mirror of
https://github.com/ZDoom/gzdoom.git
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53fd57d6b7
- ang_offset: the extra angle to apply to the actor after calculating the maximum turn. - pitch_offset: Just like ang_offset, with pitch instead. - FAF_BOTTOM: Aim straight for the actor's z coordinate, not with +32 units. - FAF_MIDDLE: Aims for the direct middle of the actor. - FAF_TOP: Aims for the very top of the actor. - FAF_NODISTFACTOR: Use the raw pitch offset without calculating it into the distance of the aimed actor.
368 lines
20 KiB
Text
368 lines
20 KiB
Text
ACTOR Actor native //: Thinker
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{
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Scale 1
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Health 1000
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Reactiontime 8
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Radius 20
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Height 16
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Mass 100
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RenderStyle Normal
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Alpha 1
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MinMissileChance 200
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MeleeRange 44
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MaxDropoffHeight 24
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MaxStepHeight 24
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BounceFactor 0.7
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WallBounceFactor 0.75
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BounceCount -1
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FloatSpeed 4
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FloatBobPhase -1 // randomly initialize by default
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Gravity 1
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Friction 1
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DamageFactor 1.0
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PushFactor 0.25
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WeaveIndexXY 0
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WeaveIndexZ 16
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DesignatedTeam 255
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PainType Normal
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DeathType Normal
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TeleFogSourceType "TeleportFog"
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TeleFogDestType "TeleportFog"
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RipperLevel 0
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RipLevelMin 0
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RipLevelMax 0
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// Variables for the expression evaluator
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// NOTE: fixed_t and angle_t are only used here to ensure proper conversion
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// Internally they are handled as floats.
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// Variables must be native.
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native fixed_t alpha;
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native angle_t angle;
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native int args[5];
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native fixed_t ceilingz;
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native fixed_t floorz;
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native int health;
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native int mass;
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native angle_t pitch;
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native int special;
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native int tid;
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native int TIDtoHate;
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native int waterlevel;
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native int damage;
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native fixed_t x;
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native fixed_t y;
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native fixed_t z;
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native fixed_t velx;
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native fixed_t vely;
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native fixed_t velz;
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native fixed_t momx; // alias for velx
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native fixed_t momy; // alias for vely
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native fixed_t momz; // alias for velz
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native fixed_t scaleX;
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native fixed_t scaleY;
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native int score;
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native int accuracy;
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native int stamina;
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native fixed_t height;
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native fixed_t radius;
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native int reactiontime;
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native fixed_t meleerange;
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native fixed_t speed;
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native angle_t roll;
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// Meh, MBF redundant functions. Only for DeHackEd support.
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action native A_Turn(float angle = 0);
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action native A_LineEffect(int boomspecial = 0, int tag = 0);
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// End of MBF redundant functions.
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action native A_MonsterRail();
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action native A_BFGSpray(class<Actor> spraytype = "BFGExtra", int numrays = 40, int damagecount = 15, float angle = 90, float distance = 16*64, float vrange = 32, int damage = 0);
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action native A_Pain();
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action native A_NoBlocking();
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action native A_XScream();
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action native A_Look();
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action native A_Chase(state melee = "*", state missile = "none", int flags = 0);
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action native A_FaceTarget(float max_turn = 0, float max_pitch = 270, float ang_offset = 0, float pitch_offset = 0, int flags = 0);
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action native A_FaceTracer(float max_turn = 0, float max_pitch = 270, float ang_offset = 0, float pitch_offset = 0, int flags = 0);
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action native A_FaceMaster(float max_turn = 0, float max_pitch = 270, float ang_offset = 0, float pitch_offset = 0, int flags = 0);
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action native A_PosAttack();
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action native A_Scream();
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action native A_SPosAttack();
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action native A_SPosAttackUseAtkSound();
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action native A_VileChase();
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action native A_VileStart();
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action native A_VileTarget(class<Actor> fire = "ArchvileFire");
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action native A_VileAttack(sound snd = "vile/stop", int initialdmg = 20, int blastdmg = 70, int blastradius = 70, float thrustfac = 1.0, name damagetype = "Fire", int flags = 0);
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action native A_StartFire();
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action native A_Fire(float spawnheight = 0);
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action native A_FireCrackle();
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action native A_Tracer();
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action native A_SkelWhoosh();
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action native A_SkelFist();
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action native A_SkelMissile();
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action native A_FatRaise();
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action native A_FatAttack1(class<Actor> spawntype = "FatShot");
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action native A_FatAttack2(class<Actor> spawntype = "FatShot");
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action native A_FatAttack3(class<Actor> spawntype = "FatShot");
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action native A_BossDeath();
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action native A_CPosAttack();
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action native A_CPosRefire();
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action native A_TroopAttack();
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action native A_SargAttack();
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action native A_HeadAttack();
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action native A_BruisAttack();
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action native A_SkullAttack(float speed = 20);
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action native A_BetaSkullAttack();
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action native A_Metal();
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action native A_SpidRefire();
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action native A_BabyMetal();
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action native A_BspiAttack();
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action native A_Hoof();
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action native A_CyberAttack();
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action native A_PainAttack(class<Actor> spawntype = "LostSoul", float angle = 0, int flags = 0, int limit = -1);
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action native A_DualPainAttack(class<Actor> spawntype = "LostSoul");
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action native A_PainDie(class<Actor> spawntype = "LostSoul");
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action native A_KeenDie(int doortag = 666);
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action native A_BrainPain();
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action native A_BrainScream();
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action native A_BrainDie();
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action native A_BrainAwake();
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action native A_BrainSpit(class<Actor> spawntype = "none"); // needs special treatment for default
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action native A_SpawnSound();
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action native A_SpawnFly(class<Actor> spawntype = "none"); // needs special treatment for default
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action native A_BrainExplode();
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action native A_Die(name damagetype = "none");
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action native A_Detonate();
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action native A_Mushroom(class<Actor> spawntype = "FatShot", int numspawns = 0, int flags = 0, float vrange = 4.0, float hrange = 0.5);
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action native A_CallSpecial(int special, int arg1=0, int arg2=0, int arg3=0, int arg4=0, int arg5=0);
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action native A_SetFloorClip();
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action native A_UnSetFloorClip();
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action native A_HideThing();
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action native A_UnHideThing();
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action native A_SetInvulnerable();
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action native A_UnSetInvulnerable();
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action native A_SetReflective();
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action native A_UnSetReflective();
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action native A_SetReflectiveInvulnerable();
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action native A_UnSetReflectiveInvulnerable();
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action native A_SetShootable();
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action native A_UnSetShootable();
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action native A_NoGravity();
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action native A_Gravity();
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action native A_LowGravity();
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action native A_SetGravity(float gravity);
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action native A_Fall();
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action native A_SetSolid();
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action native A_UnsetSolid();
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action native A_SetFloat();
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action native A_UnsetFloat();
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action native A_M_Saw(sound fullsound = "weapons/sawfull", sound hitsound = "weapons/sawhit", int damage = 2, class<Actor> pufftype = "BulletPuff");
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action native A_ScreamAndUnblock();
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action native A_ActiveAndUnblock();
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action native A_ActiveSound();
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action native A_FastChase();
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action native A_FreezeDeath();
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action native A_FreezeDeathChunks();
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action native A_GenericFreezeDeath();
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action native A_IceGuyDie();
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action native A_CentaurDefend();
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action native A_BishopMissileWeave();
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action native A_CStaffMissileSlither();
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action native A_PlayerScream();
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action native A_SkullPop(class<Actor> skulltype = "BloodySkull");
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action native A_CheckPlayerDone();
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action native A_Wander();
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action native A_Look2();
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action native A_TossGib();
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action native A_SentinelBob();
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action native A_SentinelRefire();
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action native A_Tracer2();
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action native A_SetShadow();
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action native A_ClearShadow();
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action native A_GetHurt();
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action native A_TurretLook();
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action native A_KlaxonBlare();
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action native A_Countdown();
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action native A_AlertMonsters(float maxdist = 0, int flags = 0);
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action native A_ClearSoundTarget();
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action native A_FireAssaultGun();
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action native A_CheckTerrain();
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action native A_FaceConsolePlayer(float MaxTurnAngle = 0); // [TP]
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action native A_MissileAttack();
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action native A_MeleeAttack();
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action native A_ComboAttack();
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action native A_BulletAttack();
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action native A_WolfAttack(int flags = 0, sound whattoplay = "weapons/pistol", float snipe = 1.0, int maxdamage = 64, int blocksize = 128, int pointblank = 2, int longrange = 4, float runspeed = 160.0, class<Actor> pufftype = "BulletPuff");
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action native A_PlaySound(sound whattoplay = "weapons/pistol", int slot = CHAN_BODY, float volume = 1.0, bool looping = false, float attenuation = ATTN_NORM);
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action native A_PlayWeaponSound(sound whattoplay);
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action native A_FLoopActiveSound();
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action native A_LoopActiveSound();
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action native A_StopSound(int slot = CHAN_VOICE); // Bad default but that's what is originally was...
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action native A_PlaySoundEx(sound whattoplay, coerce name slot, bool looping = false, int attenuation = 0);
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action native A_StopSoundEx(coerce name slot);
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action native A_SeekerMissile(int threshold, int turnmax, int flags = 0, int chance = 50, int distance = 10);
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action native A_Jump(int chance = 256, state label, ...);
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action native A_CustomMissile(class<Actor> missiletype, float spawnheight = 32, int spawnofs_xy = 0, float angle = 0, int flags = 0, float pitch = 0, int ptr = AAPTR_TARGET);
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action native A_CustomBulletAttack(float spread_xy, float spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", float range = 0, int flags = 0, int ptr = AAPTR_TARGET);
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action native A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = "", color color2 = "", int flags = 0, bool aim = false, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float spread_xy = 0, float spread_z = 0, float range = 0, int duration = 0, float sparsity = 1.0, float driftspeed = 1.0, class<Actor> spawnclass = "none", float spawnofs_z = 0);
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action native A_JumpIfHealthLower(int health, state label, int ptr_selector = AAPTR_DEFAULT);
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action native A_JumpIfCloser(float distance, state label);
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action native A_JumpIfTracerCloser(float distance, state label);
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action native A_JumpIfMasterCloser(float distance, state label);
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action native A_JumpIfTargetOutsideMeleeRange(state label);
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action native A_JumpIfTargetInsideMeleeRange(state label);
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action native A_JumpIfInventory(class<Inventory> itemtype, int itemamount, state label, int owner = AAPTR_DEFAULT);
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action native A_JumpIfArmorType(string Type, state label, int amount = 1);
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action native A_GiveInventory(class<Inventory> itemtype, int amount = 0, int giveto = AAPTR_DEFAULT);
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action native A_TakeInventory(class<Inventory> itemtype, int amount = 0, int flags = 0, int giveto = AAPTR_DEFAULT);
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action native A_SpawnItem(class<Actor> itemtype = "Unknown", float distance = 0, float zheight = 0, bool useammo = true, bool transfer_translation = false);
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action native A_SpawnItemEx(class<Actor> itemtype, float xofs = 0, float yofs = 0, float zofs = 0, float xvel = 0, float yvel = 0, float zvel = 0, float angle = 0, int flags = 0, int failchance = 0, int tid=0);
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action native A_Print(string whattoprint, float time = 0, string fontname = "");
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action native A_PrintBold(string whattoprint, float time = 0, string fontname = "");
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action native A_Log(string whattoprint);
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action native A_LogInt(int whattoprint);
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action native A_SetTranslucent(float alpha, int style = 0);
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action native A_FadeIn(float reduce = 0.1, int flags = 0);
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action native A_FadeOut(float reduce = 0.1, int flags = 1); //bool remove == true
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action native A_FadeTo(float target, float amount = 0.1, int flags = 0);
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action native A_SetScale(float scalex, float scaley = 0, int ptr = AAPTR_DEFAULT);
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action native A_SetMass(int mass);
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action native A_SpawnDebris(class<Actor> spawntype, bool transfer_translation = false, float mult_h = 1, float mult_v = 1);
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action native A_CheckSight(state label);
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action native A_ExtChase(bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false);
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action native A_DropInventory(class<Inventory> itemtype);
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action native A_SetBlend(color color1, float alpha, int tics, color color2 = "");
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action native A_ChangeFlag(string flagname, bool value);
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action native A_CheckFlag(string flagname, state label, int check_pointer = AAPTR_DEFAULT);
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action native A_JumpIf(bool expression, state label);
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action native A_RaiseMaster(bool copy = 0);
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action native A_RaiseChildren(bool copy = 0);
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action native A_RaiseSiblings(bool copy = 0);
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action native A_CheckFloor(state label);
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action native A_CheckCeiling(state label);
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action native A_PlayerSkinCheck(state label);
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action native A_BasicAttack(int meleedamage, sound meleesound, class<actor> missiletype, float missileheight);
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action native A_Teleport(state teleportstate = "", class<SpecialSpot> targettype = "BossSpot", class<Actor> fogtype = "TeleportFog", int flags = 0, float mindist = 0, float maxdist = 0);
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action native A_Warp(int ptr_destination, float xofs = 0, float yofs = 0, float zofs = 0, float angle = 0, int flags = 0, state success_state = "");
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action native A_ThrowGrenade(class<Actor> itemtype, float zheight = 0, float xyvel = 0, float zvel = 0, bool useammo = true);
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action native A_Weave(int xspeed, int yspeed, float xdist, float ydist);
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action native A_Recoil(float xyvel);
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action native A_JumpIfInTargetInventory(class<Inventory> itemtype, int amount, state label, int forward_ptr = AAPTR_DEFAULT);
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action native A_GiveToTarget(class<Inventory> itemtype, int amount = 0, int forward_ptr = AAPTR_DEFAULT);
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action native A_TakeFromTarget(class<Inventory> itemtype, int amount = 0, int flags = 0, int forward_ptr = AAPTR_DEFAULT);
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action native A_RadiusGive(class<Inventory> itemtype, int distance, int flags, int amount = 0);
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action native A_CountdownArg(int argnum, state targstate = "");
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action native A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true);
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action native A_CustomComboAttack(class<Actor> missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true);
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action native A_Burst(class<Actor> chunktype);
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action native A_Blast(int flags = 0, int strength = 255, int radius = 255, float speed = 20, class<Actor> blasteffect = "BlastEffect", sound blastsound = "BlastRadius");
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action native A_RadiusThrust(int force = 128, int distance = -1, int flags = RTF_AFFECTSOURCE, int fullthrustdistance = 0);
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action native A_Explode(int damage = -1, int distance = -1, int flags = XF_HURTSOURCE, bool alert = false, int fulldamagedistance = 0, int nails = 0, int naildamage = 10, class<Actor> pufftype = "BulletPuff");
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action native A_Stop();
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action native A_Respawn(int flags = 1);
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action native A_BarrelDestroy();
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action native A_QueueCorpse();
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action native A_DeQueueCorpse();
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action native A_LookEx(int flags = 0, float minseedist = 0, float maxseedist = 0, float maxheardist = 0, float fov = 0, state label = "");
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action native A_ClearLastHeard();
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action native A_ClearTarget();
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action native 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);
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action native A_JumpIfTargetInLOS (state label, float fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
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action native A_JumpIfInTargetLOS (state label, float fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
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action native A_SelectWeapon(class<Weapon> whichweapon);
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action native A_Punch();
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action native A_Feathers();
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action native A_ClassBossHealth();
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action native A_ShootGun();
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action native A_RocketInFlight();
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action native A_Bang4Cloud();
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action native A_DropFire();
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action native A_GiveQuestItem(int itemno);
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action native A_RemoveForcefield();
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action native A_DropWeaponPieces(class<Actor> p1, class<Actor> p2, class<Actor> p3);
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action native A_PigPain ();
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action native A_MonsterRefire(int chance, state label);
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action native A_SetAngle(float angle = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
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action native A_SetPitch(float pitch, int flags = 0, int ptr = AAPTR_DEFAULT);
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action native A_SetRoll(float roll, int flags = 0, int ptr = AAPTR_DEFAULT);
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action native A_ScaleVelocity(float scale, int ptr = AAPTR_DEFAULT);
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action native A_ChangeVelocity(float x = 0, float y = 0, float z = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
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action native A_SetArg(int pos, int value);
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action native A_SetUserVar(name varname, int value);
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action native A_SetUserArray(name varname, int index, int value);
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action native A_SetSpecial(int spec, int arg0 = 0, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0);
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action native A_Quake(int intensity, int duration, int damrad, int tremrad, sound sfx = "world/quake");
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action native A_SetTics(int tics);
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action native A_SetDamageType(name damagetype);
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action native A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);
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action native A_SetSpeed(float speed, int ptr = AAPTR_DEFAULT);
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action native A_DamageSelf(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
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action native A_DamageTarget(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
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action native A_DamageMaster(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
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action native A_DamageTracer(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
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action native A_DamageChildren(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
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action native A_DamageSiblings(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
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action native A_KillTarget(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
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action native A_KillMaster(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
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action native A_KillTracer(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
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action native A_KillChildren(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
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action native A_KillSiblings(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
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action native A_RemoveTarget(int flags = 0, class<Actor> filter = "None", name species = "None");
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action native A_RemoveMaster(int flags = 0, class<Actor> filter = "None", name species = "None");
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action native A_RemoveTracer(int flags = 0, class<Actor> filter = "None", name species = "None");
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action native A_RemoveChildren(bool removeall = false, int flags = 0, class<Actor> filter = "None", name species = "None");
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action native A_RemoveSiblings(bool removeall = false, int flags = 0, class<Actor> filter = "None", name species = "None");
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action native A_Remove(int removee, int flags = 0, class<Actor> filter = "None", name species = "None");
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action native A_GiveToChildren(class<Inventory> itemtype, int amount = 0);
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action native A_GiveToSiblings(class<Inventory> itemtype, int amount = 0);
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action native A_TakeFromChildren(class<Inventory> itemtype, int amount = 0);
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action native A_TakeFromSiblings(class<Inventory> itemtype, int amount = 0);
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action native A_SetTeleFog(name oldpos, name newpos);
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action native A_SwapTeleFog();
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action native A_SetFloatBobPhase(int bob);
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action native A_SetHealth(int health, int ptr = AAPTR_DEFAULT);
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action native A_ResetHealth(int ptr = AAPTR_DEFAULT);
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action native A_SetRipperLevel(int level);
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action native A_SetRipMin(int min);
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action native A_SetRipMax(int max);
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action native A_CheckSightOrRange(float distance, state label, bool two_dimension = false);
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action native A_CheckRange(float distance, state label, bool two_dimension = false);
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action native A_RearrangePointers(int newtarget, int newmaster = AAPTR_DEFAULT, int newtracer = AAPTR_DEFAULT, int flags=0);
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action native A_TransferPointer(int ptr_source, int ptr_recepient, int sourcefield, int recepientfield=AAPTR_DEFAULT, int flags=0);
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action native A_CopyFriendliness(int ptr_source = AAPTR_MASTER);
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action native ACS_NamedExecute(string script, int mapnum=0, int arg1=0, int arg2=0, int arg3=0);
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action native ACS_NamedSuspend(string script, int mapnum=0);
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action native ACS_NamedTerminate(string script, int mapnum=0);
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action native ACS_NamedLockedExecute(string script, int mapnum=0, int arg1=0, int arg2=0, int lock=0);
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action native ACS_NamedLockedExecuteDoor(string script, int mapnum=0, int arg1=0, int arg2=0, int lock=0);
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action native ACS_NamedExecuteWithResult(string script, int arg1=0, int arg2=0, int arg3=0, int arg4=0);
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action native ACS_NamedExecuteAlways(string script, int mapnum=0, int arg1=0, int arg2=0, int arg3=0);
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States
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{
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Spawn:
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TNT1 A -1
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Stop
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Null:
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TNT1 A 1
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Stop
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GenericFreezeDeath:
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// Generic freeze death frames. Woo!
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"####" "#" 5 A_GenericFreezeDeath
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"----" A 1 A_FreezeDeathChunks
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Wait
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GenericCrush:
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POL5 A -1
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Stop
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}
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}
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