gzdoom/wadsrc/static/zscript/constants.zs
Boondorl 6c64a4403c Improved ZScript interface for morphing
Added getter and setter functions for handling whether or not the player fields should be gotten/set. Added MRF_KEEPARMOR flag to prevent stripping armor on morph. Optimized unmorphed Actor by setting it to NoInteraction and removing it from the blockmap and sector lists.
2024-03-01 08:35:31 -05:00

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// for flag changer functions.
const FLAG_NO_CHANGE = -1;
const MAXPLAYERS = 8;
enum EStateUseFlags
{
SUF_ACTOR = 1,
SUF_OVERLAY = 2,
SUF_WEAPON = 4,
SUF_ITEM = 8,
};
// Flags for A_PainAttack
enum EPainAttackFlags
{
PAF_NOSKULLATTACK = 1,
PAF_AIMFACING = 2,
PAF_NOTARGET = 4,
};
// Flags for A_VileAttack
enum EVileAttackFlags
{
VAF_DMGTYPEAPPLYTODIRECT = 1,
};
// Flags for A_Saw
enum ESawFlags
{
SF_NORANDOM = 1,
SF_RANDOMLIGHTMISS = 2,
SF_RANDOMLIGHTHIT = 4,
SF_RANDOMLIGHTBOTH = 6,
SF_NOUSEAMMOMISS = 8,
SF_NOUSEAMMO = 16,
SF_NOPULLIN = 32,
SF_NOTURN = 64,
SF_STEALARMOR = 128,
SF_NORANDOMPUFFZ = 256,
};
// Flags for A_BFGSpray
enum EBFGSprayFlags
{
BFGF_HURTSOURCE = 1,
BFGF_MISSILEORIGIN = 2,
};
// Flags for A_SpawnProjectile
enum ECustomMissileFlags
{
CMF_AIMOFFSET = 1,
CMF_AIMDIRECTION = 2,
CMF_TRACKOWNER = 4,
CMF_CHECKTARGETDEAD = 8,
CMF_ABSOLUTEPITCH = 16,
CMF_OFFSETPITCH = 32,
CMF_SAVEPITCH = 64,
CMF_ABSOLUTEANGLE = 128,
CMF_BADPITCH = 256, // for compatibility handling only - avoid!
};
// Flags for A_CustomBulletAttack
enum ECustomBulletAttackFlags
{
CBAF_AIMFACING = 1,
CBAF_NORANDOM = 2,
CBAF_EXPLICITANGLE = 4,
CBAF_NOPITCH = 8,
CBAF_NORANDOMPUFFZ = 16,
CBAF_PUFFTARGET = 32,
CBAF_PUFFMASTER = 64,
CBAF_PUFFTRACER = 128,
};
// Flags for A_GunFlash
enum EGunFlashFlags
{
GFF_NOEXTCHANGE = 1,
};
// Flags for A_FireBullets
enum EFireBulletsFlags
{
FBF_USEAMMO = 1,
FBF_NORANDOM = 2,
FBF_EXPLICITANGLE = 4,
FBF_NOPITCH = 8,
FBF_NOFLASH = 16,
FBF_NORANDOMPUFFZ = 32,
FBF_PUFFTARGET = 64,
FBF_PUFFMASTER = 128,
FBF_PUFFTRACER = 256,
};
// Flags for A_SpawnItemEx
enum ESpawnItemFlags
{
SXF_TRANSFERTRANSLATION = 1 << 0,
SXF_ABSOLUTEPOSITION = 1 << 1,
SXF_ABSOLUTEANGLE = 1 << 2,
SXF_ABSOLUTEMOMENTUM = 1 << 3, //Since "momentum" is declared to be deprecated in the expressions, for compatibility
SXF_ABSOLUTEVELOCITY = 1 << 3, //purposes, this was made. It does the same thing though. Do not change the value.
SXF_SETMASTER = 1 << 4,
SXF_NOCHECKPOSITION = 1 << 5,
SXF_TELEFRAG = 1 << 6,
SXF_CLIENTSIDE = 1 << 7, // only used by Skulltag
SXF_TRANSFERAMBUSHFLAG = 1 << 8,
SXF_TRANSFERPITCH = 1 << 9,
SXF_TRANSFERPOINTERS = 1 << 10,
SXF_USEBLOODCOLOR = 1 << 11,
SXF_CLEARCALLERTID = 1 << 12,
SXF_MULTIPLYSPEED = 1 << 13,
SXF_TRANSFERSCALE = 1 << 14,
SXF_TRANSFERSPECIAL = 1 << 15,
SXF_CLEARCALLERSPECIAL = 1 << 16,
SXF_TRANSFERSTENCILCOL = 1 << 17,
SXF_TRANSFERALPHA = 1 << 18,
SXF_TRANSFERRENDERSTYLE = 1 << 19,
SXF_SETTARGET = 1 << 20,
SXF_SETTRACER = 1 << 21,
SXF_NOPOINTERS = 1 << 22,
SXF_ORIGINATOR = 1 << 23,
SXF_TRANSFERSPRITEFRAME = 1 << 24,
SXF_TRANSFERROLL = 1 << 25,
SXF_ISTARGET = 1 << 26,
SXF_ISMASTER = 1 << 27,
SXF_ISTRACER = 1 << 28,
};
// Flags for A_Chase
enum EChaseFlags
{
CHF_FASTCHASE = 1,
CHF_NOPLAYACTIVE = 2,
CHF_NIGHTMAREFAST = 4,
CHF_RESURRECT = 8,
CHF_DONTMOVE = 16,
CHF_NORANDOMTURN = 32,
CHF_NODIRECTIONTURN = 64,
CHF_NOPOSTATTACKTURN = 128,
CHF_STOPIFBLOCKED = 256,
CHF_DONTIDLE = 512,
CHF_DONTLOOKALLAROUND = 1024,
CHF_DONTTURN = CHF_NORANDOMTURN | CHF_NOPOSTATTACKTURN | CHF_STOPIFBLOCKED
};
// Flags for A_LookEx
enum ELookFlags
{
LOF_NOSIGHTCHECK = 1,
LOF_NOSOUNDCHECK = 2,
LOF_DONTCHASEGOAL = 4,
LOF_NOSEESOUND = 8,
LOF_FULLVOLSEESOUND = 16,
LOF_NOJUMP = 32,
};
// Flags for A_Respawn
enum ERespawnFlags
{
RSF_FOG = 1,
RSF_KEEPTARGET = 2,
RSF_TELEFRAG = 4,
};
// Flags for A_JumpIfTargetInLOS and A_JumpIfInTargetLOS
enum EJumpFlags
{
JLOSF_PROJECTILE = 1,
JLOSF_NOSIGHT = 1 << 1,
JLOSF_CLOSENOFOV = 1 << 2,
JLOSF_CLOSENOSIGHT = 1 << 3,
JLOSF_CLOSENOJUMP = 1 << 4,
JLOSF_DEADNOJUMP = 1 << 5,
JLOSF_CHECKMASTER = 1 << 6,
JLOSF_TARGETLOS = 1 << 7,
JLOSF_FLIPFOV = 1 << 8,
JLOSF_ALLYNOJUMP = 1 << 9,
JLOSF_COMBATANTONLY = 1 << 10,
JLOSF_NOAUTOAIM = 1 << 11,
JLOSF_CHECKTRACER = 1 << 12,
};
// Flags for A_ChangeVelocity
enum EChangeVelocityFlags
{
CVF_RELATIVE = 1,
CVF_REPLACE = 2,
};
// Flags for A_WeaponReady
enum EWeaponReadyFlags
{
WRF_NOBOB = 1,
WRF_NOSWITCH = 2,
WRF_NOPRIMARY = 4,
WRF_NOSECONDARY = 8,
WRF_NOFIRE = WRF_NOPRIMARY | WRF_NOSECONDARY,
WRF_ALLOWRELOAD = 16,
WRF_ALLOWZOOM = 32,
WRF_DISABLESWITCH = 64,
WRF_ALLOWUSER1 = 128,
WRF_ALLOWUSER2 = 256,
WRF_ALLOWUSER3 = 512,
WRF_ALLOWUSER4 = 1024,
};
// Flags for A_SelectWeapon
enum ESelectWeaponFlags
{
SWF_SELECTPRIORITY = 1,
};
// Morph constants
enum EMorphFlags
{
MRF_OLDEFFECTS = 0x00000000,
MRF_ADDSTAMINA = 0x00000001,
MRF_FULLHEALTH = 0x00000002,
MRF_UNDOBYTOMEOFPOWER = 0x00000004,
MRF_UNDOBYCHAOSDEVICE = 0x00000008,
MRF_FAILNOTELEFRAG = 0x00000010,
MRF_FAILNOLAUGH = 0x00000020,
MRF_WHENINVULNERABLE = 0x00000040,
MRF_LOSEACTUALWEAPON = 0x00000080,
MRF_NEWTIDBEHAVIOUR = 0x00000100,
MRF_UNDOBYDEATH = 0x00000200,
MRF_UNDOBYDEATHFORCED = 0x00000400,
MRF_UNDOBYDEATHSAVES = 0x00000800,
MRF_UNDOBYTIMEOUT = 0x00001000,
MRF_UNDOALWAYS = 0x00002000,
MRF_TRANSFERTRANSLATION = 0x00004000,
MRF_KEEPARMOR = 0x00008000,
MRF_STANDARDUNDOING = MRF_UNDOBYTOMEOFPOWER | MRF_UNDOBYCHAOSDEVICE | MRF_UNDOBYTIMEOUT,
};
// Flags for A_RailAttack and A_CustomRailgun
enum ERailFlags
{
RGF_SILENT = 1,
RGF_NOPIERCING = 2,
RGF_EXPLICITANGLE = 4,
RGF_FULLBRIGHT = 8,
RGF_CENTERZ = 16,
RGF_NORANDOMPUFFZ = 32,
};
// Flags for A_Mushroom
enum EMushroomFlags
{
MSF_Standard = 0,
MSF_Classic = 1,
MSF_DontHurt = 2,
};
// Flags for A_Explode
enum EExplodeFlags
{
XF_HURTSOURCE = 1,
XF_NOTMISSILE = 4,
XF_EXPLICITDAMAGETYPE = 8,
XF_NOSPLASH = 16,
XF_THRUSTZ = 32,
XF_THRUSTLESS = 64,
XF_NOALLIES = 128,
XF_CIRCULAR = 256,
};
// Flags for A_RadiusThrust
enum ERadiusThrustFlags
{
RTF_AFFECTSOURCE = 1,
RTF_NOIMPACTDAMAGE = 2,
RTF_NOTMISSILE = 4,
RTF_THRUSTZ = 16,
};
// Flags for A_RadiusDamageSelf
enum ERadiusDamageSelfFlags
{
RDSF_BFGDAMAGE = 1,
};
// Flags for A_Blast
enum EBlastFlags
{
BF_USEAMMO = 1,
BF_DONTWARN = 2,
BF_AFFECTBOSSES = 4,
BF_NOIMPACTDAMAGE = 8,
BF_ONLYVISIBLETHINGS = 16,
};
// Flags for A_SeekerMissile
enum ESeekerMissileFlags
{
SMF_LOOK = 1,
SMF_PRECISE = 2,
SMF_CURSPEED = 4,
};
// Flags for A_CustomPunch
enum ECustomPunchFlags
{
CPF_USEAMMO = 1,
CPF_DAGGER = 2,
CPF_PULLIN = 4,
CPF_NORANDOMPUFFZ = 8,
CPF_NOTURN = 16,
CPF_STEALARMOR = 32,
};
enum EFireCustomMissileFlags
{
FPF_AIMATANGLE = 1,
FPF_TRANSFERTRANSLATION = 2,
FPF_NOAUTOAIM = 4,
};
// Flags for A_Teleport
enum ETeleportFlags
{
TF_TELEFRAG = 0x00000001, // Allow telefrag in order to teleport.
TF_RANDOMDECIDE = 0x00000002, // Randomly fail based on health. (A_Srcr2Decide)
TF_FORCED = 0x00000004, // Forget what's in the way. TF_Telefrag takes precedence though.
TF_KEEPVELOCITY = 0x00000008, // Preserve velocity.
TF_KEEPANGLE = 0x00000010, // Keep angle.
TF_USESPOTZ = 0x00000020, // Set the z to the spot's z, instead of the floor.
TF_NOSRCFOG = 0x00000040, // Don't leave any fog behind when teleporting.
TF_NODESTFOG = 0x00000080, // Don't spawn any fog at the arrival position.
TF_USEACTORFOG = 0x00000100, // Use the actor's TeleFogSourceType and TeleFogDestType fogs.
TF_NOJUMP = 0x00000200, // Don't jump after teleporting.
TF_OVERRIDE = 0x00000400, // Ignore NOTELEPORT.
TF_SENSITIVEZ = 0x00000800, // Fail if the actor wouldn't fit in the position (for Z).
TF_KEEPORIENTATION = TF_KEEPVELOCITY|TF_KEEPANGLE,
TF_NOFOG = TF_NOSRCFOG|TF_NODESTFOG,
};
// Flags for A_WolfAttack
enum EWolfAttackFlags
{
WAF_NORANDOM = 1,
WAF_USEPUFF = 2
};
// Flags for A_RadiusGive
enum ERadiusGiveFlags
{
RGF_GIVESELF = 1,
RGF_PLAYERS = 1 << 1,
RGF_MONSTERS = 1 << 2,
RGF_OBJECTS = 1 << 3,
RGF_VOODOO = 1 << 4,
RGF_CORPSES = 1 << 5,
RGF_NOTARGET = 1 << 6,
RGF_NOTRACER = 1 << 7,
RGF_NOMASTER = 1 << 8,
RGF_CUBE = 1 << 9,
RGF_NOSIGHT = 1 << 10,
RGF_MISSILES = 1 << 11,
RGF_INCLUSIVE = 1 << 12,
RGF_ITEMS = 1 << 13,
RGF_KILLED = 1 << 14,
RGF_EXFILTER = 1 << 15,
RGF_EXSPECIES = 1 << 16,
RGF_EITHER = 1 << 17,
};
// SetAnimation flags
enum ESetAnimationFlags
{
SAF_INSTANT = 1 << 0,
SAF_LOOP = 1 << 1,
};
// Change model flags
enum ChangeModelFlags
{
CMDL_WEAPONTOPLAYER = 1,
CMDL_HIDEMODEL = 1 << 1,
CMDL_USESURFACESKIN = 1 << 2,
};
// Activation flags
enum EActivationFlags
{
THINGSPEC_Default = 0,
THINGSPEC_ThingActs = 1,
THINGSPEC_ThingTargets = 2,
THINGSPEC_TriggerTargets = 4,
THINGSPEC_MonsterTrigger = 8,
THINGSPEC_MissileTrigger = 16,
THINGSPEC_ClearSpecial = 32,
THINGSPEC_NoDeathSpecial = 64,
THINGSPEC_TriggerActs = 128,
THINGSPEC_Activate = 1<<8, // The thing is activated when triggered
THINGSPEC_Deactivate = 1<<9, // The thing is deactivated when triggered
THINGSPEC_Switch = 1<<10, // The thing is alternatively activated and deactivated when triggered
// Shorter aliases for same
AF_Default = 0,
AF_ThingActs = 1,
AF_ThingTargets = 2,
AF_TriggerTargets = 4,
AF_MonsterTrigger = 8,
AF_MissileTrigger = 16,
AF_ClearSpecial = 32,
AF_NoDeathSpecial = 64,
AF_TriggerActs = 128,
AF_Activate = 1<<8, // The thing is activated when triggered
AF_Deactivate = 1<<9, // The thing is deactivated when triggered
AF_Switch = 1<<10, // The thing is alternatively activated and deactivated when triggered
};
// [MC] Flags for SetViewPos.
enum EViewPosFlags
{
VPSF_ABSOLUTEOFFSET = 1 << 1, // Don't include angles.
VPSF_ABSOLUTEPOS = 1 << 2, // Use absolute position.
};
// Flags for A_TakeInventory and A_TakeFromTarget
enum ETakeFlags
{
TIF_NOTAKEINFINITE = 1
};
// For SetPlayerProperty action special
enum EPlayerProperties
{
PROP_FROZEN = 0,
PROP_NOTARGET = 1,
PROP_INSTANTWEAPONSWITCH = 2,
PROP_FLY = 3,
PROP_TOTALLYFROZEN = 4,
PROP_INVULNERABILITY = 5, // (Deprecated)
PROP_STRENGTH = 6, // (Deprecated)
PROP_INVISIBILITY = 7, // (Deprecated)
PROP_RADIATIONSUIT = 8, // (Deprecated)
PROP_ALLMAP = 9, // (Deprecated)
PROP_INFRARED = 10, // (Deprecated)
PROP_WEAPONLEVEL2 = 11, // (Deprecated)
PROP_FLIGHT = 12, // (Deprecated)
PROP_SPEED = 15, // (Deprecated)
PROP_BUDDHA = 16,
PROP_BUDDHA2 = 17,
PROP_FRIGHTENING = 18,
PROP_NOCLIP = 19,
PROP_NOCLIP2 = 20,
PROP_GODMODE = 21,
PROP_GODMODE2 = 22,
}
// Line_SetBlocking
enum EBlockFlags
{
BLOCKF_CREATURES = 1,
BLOCKF_MONSTERS = 2,
BLOCKF_PLAYERS = 4,
BLOCKF_FLOATERS = 8,
BLOCKF_PROJECTILES = 16,
BLOCKF_EVERYTHING = 32,
BLOCKF_RAILING = 64,
BLOCKF_USE = 128,
BLOCKF_SIGHT = 256,
BLOCKF_HITSCAN = 512,
BLOCKF_SOUND = 1024,
BLOCKF_LANDMONSTERS = 2048,
};
// Pointer constants, bitfield-enabled
enum EPointerFlags
{
AAPTR_DEFAULT = 0,
AAPTR_NULL = 0x1,
AAPTR_TARGET = 0x2,
AAPTR_MASTER = 0x4,
AAPTR_TRACER = 0x8,
AAPTR_PLAYER_GETTARGET = 0x10,
AAPTR_PLAYER_GETCONVERSATION = 0x20,
AAPTR_PLAYER1 = 0x40,
AAPTR_PLAYER2 = 0x80,
AAPTR_PLAYER3 = 0x100,
AAPTR_PLAYER4 = 0x200,
AAPTR_PLAYER5 = 0x400,
AAPTR_PLAYER6 = 0x800,
AAPTR_PLAYER7 = 0x1000,
AAPTR_PLAYER8 = 0x2000,
AAPTR_FRIENDPLAYER = 0x4000,
AAPTR_LINETARGET = 0x8000,
};
// Pointer operation flags
enum EPointerOperations
{
PTROP_UNSAFETARGET = 1,
PTROP_UNSAFEMASTER = 2,
PTROP_NOSAFEGUARDS = PTROP_UNSAFETARGET|PTROP_UNSAFEMASTER,
};
// Flags for A_Warp
enum EWarpFlags
{
WARPF_ABSOLUTEOFFSET = 0x1,
WARPF_ABSOLUTEANGLE = 0x2,
WARPF_USECALLERANGLE = 0x4,
WARPF_NOCHECKPOSITION = 0x8,
WARPF_INTERPOLATE = 0x10,
WARPF_WARPINTERPOLATION = 0x20,
WARPF_COPYINTERPOLATION = 0x40,
WARPF_STOP = 0x80,
WARPF_TOFLOOR = 0x100,
WARPF_TESTONLY = 0x200,
WAPRF_ABSOLUTEPOSITION = 0x400,
WARPF_ABSOLUTEPOSITION = 0x400,
WARPF_BOB = 0x800,
WARPF_MOVEPTR = 0x1000,
WARPF_USETID = 0x2000,
WARPF_COPYVELOCITY = 0x4000,
WARPF_COPYPITCH = 0x8000,
};
// Flags for Actor.CheckMove()
enum ECheckMoveFlags
{
PCM_DROPOFF = 1,
PCM_NOACTORS = 1 << 1,
PCM_NOLINES = 1 << 2,
};
// flags for A_SetPitch/SetAngle/SetRoll
enum EAngleFlags
{
SPF_FORCECLAMP = 1,
SPF_INTERPOLATE = 2,
SPF_SCALEDNOLERP = 4,
};
// flags for A_CheckLOF
enum ELOFFlags
{
CLOFF_NOAIM_VERT = 0x1,
CLOFF_NOAIM_HORZ = 0x2,
CLOFF_JUMPENEMY = 0x4,
CLOFF_JUMPFRIEND = 0x8,
CLOFF_JUMPOBJECT = 0x10,
CLOFF_JUMPNONHOSTILE = 0x20,
CLOFF_SKIPENEMY = 0x40,
CLOFF_SKIPFRIEND = 0x80,
CLOFF_SKIPOBJECT = 0x100,
CLOFF_SKIPNONHOSTILE = 0x200,
CLOFF_MUSTBESHOOTABLE = 0x400,
CLOFF_SKIPTARGET = 0x800,
CLOFF_ALLOWNULL = 0x1000,
CLOFF_CHECKPARTIAL = 0x2000,
CLOFF_MUSTBEGHOST = 0x4000,
CLOFF_IGNOREGHOST = 0x8000,
CLOFF_MUSTBESOLID = 0x10000,
CLOFF_BEYONDTARGET = 0x20000,
CLOFF_FROMBASE = 0x40000,
CLOFF_MUL_HEIGHT = 0x80000,
CLOFF_MUL_WIDTH = 0x100000,
CLOFF_JUMP_ON_MISS = 0x200000,
CLOFF_AIM_VERT_NOOFFSET = 0x400000,
CLOFF_SETTARGET = 0x800000,
CLOFF_SETMASTER = 0x1000000,
CLOFF_SETTRACER = 0x2000000,
CLOFF_SKIPOBSTACLES = CLOFF_SKIPENEMY|CLOFF_SKIPFRIEND|CLOFF_SKIPOBJECT|CLOFF_SKIPNONHOSTILE,
CLOFF_NOAIM = CLOFF_NOAIM_VERT|CLOFF_NOAIM_HORZ
};
// Flags for A_Kill (Master/Target/Tracer/Children/Siblings) series
enum EKillFlags
{
KILS_FOILINVUL = 0x00000001,
KILS_KILLMISSILES = 0x00000002,
KILS_NOMONSTERS = 0x00000004,
KILS_FOILBUDDHA = 0x00000008,
KILS_EXFILTER = 0x00000010,
KILS_EXSPECIES = 0x00000020,
KILS_EITHER = 0x00000040,
};
// Flags for A_Damage (Master/Target/Tracer/Children/Siblings/Self) series
enum EDamageFlags
{
DMSS_FOILINVUL = 0x00000001,
DMSS_AFFECTARMOR = 0x00000002,
DMSS_KILL = 0x00000004,
DMSS_NOFACTOR = 0x00000008,
DMSS_FOILBUDDHA = 0x00000010,
DMSS_NOPROTECT = 0x00000020,
DMSS_EXFILTER = 0x00000040,
DMSS_EXSPECIES = 0x00000080,
DMSS_EITHER = 0x00000100,
DMSS_INFLICTORDMGTYPE = 0x00000200,
};
// Flags for A_AlertMonsters
enum EAlertFlags
{
AMF_TARGETEMITTER = 1,
AMF_TARGETNONPLAYER = 2,
AMF_EMITFROMTARGET = 4,
}
// Flags for A_Remove*
enum ERemoveFlags
{
RMVF_MISSILES = 0x00000001,
RMVF_NOMONSTERS = 0x00000002,
RMVF_MISC = 0x00000004,
RMVF_EVERYTHING = 0x00000008,
RMVF_EXFILTER = 0x00000010,
RMVF_EXSPECIES = 0x00000020,
RMVF_EITHER = 0x00000040,
};
// Flags for A_Fade*
enum EFadeFlags
{
FTF_REMOVE = 1 << 0,
FTF_CLAMP = 1 << 1,
};
// Flags for A_Face*
enum EFaceFlags
{
FAF_BOTTOM = 1,
FAF_MIDDLE = 2,
FAF_TOP = 4,
FAF_NODISTFACTOR = 8,
};
// Flags for A_QuakeEx
enum EQuakeFlags
{
QF_RELATIVE = 1,
QF_SCALEDOWN = 1 << 1,
QF_SCALEUP = 1 << 2,
QF_MAX = 1 << 3,
QF_FULLINTENSITY = 1 << 4,
QF_WAVE = 1 << 5,
QF_3D = 1 << 6,
QF_GROUNDONLY = 1 << 7,
QF_AFFECTACTORS = 1 << 8,
QF_SHAKEONLY = 1 << 9,
QF_DAMAGEFALLOFF = 1 << 10,
};
// A_CheckProximity flags
enum EProximityFlags
{
CPXF_ANCESTOR = 1,
CPXF_LESSOREQUAL = 1 << 1,
CPXF_NOZ = 1 << 2,
CPXF_COUNTDEAD = 1 << 3,
CPXF_DEADONLY = 1 << 4,
CPXF_EXACT = 1 << 5,
CPXF_SETTARGET = 1 << 6,
CPXF_SETMASTER = 1 << 7,
CPXF_SETTRACER = 1 << 8,
CPXF_FARTHEST = 1 << 9,
CPXF_CLOSEST = 1 << 10,
CPXF_SETONPTR = 1 << 11,
CPXF_CHECKSIGHT = 1 << 12,
};
// Flags for A_CheckBlock
// These flags only affect the calling actor('s pointer), not the ones being searched.
enum ECheckBlockFlags
{
CBF_NOLINES = 1 << 0, //Don't check actors.
CBF_SETTARGET = 1 << 1, //Sets the caller/pointer's target to the actor blocking it. Actors only.
CBF_SETMASTER = 1 << 2, //^ but with master.
CBF_SETTRACER = 1 << 3, //^ but with tracer.
CBF_SETONPTR = 1 << 4, //Sets the pointer change on the actor doing the checking instead of self.
CBF_DROPOFF = 1 << 5, //Check for dropoffs.
CBF_NOACTORS = 1 << 6, //Don't check actors.
CBF_ABSOLUTEPOS = 1 << 7, //Absolute position for offsets.
CBF_ABSOLUTEANGLE = 1 << 8, //Absolute angle for offsets.
};
enum EParticleFlags
{
SPF_FULLBRIGHT = 1 << 0,
SPF_RELPOS = 1 << 1,
SPF_RELVEL = 1 << 2,
SPF_RELACCEL = 1 << 3,
SPF_RELANG = 1 << 4,
SPF_NOTIMEFREEZE = 1 << 5,
SPF_ROLL = 1 << 6,
SPF_REPLACE = 1 << 7,
SPF_NO_XY_BILLBOARD = 1 << 8,
SPF_LOCAL_ANIM = 1 << 9,
SPF_RELATIVE = SPF_RELPOS|SPF_RELVEL|SPF_RELACCEL|SPF_RELANG
};
//Flags for A_FaceMovementDirection
enum EMovementFlags
{
FMDF_NOPITCH = 1 << 0,
FMDF_INTERPOLATE = 1 << 1,
FMDF_NOANGLE = 1 << 2,
};
// Flags for GetZAt
enum EZFlags
{
GZF_ABSOLUTEPOS = 1, // Use the absolute position instead of an offsetted one.
GZF_ABSOLUTEANG = 1 << 1, // Don't add the actor's angle to the parameter.
GZF_CEILING = 1 << 2, // Check the ceiling instead of the floor.
GZF_3DRESTRICT = 1 << 3, // Ignore midtextures and 3D floors above the pointer's z.
GZF_NOPORTALS = 1 << 4, // Don't pass through any portals.
GZF_NO3DFLOOR = 1 << 5, // Pass all 3D floors.
};
// Flags for A_WeaponOffset
enum EWeaponOffsetFlags
{
WOF_KEEPX = 1,
WOF_KEEPY = 1 << 1,
WOF_ADD = 1 << 2,
WOF_INTERPOLATE = 1 << 3,
WOF_RELATIVE = 1 << 4,
WOF_ZEROY = 1 << 5,
};
// Flags for psprite layers
enum EPSpriteFlags
{
PSPF_ADDWEAPON = 1 << 0,
PSPF_ADDBOB = 1 << 1,
PSPF_POWDOUBLE = 1 << 2,
PSPF_CVARFAST = 1 << 3,
PSPF_ALPHA = 1 << 4,
PSPF_RENDERSTYLE = 1 << 5,
PSPF_FLIP = 1 << 6,
PSPF_FORCEALPHA = 1 << 7,
PSPF_FORCESTYLE = 1 << 8,
PSPF_MIRROR = 1 << 9,
PSPF_PLAYERTRANSLATED = 1 << 10,
PSPF_PIVOTPERCENT = 1 << 11,
PSPF_INTERPOLATE = 1 << 12,
};
// Alignment constants for A_OverlayPivotAlign
enum EPSpriteAlign
{
PSPA_TOP = 0,
PSPA_CENTER,
PSPA_BOTTOM,
PSPA_LEFT = PSPA_TOP,
PSPA_RIGHT = 2
};
// Default psprite layers
enum EPSPLayers
{
PSP_STRIFEHANDS = -1,
PSP_WEAPON = 1,
PSP_FLASH = 1000,
PSP_TARGETCENTER = int.max - 2,
PSP_TARGETLEFT,
PSP_TARGETRIGHT
};
enum EInputFlags
{
// These are the original inputs sent by the player.
INPUT_OLDBUTTONS,
INPUT_BUTTONS,
INPUT_PITCH,
INPUT_YAW,
INPUT_ROLL,
INPUT_FORWARDMOVE,
INPUT_SIDEMOVE,
INPUT_UPMOVE,
// These are the inputs, as modified by P_PlayerThink().
// Most of the time, these will match the original inputs, but
// they can be different if a player is frozen or using a
// chainsaw.
MODINPUT_OLDBUTTONS,
MODINPUT_BUTTONS,
MODINPUT_PITCH,
MODINPUT_YAW,
MODINPUT_ROLL,
MODINPUT_FORWARDMOVE,
MODINPUT_SIDEMOVE,
MODINPUT_UPMOVE
};
enum EButtons
{
BT_ATTACK = 1<<0, // Press "Fire".
BT_USE = 1<<1, // Use button, to open doors, activate switches.
BT_JUMP = 1<<2,
BT_CROUCH = 1<<3,
BT_TURN180 = 1<<4,
BT_ALTATTACK = 1<<5, // Press your other "Fire".
BT_RELOAD = 1<<6, // [XA] Reload key. Causes state jump in A_WeaponReady.
BT_ZOOM = 1<<7, // [XA] Zoom key. Ditto.
// The rest are all ignored by the play simulation and are for scripts.
BT_SPEED = 1<<8,
BT_STRAFE = 1<<9,
BT_MOVERIGHT = 1<<10,
BT_MOVELEFT = 1<<11,
BT_BACK = 1<<12,
BT_FORWARD = 1<<13,
BT_RIGHT = 1<<14,
BT_LEFT = 1<<15,
BT_LOOKUP = 1<<16,
BT_LOOKDOWN = 1<<17,
BT_MOVEUP = 1<<18,
BT_MOVEDOWN = 1<<19,
BT_SHOWSCORES = 1<<20,
BT_USER1 = 1<<21,
BT_USER2 = 1<<22,
BT_USER3 = 1<<23,
BT_USER4 = 1<<24,
BT_RUN = 1<<25,
};
// Flags for GetAngle
enum EGetAngleFlags
{
GAF_RELATIVE = 1,
GAF_SWITCH = 1 << 1,
};
//Flags for A_CopySpriteFrame
enum ECopySpriteFrameFlags
{
CPSF_NOSPRITE = 1,
CPSF_NOFRAME = 1 << 1,
};
//Flags for A_SetMaskRotation
enum EMaskRotationFlags
{
VRF_NOANGLESTART = 1,
VRF_NOANGLEEND = 1 << 1,
VRF_NOPITCHSTART = 1 << 2,
VRF_NOPITCHEND = 1 << 3,
VRF_NOANGLE = VRF_NOANGLESTART|VRF_NOANGLEEND,
VRF_NOPITCH = VRF_NOPITCHSTART|VRF_NOPITCHEND,
};
// Type definition for the implicit 'callingstate' parameter that gets passed to action functions.
enum EStateType
{
STATE_Actor,
STATE_Psprite,
STATE_StateChain,
}
struct FStateParamInfo
{
state mCallingState;
/*EStateType*/int mStateType;
int mPSPIndex;
}
// returned by AimLineAttack.
struct FTranslatedLineTarget
{
Actor linetarget;
double angleFromSource;
double attackAngleFromSource;
bool unlinked; // found by a trace that went through an unlinked portal.
native void TraceBleed(int damage, Actor missile);
}
enum EAimFlags
{
ALF_FORCENOSMART = 1,
ALF_CHECK3D = 2,
ALF_CHECKNONSHOOTABLE = 4,
ALF_CHECKCONVERSATION = 8,
ALF_NOFRIENDS = 16,
ALF_PORTALRESTRICT = 32, // only work through portals with a global offset (to be used for stuff that cannot remember the calculated FTranslatedLineTarget info)
ALF_NOWEAPONCHECK = 64, // ignore NOAUTOAIM flag on a player's weapon.
}
enum ELineAttackFlags
{
LAF_ISMELEEATTACK = 1,
LAF_NORANDOMPUFFZ = 1 << 1,
LAF_NOIMPACTDECAL = 1 << 2,
LAF_NOINTERACT = 1 << 3,
LAF_TARGETISSOURCE = 1 << 4,
LAF_OVERRIDEZ = 1 << 5,
LAF_ABSOFFSET = 1 << 6,
LAF_ABSPOSITION = 1 << 7,
}
enum ELineTraceFlags
{
TRF_ABSPOSITION = 1,
TRF_ABSOFFSET = 2,
TRF_THRUSPECIES = 4,
TRF_THRUACTORS = 8,
TRF_THRUBLOCK = 16,
TRF_THRUHITSCAN = 32,
TRF_NOSKY = 64,
TRF_ALLACTORS = 128,
TRF_SOLIDACTORS = 256,
TRF_BLOCKUSE = 512,
TRF_BLOCKSELF = 1024,
}
const DEFMELEERANGE = 64;
const SAWRANGE = (64.+(1./65536.)); // use meleerange + 1 so the puff doesn't skip the flash (i.e. plays all states)
const MISSILERANGE = (32*64);
const PLAYERMISSILERANGE = 8192; // [RH] New MISSILERANGE for players
enum ESightFlags
{
SF_IGNOREVISIBILITY=1,
SF_SEEPASTSHOOTABLELINES=2,
SF_SEEPASTBLOCKEVERYTHING=4,
SF_IGNOREWATERBOUNDARY=8
}
enum EDmgFlags
{
DMG_NO_ARMOR = 1,
DMG_INFLICTOR_IS_PUFF = 2,
DMG_THRUSTLESS = 4,
DMG_FORCED = 8,
DMG_NO_FACTOR = 16,
DMG_PLAYERATTACK = 32,
DMG_FOILINVUL = 64,
DMG_FOILBUDDHA = 128,
DMG_NO_PROTECT = 256,
DMG_USEANGLE = 512,
DMG_NO_PAIN = 1024,
DMG_EXPLOSION = 2048,
DMG_NO_ENHANCE = 4096,
}
enum EReplace
{
NO_REPLACE = 0,
ALLOW_REPLACE = 1
}
// This translucency value produces the closest match to Heretic's TINTTAB.
// ~40% of the value of the overlaid image shows through.
const HR_SHADOW = (0x6800 / 65536.);
// Hexen's TINTTAB is the same as Heretic's, just reversed.
const HX_SHADOW = (0x9800 / 65536.);
const HX_ALTSHADOW = (0x6800 / 65536.);
enum EMapThingFlags
{
MTF_AMBUSH = 0x0008, // Thing is deaf
MTF_DORMANT = 0x0010, // Thing is dormant (use Thing_Activate)
MTF_SINGLE = 0x0100, // Thing appears in single-player games
MTF_COOPERATIVE = 0x0200, // Thing appears in cooperative games
MTF_DEATHMATCH = 0x0400, // Thing appears in deathmatch games
MTF_SHADOW = 0x0800,
MTF_ALTSHADOW = 0x1000,
MTF_FRIENDLY = 0x2000,
MTF_STANDSTILL = 0x4000,
MTF_STRIFESOMETHING = 0x8000,
MTF_SECRET = 0x080000, // Secret pickup
MTF_NOINFIGHTING = 0x100000,
MTF_NOCOUNT = 0x200000, // Removes COUNTKILL/COUNTITEM
};
enum ESkillProperty
{
SKILLP_FastMonsters,
SKILLP_Respawn,
SKILLP_RespawnLimit,
SKILLP_DisableCheats,
SKILLP_AutoUseHealth,
SKILLP_SpawnFilter,
SKILLP_EasyBossBrain,
SKILLP_ACSReturn,
SKILLP_NoPain,
SKILLP_EasyKey,
SKILLP_SlowMonsters,
SKILLP_Infight,
SKILLP_PlayerRespawn,
SKILLP_SpawnMulti,
SKILLP_InstantReaction,
};
enum EFSkillProperty // floating point properties
{
SKILLP_AmmoFactor,
SKILLP_DropAmmoFactor,
SKILLP_ArmorFactor,
SKILLP_HealthFactor,
SKILLP_DamageFactor,
SKILLP_Aggressiveness,
SKILLP_MonsterHealth,
SKILLP_FriendlyHealth,
SKILLP_KickbackFactor,
};
enum EWeaponPos
{
WEAPONBOTTOM = 128,
WEAPONTOP = 32
}
enum ETranslationTable
{
TRANSLATION_Invalid,
TRANSLATION_Players,
TRANSLATION_PlayersExtra,
TRANSLATION_Standard,
TRANSLATION_LevelScripted,
TRANSLATION_Decals,
TRANSLATION_PlayerCorpses,
TRANSLATION_Decorate,
TRANSLATION_Blood,
TRANSLATION_RainPillar,
TRANSLATION_Custom,
};
enum EFindFloorCeiling
{
FFCF_ONLYSPAWNPOS = 1,
FFCF_SAMESECTOR = 2,
FFCF_ONLY3DFLOORS = 4, // includes 3D midtexes
FFCF_3DRESTRICT = 8, // ignore 3D midtexes and floors whose floorz are above thing's z
FFCF_NOPORTALS = 16, // ignore portals (considers them impassable.)
FFCF_NOFLOOR = 32,
FFCF_NOCEILING = 64,
FFCF_RESTRICTEDPORTAL = 128, // current values in the iterator's return are through a restricted portal type (i.e. some features are blocked.)
FFCF_NODROPOFF = 256, // Caller does not need a dropoff (saves some time when checking portals)
};
enum ERaise
{
RF_TRANSFERFRIENDLINESS = 1,
RF_NOCHECKPOSITION = 2
}
enum eFogParm
{
FOGP_DENSITY = 0,
FOGP_OUTSIDEDENSITY = 1,
FOGP_SKYFOG = 2,
}
enum ETeleport
{
TELF_DESTFOG = 1,
TELF_SOURCEFOG = 2,
TELF_KEEPORIENTATION = 4,
TELF_KEEPVELOCITY = 8,
TELF_KEEPHEIGHT = 16,
TELF_ROTATEBOOM = 32,
TELF_ROTATEBOOMINVERSE = 64,
};
enum EGameType
{
GAME_Any = 0,
GAME_Doom = 1,
GAME_Heretic = 2,
GAME_Hexen = 4,
GAME_Strife = 8,
GAME_Chex = 16, //Chex is basically Doom, but we need to have a different set of actors.
GAME_Raven = GAME_Heretic|GAME_Hexen,
GAME_DoomChex = GAME_Doom|GAME_Chex,
GAME_DoomStrifeChex = GAME_Doom|GAME_Strife|GAME_Chex
}
enum PaletteFlashFlags
{
PF_HEXENWEAPONS = 1,
PF_POISON = 2,
PF_ICE = 4,
PF_HAZARD = 8,
};
enum EGameAction
{
ga_nothing,
ga_loadlevel,
ga_newgame,
ga_newgame2,
ga_recordgame,
ga_loadgame,
ga_loadgamehidecon,
ga_loadgameplaydemo,
ga_autoloadgame,
ga_savegame,
ga_autosave,
ga_playdemo,
ga_completed,
ga_slideshow,
ga_worlddone,
ga_screenshot,
ga_togglemap,
ga_fullconsole,
};
enum EPuffFlags
{
PF_HITTHING = 1,
PF_MELEERANGE = 2,
PF_TEMPORARY = 4,
PF_HITTHINGBLEED = 8,
PF_NORANDOMZ = 16,
PF_HITSKY = 32
};
enum EPlayerCheats
{
CF_NOCLIP = 1 << 0, // No clipping, walk through barriers.
CF_GODMODE = 1 << 1, // No damage, no health loss.
CF_NOVELOCITY = 1 << 2, // Not really a cheat, just a debug aid.
CF_NOTARGET = 1 << 3, // [RH] Monsters don't target
CF_FLY = 1 << 4, // [RH] Flying player
CF_CHASECAM = 1 << 5, // [RH] Put camera behind player
CF_FROZEN = 1 << 6, // [RH] Don't let the player move
CF_REVERTPLEASE = 1 << 7, // [RH] Stick camera in player's head if (s)he moves
CF_STEPLEFT = 1 << 9, // [RH] Play left footstep sound next time
CF_FRIGHTENING = 1 << 10, // [RH] Scare monsters away
CF_INSTANTWEAPSWITCH= 1 << 11, // [RH] Switch weapons instantly
CF_TOTALLYFROZEN = 1 << 12, // [RH] All players can do is press +use
CF_PREDICTING = 1 << 13, // [RH] Player movement is being predicted
CF_INTERPVIEW = 1 << 14, // [RH] view was changed outside of input, so interpolate one frame
CF_INTERPVIEWANGLES = 1 << 15, // [MR] flag for interpolating view angles without interpolating the entire frame
CF_NOFOVINTERP = 1 << 16, // [B] Disable FOV interpolation when instantly zooming
CF_SCALEDNOLERP = 1 << 17, // [MR] flag for applying angles changes in the ticrate without interpolating the frame
CF_EXTREMELYDEAD = 1 << 22, // [RH] Reliably let the status bar know about extreme deaths.
CF_BUDDHA2 = 1 << 24, // [MC] Absolute buddha. No voodoo can kill it either.
CF_GODMODE2 = 1 << 25, // [MC] Absolute godmode. No voodoo can kill it either.
CF_BUDDHA = 1 << 27, // [SP] Buddha mode - take damage, but don't die
CF_NOCLIP2 = 1 << 30, // [RH] More Quake-like noclip
// These flags no longer exist, but keep the names for some stray mod that might have used them.
CF_DRAIN = 0,
CF_HIGHJUMP = 0,
CF_REFLECTION = 0,
CF_PROSPERITY = 0,
CF_DOUBLEFIRINGSPEED= 0,
CF_INFINITEAMMO = 0,
};
enum EWeaponState
{
WF_WEAPONREADY = 1 << 0, // [RH] Weapon is in the ready state and can fire its primary attack
WF_WEAPONBOBBING = 1 << 1, // [HW] Bob weapon while the player is moving
WF_WEAPONREADYALT = 1 << 2, // Weapon can fire its secondary attack
WF_WEAPONSWITCHOK = 1 << 3, // It is okay to switch away from this weapon
WF_DISABLESWITCH = 1 << 4, // Disable weapon switching completely
WF_WEAPONRELOADOK = 1 << 5, // [XA] Okay to reload this weapon.
WF_WEAPONZOOMOK = 1 << 6, // [XA] Okay to use weapon zoom function.
WF_REFIRESWITCHOK = 1 << 7, // Mirror WF_WEAPONSWITCHOK for A_ReFire
WF_USER1OK = 1 << 8, // [MC] Allow pushing of custom state buttons 1-4
WF_USER2OK = 1 << 9,
WF_USER3OK = 1 << 10,
WF_USER4OK = 1 << 11,
};
// these flags are for filtering actor visibility based on certain conditions of the renderer's feature support.
// currently, no renderer supports every single one of these features.
enum ActorRenderFeatureFlag
{
RFF_FLATSPRITES = 1<<0, // flat sprites
RFF_MODELS = 1<<1, // 3d models
RFF_SLOPE3DFLOORS = 1<<2, // sloped 3d floor support
RFF_TILTPITCH = 1<<3, // full free-look
RFF_ROLLSPRITES = 1<<4, // roll sprites
RFF_UNCLIPPEDTEX = 1<<5, // midtex and sprite can render "into" flats and walls
RFF_MATSHADER = 1<<6, // material shaders
RFF_POSTSHADER = 1<<7, // post-process shaders (renderbuffers)
RFF_BRIGHTMAP = 1<<8, // brightmaps
RFF_COLORMAP = 1<<9, // custom colormaps (incl. ability to fullbright certain ranges, ala Strife)
RFF_POLYGONAL = 1<<10, // uses polygons instead of wallscans/visplanes (i.e. softpoly and hardware opengl)
RFF_TRUECOLOR = 1<<11, // renderer is currently truecolor
RFF_VOXELS = 1<<12, // renderer is capable of voxels
};
// Special activation types
enum SPAC
{
SPAC_Cross = 1<<0, // when player crosses line
SPAC_Use = 1<<1, // when player uses line
SPAC_MCross = 1<<2, // when monster crosses line
SPAC_Impact = 1<<3, // when projectile hits line
SPAC_Push = 1<<4, // when player pushes line
SPAC_PCross = 1<<5, // when projectile crosses line
SPAC_UseThrough = 1<<6, // when player uses line (doesn't block)
// SPAC_PTOUCH is mapped to SPAC_PCross|SPAC_Impact
SPAC_AnyCross = 1<<7, // when anything without the MF2_TELEPORT flag crosses the line
SPAC_MUse = 1<<8, // monsters can use
SPAC_MPush = 1<<9, // monsters can push
SPAC_UseBack = 1<<10, // Can be used from the backside
SPAC_Damage = 1<<11, // [ZZ] when linedef receives damage
SPAC_Death = 1<<12, // [ZZ] when linedef receives damage and has 0 health
SPAC_PlayerActivate = (SPAC_Cross|SPAC_Use|SPAC_Impact|SPAC_Push|SPAC_AnyCross|SPAC_UseThrough|SPAC_UseBack),
};
enum RadiusDamageFlags
{
RADF_HURTSOURCE = 1,
RADF_NOIMPACTDAMAGE = 2,
RADF_SOURCEISSPOT = 4,
RADF_NODAMAGE = 8,
RADF_THRUSTZ = 16,
RADF_OLDRADIUSDAMAGE = 32,
RADF_THRUSTLESS = 64,
RADF_NOALLIES = 128,
RADF_CIRCULAR = 256
};
enum IntermissionSequenceType
{
FSTATE_EndingGame = 0,
FSTATE_ChangingLevel = 1,
FSTATE_InLevel = 2
};
enum Bobbing
{
Bob_Normal,
Bob_Inverse,
Bob_Alpha,
Bob_InverseAlpha,
Bob_Smooth,
Bob_InverseSmooth
};
enum EFinishLevelType
{
FINISH_SameHub,
FINISH_NextHub,
FINISH_NoHub
};
enum EChangeLevelFlags
{
CHANGELEVEL_KEEPFACING = 1,
CHANGELEVEL_RESETINVENTORY = 2,
CHANGELEVEL_NOMONSTERS = 4,
CHANGELEVEL_CHANGESKILL = 8,
CHANGELEVEL_NOINTERMISSION = 16,
CHANGELEVEL_RESETHEALTH = 32,
CHANGELEVEL_PRERAISEWEAPON = 64,
};
enum ELevelFlags
{
LEVEL_NOINTERMISSION = 0x00000001,
LEVEL_NOINVENTORYBAR = 0x00000002, // This effects Doom only, since it's the only one without a standard inventory bar.
LEVEL_DOUBLESKY = 0x00000004,
LEVEL_HASFADETABLE = 0x00000008, // Level uses Hexen's fadetable mapinfo to get fog
LEVEL_MAP07SPECIAL = 0x00000010,
LEVEL_BRUISERSPECIAL = 0x00000020,
LEVEL_CYBORGSPECIAL = 0x00000040,
LEVEL_SPIDERSPECIAL = 0x00000080,
LEVEL_SPECLOWERFLOOR = 0x00000100,
LEVEL_SPECOPENDOOR = 0x00000200,
LEVEL_SPECLOWERFLOORTOHIGHEST=0x00000300,
LEVEL_SPECACTIONSMASK = 0x00000300,
LEVEL_MONSTERSTELEFRAG = 0x00000400,
LEVEL_ACTOWNSPECIAL = 0x00000800,
LEVEL_SNDSEQTOTALCTRL = 0x00001000,
LEVEL_FORCETILEDSKY = 0x00002000,
LEVEL_CROUCH_NO = 0x00004000,
LEVEL_JUMP_NO = 0x00008000,
LEVEL_FREELOOK_NO = 0x00010000,
LEVEL_FREELOOK_YES = 0x00020000,
// The absence of both of the following bits means that this level does not
// use falling damage (though damage can be forced with dmflags,.
LEVEL_FALLDMG_ZD = 0x00040000, // Level uses ZDoom's falling damage
LEVEL_FALLDMG_HX = 0x00080000, // Level uses Hexen's falling damage
LEVEL_HEADSPECIAL = 0x00100000, // Heretic episode 1/4
LEVEL_MINOTAURSPECIAL = 0x00200000, // Heretic episode 2/5
LEVEL_SORCERER2SPECIAL = 0x00400000, // Heretic episode 3
LEVEL_SPECKILLMONSTERS = 0x00800000,
LEVEL_STARTLIGHTNING = 0x01000000, // Automatically start lightning
LEVEL_FILTERSTARTS = 0x02000000, // Apply mapthing filtering to player starts
LEVEL_LOOKUPLEVELNAME = 0x04000000, // Level name is the name of a language string
LEVEL_USEPLAYERSTARTZ = 0x08000000, // Use the Z position of player starts
LEVEL_SWAPSKIES = 0x10000000, // Used by lightning
LEVEL_NOALLIES = 0x20000000, // i.e. Inside Strife's front base
LEVEL_CHANGEMAPCHEAT = 0x40000000, // Don't display cluster messages
LEVEL_VISITED = 0x80000000, // Used for intermission map
// The flags uint64_t is now split into 2 DWORDs
LEVEL2_RANDOMPLAYERSTARTS = 0x00000001, // Select single player starts randomnly (no voodoo dolls)
LEVEL2_ALLMAP = 0x00000002, // The player picked up a map on this level
LEVEL2_LAXMONSTERACTIVATION = 0x00000004, // Monsters can open doors depending on the door speed
LEVEL2_LAXACTIVATIONMAPINFO = 0x00000008, // LEVEL_LAXMONSTERACTIVATION is not a default.
LEVEL2_MISSILESACTIVATEIMPACT=0x00000010, // Missiles are the activators of SPAC_IMPACT events, not their shooters
LEVEL2_NEEDCLUSTERTEXT = 0x00000020, // A map with this flag needs to retain its cluster intermission texts when being redefined in UMAPINFO
LEVEL2_KEEPFULLINVENTORY = 0x00000040, // doesn't reduce the amount of inventory items to 1
LEVEL2_PRERAISEWEAPON = 0x00000080, // players should spawn with their weapons fully raised (but not when respawning it multiplayer)
LEVEL2_MONSTERFALLINGDAMAGE = 0x00000100,
LEVEL2_CLIPMIDTEX = 0x00000200,
LEVEL2_WRAPMIDTEX = 0x00000400,
LEVEL2_CHECKSWITCHRANGE = 0x00000800,
LEVEL2_PAUSE_MUSIC_IN_MENUS = 0x00001000,
LEVEL2_TOTALINFIGHTING = 0x00002000,
LEVEL2_NOINFIGHTING = 0x00004000,
LEVEL2_NOMONSTERS = 0x00008000,
LEVEL2_INFINITE_FLIGHT = 0x00010000,
LEVEL2_ALLOWRESPAWN = 0x00020000,
LEVEL2_FORCETEAMPLAYON = 0x00040000,
LEVEL2_FORCETEAMPLAYOFF = 0x00080000,
LEVEL2_CONV_SINGLE_UNFREEZE = 0x00100000,
LEVEL2_NOCLUSTERTEXT = 0x00200000, // ignore intermission texts fro clusters. This gets set when UMAPINFO is used to redefine its properties.
LEVEL2_DUMMYSWITCHES = 0x00400000,
LEVEL2_HEXENHACK = 0x00800000, // Level was defined in a Hexen style MAPINFO
LEVEL2_SMOOTHLIGHTING = 0x01000000, // Level uses the smooth lighting feature.
LEVEL2_POLYGRIND = 0x02000000, // Polyobjects grind corpses to gibs.
LEVEL2_RESETINVENTORY = 0x04000000, // Resets player inventory when starting this level (unless in a hub)
LEVEL2_RESETHEALTH = 0x08000000, // Resets player health when starting this level (unless in a hub)
LEVEL2_NOSTATISTICS = 0x10000000, // This level should not have statistics collected
LEVEL2_ENDGAME = 0x20000000, // This is an epilogue level that cannot be quit.
LEVEL2_NOAUTOSAVEHINT = 0x40000000, // tell the game that an autosave for this level does not need to be kept
LEVEL2_FORGETSTATE = 0x80000000, // forget this map's state in a hub
// More flags!
LEVEL3_FORCEFAKECONTRAST = 0x00000001, // forces fake contrast even with fog enabled
LEVEL3_REMOVEITEMS = 0x00000002, // kills all INVBAR items on map change.
LEVEL3_ATTENUATE = 0x00000004, // attenuate lights?
LEVEL3_NOLIGHTFADE = 0x00000008, // no light fading to black.
LEVEL3_NOCOLOREDSPRITELIGHTING = 0x00000010, // draw sprites only with color-less light
LEVEL3_EXITNORMALUSED = 0x00000020,
LEVEL3_EXITSECRETUSED = 0x00000040,
LEVEL3_FORCEWORLDPANNING = 0x00000080, // Forces the world panning flag for all textures, even those without it explicitly set.
LEVEL3_HIDEAUTHORNAME = 0x00000100,
LEVEL3_PROPERMONSTERFALLINGDAMAGE = 0x00000200, // Properly apply falling damage to the monsters
LEVEL3_SKYBOXAO = 0x00000400, // Apply SSAO to sector skies
LEVEL3_E1M8SPECIAL = 0x00000800,
LEVEL3_E2M8SPECIAL = 0x00001000,
LEVEL3_E3M8SPECIAL = 0x00002000,
LEVEL3_E4M8SPECIAL = 0x00004000,
LEVEL3_E4M6SPECIAL = 0x00008000,
LEVEL3_NOSHADOWMAP = 0x00010000, // disables shadowmaps for a given level.
LEVEL3_AVOIDMELEE = 0x00020000, // global flag needed for proper MBF support.
LEVEL3_NOJUMPDOWN = 0x00040000, // only for MBF21. Inverse of MBF's dog_jumping flag.
LEVEL3_LIGHTCREATED = 0x00080000, // a light had been created in the last frame
};
// [RH] Compatibility flags.
enum ECompatFlags
{
COMPATF_SHORTTEX = 1 << 0, // Use Doom's shortest texture around behavior?
COMPATF_STAIRINDEX = 1 << 1, // Don't fix loop index for stair building?
COMPATF_LIMITPAIN = 1 << 2, // Pain elemental is limited to 20 lost souls?
COMPATF_SILENTPICKUP = 1 << 3, // Pickups are only heard locally?
COMPATF_NO_PASSMOBJ = 1 << 4, // Pretend every actor is infinitely tall?
COMPATF_MAGICSILENCE = 1 << 5, // Limit actors to one sound at a time?
COMPATF_WALLRUN = 1 << 6, // Enable buggier wall clipping so players can wallrun?
COMPATF_NOTOSSDROPS = 1 << 7, // Spawn dropped items directly on the floor?
COMPATF_USEBLOCKING = 1 << 8, // Any special line can block a use line
COMPATF_NODOORLIGHT = 1 << 9, // Don't do the BOOM local door light effect
COMPATF_RAVENSCROLL = 1 << 10, // Raven's scrollers use their original carrying speed
COMPATF_SOUNDTARGET = 1 << 11, // Use sector based sound target code.
COMPATF_DEHHEALTH = 1 << 12, // Limit deh.MaxHealth to the health bonus (as in Doom2.exe)
COMPATF_TRACE = 1 << 13, // Trace ignores lines with the same sector on both sides
COMPATF_DROPOFF = 1 << 14, // Monsters cannot move when hanging over a dropoff
COMPATF_BOOMSCROLL = 1 << 15, // Scrolling sectors are additive like in Boom
COMPATF_INVISIBILITY = 1 << 16, // Monsters can see semi-invisible players
COMPATF_SILENT_INSTANT_FLOORS = 1<<17, // Instantly moving floors are not silent
COMPATF_SECTORSOUNDS = 1 << 18, // Sector sounds use original method for sound origin.
COMPATF_MISSILECLIP = 1 << 19, // Use original Doom heights for clipping against projectiles
COMPATF_CROSSDROPOFF = 1 << 20, // monsters can't be pushed over dropoffs
COMPATF_ANYBOSSDEATH = 1 << 21, // [GZ] Any monster which calls BOSSDEATH counts for level specials
COMPATF_MINOTAUR = 1 << 22, // Minotaur's floor flame is exploded immediately when feet are clipped
COMPATF_MUSHROOM = 1 << 23, // Force original velocity calculations for A_Mushroom in Dehacked mods.
COMPATF_MBFMONSTERMOVE = 1 << 24, // Monsters are affected by friction and pushers/pullers.
COMPATF_CORPSEGIBS = 1 << 25, // only needed for some hypothetical mod checking this flag.
COMPATF_VILEGHOSTS = 1 << 25, // Crushed monsters are resurrected as ghosts.
COMPATF_NOBLOCKFRIENDS = 1 << 26, // Friendly monsters aren't blocked by monster-blocking lines.
COMPATF_SPRITESORT = 1 << 27, // Invert sprite sorting order for sprites of equal distance
COMPATF_HITSCAN = 1 << 28, // Hitscans use original blockmap anf hit check code.
COMPATF_LIGHT = 1 << 29, // Find neighboring light level like Doom
COMPATF_POLYOBJ = 1 << 30, // Draw polyobjects the old fashioned way
COMPATF_MASKEDMIDTEX = 1 << 31, // Ignore compositing when drawing masked midtextures
COMPATF2_BADANGLES = 1 << 0, // It is impossible to face directly NSEW.
COMPATF2_FLOORMOVE = 1 << 1, // Use the same floor motion behavior as Doom.
COMPATF2_SOUNDCUTOFF = 1 << 2, // Cut off sounds when an actor vanishes instead of making it owner-less
COMPATF2_POINTONLINE = 1 << 3, // Use original but buggy P_PointOnLineSide() and P_PointOnDivlineSideCompat()
COMPATF2_MULTIEXIT = 1 << 4, // Level exit can be triggered multiple times (required by Daedalus's travel tubes, thanks to a faulty script)
COMPATF2_TELEPORT = 1 << 5, // Don't let indirect teleports trigger sector actions
COMPATF2_PUSHWINDOW = 1 << 6, // Disable the window check in CheckForPushSpecial()
COMPATF2_CHECKSWITCHRANGE = 1 << 7, // Enable buggy CheckSwitchRange behavior
COMPATF2_EXPLODE1 = 1 << 8, // No vertical explosion thrust
COMPATF2_EXPLODE2 = 1 << 9, // Use original explosion code throughout.
COMPATF2_RAILING = 1 << 10, // Bugged Strife railings.
COMPATF2_SCRIPTWAIT = 1 << 11, // Use old scriptwait implementation where it doesn't wait on a non-running script.
COMPATF2_AVOID_HAZARDS = 1 << 12, // another MBF thing.
COMPATF2_STAYONLIFT = 1 << 13, // yet another MBF thing.
COMPATF2_NOMBF21 = 1 << 14, // disable MBF21 features that may clash with certain maps
COMPATF2_VOODOO_ZOMBIES = 1 << 15, // allow playerinfo, playerpawn, and voodoo health to all be different, and allow monster targetting of 'dead' players that have positive health
};
const M_E = 2.7182818284590452354; // e
const M_LOG2E = 1.4426950408889634074; // log_2 e
const M_LOG10E = 0.43429448190325182765; // log_10 e
const M_LN2 = 0.69314718055994530942; // log_e 2
const M_LN10 = 2.30258509299404568402; // log_e 10
const M_PI = 3.14159265358979323846; // pi
const M_PI_2 = 1.57079632679489661923; // pi/2
const M_PI_4 = 0.78539816339744830962; // pi/4
const M_1_PI = 0.31830988618379067154; // 1/pi
const M_2_PI = 0.63661977236758134308; // 2/pi
const M_2_SQRTPI = 1.12837916709551257390; // 2/sqrt(pi)
const M_SQRT2 = 1.41421356237309504880; // sqrt(2)
const M_SQRT1_2 = 0.70710678118654752440; // 1/sqrt(2)
// Used by Actor.FallAndSink
const WATER_SINK_FACTOR = 0.125;
const WATER_SINK_SMALL_FACTOR = 0.25;
const WATER_SINK_SPEED = 0.5;
const WATER_JUMP_SPEED = 3.5;
// for SetModelFlag/ClearModelFlag
enum EModelFlags
{
// [BB] Color translations for the model skin are ignored. This is
// useful if the skin texture is not using the game palette.
MDL_IGNORETRANSLATION = 1<<0,
MDL_PITCHFROMMOMENTUM = 1<<1,
MDL_ROTATING = 1<<2,
MDL_INTERPOLATEDOUBLEDFRAMES = 1<<3,
MDL_NOINTERPOLATION = 1<<4,
MDL_USEACTORPITCH = 1<<5,
MDL_USEACTORROLL = 1<<6,
MDL_BADROTATION = 1<<7,
MDL_DONTCULLBACKFACES = 1<<8,
MDL_USEROTATIONCENTER = 1<<9,
MDL_NOPERPIXELLIGHTING = 1<<10, // forces a model to not use per-pixel lighting. useful for voxel-converted-to-model objects.
MDL_SCALEWEAPONFOV = 1<<11, // scale weapon view model with higher user FOVs
MDL_MODELSAREATTACHMENTS = 1<<12, // any model index after 0 is treated as an attachment, and therefore will use the bone results of index 0
MDL_CORRECTPIXELSTRETCH = 1<<13, // ensure model does not distort with pixel stretch when pitch/roll is applied
MDL_FORCECULLBACKFACES = 1<<14,
};