(SetGravity)
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// Special code pointers for Strife's player - not to be used elsewhere!
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ACTOR(ItBurnsItBurns)
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ACTOR(CrispyPlayer)
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ACTOR(DropFire)
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ACTOR(ClearTarget)
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ACTOR(LookEx)
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ACTOR(JumpIfTargetInLOS)
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ACTOR(DamageMaster)
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ACTOR(DamageChildren)
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ACTOR(CheckForReload)
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ACTOR(ResetReloadCounter)
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ACTOR(ClearReFire)
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