mirror of
https://github.com/ZDoom/gzdoom.git
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dd410876cf
- Clears a set of overlays in ranges [start,stop]. If unspecified, wipes all non-hardcoded layers. Safety determines whether to affect core layers or not (i.e. weapon). Returns the number of layers cleared. Added no override boolean to A_Overlay and a boolean return type. - If true, and a layer already has an active layer, the function returns false. Otherwise, sets the layer and returns true.
374 lines
23 KiB
Text
374 lines
23 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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DefThreshold 100
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BloodType "Blood", "BloodSplatter", "AxeBlood"
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ExplosionDamage 128
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MissileHeight 32
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// Functions
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native bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false);
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native bool IsPointerEqual(int ptr_select1, int ptr_select2);
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native int CountInv(class<Inventory> itemtype, int ptr_select = AAPTR_DEFAULT);
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native float GetDistance(bool checkz, int ptr = AAPTR_DEFAULT);
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native float GetAngle(bool relative, int ptr = AAPTR_DEFAULT);
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native float GetZAt(float px = 0, float py = 0, float angle = 0, int flags = 0, int pick_pointer = AAPTR_DEFAULT);
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native int GetSpawnHealth();
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native int GetGibHealth();
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native float GetCrouchFactor(int ptr = AAPTR_PLAYER1);
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native float GetCVar(string cvar);
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// Action functions
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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 bool 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*/ angle = 90, float distance = 16*64, float/*angle*/ vrange = 32, int damage = 0, int flags = 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, float z_ofs = 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, float z_ofs = 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, float z_ofs = 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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native bool 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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native void 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<PlayerChunk> skulltype = "BloodySkull");
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action native A_CheckPlayerDone();
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action native A_Wander(int flags = 0);
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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] no-op
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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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native void 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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native void A_PlaySoundEx(sound whattoplay, coerce name slot, bool looping = false, int attenuation = 0);
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native void A_StopSoundEx(coerce name slot);
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native void A_SeekerMissile(int threshold, int turnmax, int flags = 0, int chance = 50, int distance = 10);
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native state A_Jump(int chance = 256, state label, ...);
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native void A_CustomMissile(class<Actor> missiletype, float spawnheight = 32, float spawnofs_xy = 0, float angle = 0, int flags = 0, float pitch = 0, int ptr = AAPTR_TARGET);
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native void A_CustomBulletAttack(float/*angle*/ spread_xy, float/*angle*/ spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", float range = 0, int flags = 0, int ptr = AAPTR_TARGET);
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native void A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = "", color color2 = "", int flags = 0, int aim = 0, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float/*angle*/ spread_xy = 0, float/*angle*/ 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, int spiraloffset = 270, int limit = 0);
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native state A_JumpIfHealthLower(int health, state label, int ptr_selector = AAPTR_DEFAULT);
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native state A_JumpIfCloser(float distance, state label, bool noz = false);
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native state A_JumpIfTracerCloser(float distance, state label, bool noz = false);
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native state A_JumpIfMasterCloser(float distance, state label, bool noz = false);
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native state A_JumpIfTargetOutsideMeleeRange(state label);
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native state A_JumpIfTargetInsideMeleeRange(state label);
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native state A_JumpIfInventory(class<Inventory> itemtype, int itemamount, state label, int owner = AAPTR_DEFAULT);
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native state A_JumpIfArmorType(name Type, state label, int amount = 1);
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native bool A_GiveInventory(class<Inventory> itemtype, int amount = 0, int giveto = AAPTR_DEFAULT);
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native bool A_TakeInventory(class<Inventory> itemtype, int amount = 0, int flags = 0, int giveto = AAPTR_DEFAULT);
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action native bool A_SpawnItem(class<Actor> itemtype = "Unknown", float distance = 0, float zheight = 0, bool useammo = true, bool transfer_translation = false);
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native bool 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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native void A_Print(string whattoprint, float time = 0, name fontname = "");
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native void A_PrintBold(string whattoprint, float time = 0, name fontname = "");
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native void A_Log(string whattoprint);
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native void A_LogInt(int whattoprint);
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native void A_LogFloat(float whattoprint);
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native void 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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native void A_FadeTo(float target, float amount = 0.1, int flags = 0);
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native void A_SetScale(float scalex, float scaley = 0, int ptr = AAPTR_DEFAULT, bool usezero = false);
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native void A_SetMass(int mass);
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native void A_SpawnDebris(class<Actor> spawntype, bool transfer_translation = false, float mult_h = 1, float mult_v = 1);
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native void A_SpawnParticle(color color1, int flags = 0, int lifetime = 35, float size = 1, float angle = 0, float xoff = 0, float yoff = 0, float zoff = 0, float velx = 0, float vely = 0, float velz = 0, float accelx = 0, float accely = 0, float accelz = 0, float startalphaf = 1, float fadestepf = -1, float sizestep = 0);
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native state A_CheckSight(state label);
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native void A_ExtChase(bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false);
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native void A_DropInventory(class<Inventory> itemtype);
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native void A_SetBlend(color color1, float alpha, int tics, color color2 = "");
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native void A_ChangeFlag(string flagname, bool value);
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native state A_CheckFlag(string flagname, state label, int check_pointer = AAPTR_DEFAULT);
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native state 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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native state A_CheckFloor(state label);
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native state A_CheckCeiling(state label);
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native state A_PlayerSkinCheck(state label);
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native void A_BasicAttack(int meleedamage, sound meleesound, class<actor> missiletype, float missileheight);
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action native state, bool A_Teleport(state teleportstate = "", class<SpecialSpot> targettype = "BossSpot", class<Actor> fogtype = "TeleportFog", int flags = 0, float mindist = 0, float maxdist = 0, int ptr = AAPTR_DEFAULT);
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action native state, bool A_Warp(int ptr_destination, float xofs = 0, float yofs = 0, float zofs = 0, float angle = 0, int flags = 0, state success_state = "", float heightoffset = 0, float radiusoffset = 0, float pitch = 0);
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action native bool A_ThrowGrenade(class<Actor> itemtype, float zheight = 0, float xyvel = 0, float zvel = 0, bool useammo = true);
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native void A_Weave(int xspeed, int yspeed, float xdist, float ydist);
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native void A_Recoil(float xyvel);
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native state A_JumpIfInTargetInventory(class<Inventory> itemtype, int amount, state label, int forward_ptr = AAPTR_DEFAULT);
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native bool A_GiveToTarget(class<Inventory> itemtype, int amount = 0, int forward_ptr = AAPTR_DEFAULT);
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native bool A_TakeFromTarget(class<Inventory> itemtype, int amount = 0, int flags = 0, int forward_ptr = AAPTR_DEFAULT);
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native int A_RadiusGive(class<Inventory> itemtype, float distance, int flags, int amount = 0, class<Actor> filter = "None", name species = "None", int mindist = 0, int limit = 0);
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native state A_CheckSpecies(state jump, name species = "", int ptr = AAPTR_DEFAULT);
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native void 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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native void A_CustomComboAttack(class<Actor> missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true);
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native void A_Burst(class<Actor> chunktype);
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action native A_Blast(int flags = 0, float strength = 255, float 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_RadiusDamageSelf(int damage = 128, float distance = 128, int flags = 0, class<Actor> flashtype = "None");
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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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native state 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, float offsetforward = 0);
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native state A_JumpIfTargetInLOS (state label, float/*angle*/ fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
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native state A_JumpIfInTargetLOS (state label, float/*angle*/ fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
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native bool 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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native void A_GiveQuestItem(int itemno);
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action native A_RemoveForcefield();
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native void A_DropWeaponPieces(class<Actor> p1, class<Actor> p2, class<Actor> p3);
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action native A_PigPain ();
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native state 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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native void A_SetPitch(float pitch, int flags = 0, int ptr = AAPTR_DEFAULT);
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native void A_SetRoll(float/*angle*/ roll, int flags = 0, int ptr = AAPTR_DEFAULT);
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native void 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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native void A_SetArg(int pos, int value);
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native void A_SetUserVar(name varname, int value);
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native void A_SetUserArray(name varname, int index, int value);
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native void A_SetUserVarFloat(name varname, float value);
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native void A_SetUserArrayFloat(name varname, int index, float value);
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native void A_SetSpecial(int spec, int arg0 = 0, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0);
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native void A_Quake(int intensity, int duration, int damrad, int tremrad, sound sfx = "world/quake");
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native void A_QuakeEx(int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, sound sfx = "world/quake", int flags = 0, float mulWaveX = 1, float mulWaveY = 1, float mulWaveZ = 1, int falloff = 0, int highpoint = 0, float rollIntensity = 0, float rollWave = 0);
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action native A_SetTics(int tics);
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native void A_SetDamageType(name damagetype);
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native void A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);
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native void A_SetSpeed(float speed, int ptr = AAPTR_DEFAULT);
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native void A_SetFloatSpeed(float speed, int ptr = AAPTR_DEFAULT);
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native void A_SetPainThreshold(int threshold, int ptr = AAPTR_DEFAULT);
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native void A_DamageSelf(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
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native void A_DamageTarget(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
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native void A_DamageMaster(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
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native void A_DamageTracer(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
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native void A_DamageChildren(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
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native void A_DamageSiblings(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
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action native A_KillTarget(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
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action native A_KillMaster(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
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action native A_KillTracer(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
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action native A_KillChildren(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
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action native A_KillSiblings(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
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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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native void A_Remove(int removee, int flags = 0, class<Actor> filter = "None", name species = "None");
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native int A_GiveToChildren(class<Inventory> itemtype, int amount = 0);
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native int A_GiveToSiblings(class<Inventory> itemtype, int amount = 0);
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native int A_TakeFromChildren(class<Inventory> itemtype, int amount = 0);
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native int A_TakeFromSiblings(class<Inventory> itemtype, int amount = 0);
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native void A_SetTeleFog(class<Actor> oldpos, class<Actor> newpos);
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action native A_SwapTeleFog();
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native void A_SetFloatBobPhase(int bob);
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native void A_SetHealth(int health, int ptr = AAPTR_DEFAULT);
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action native A_ResetHealth(int ptr = AAPTR_DEFAULT);
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native state A_JumpIfHigherOrLower(state high, state low, float offsethigh = 0, float offsetlow = 0, bool includeHeight = true, int ptr = AAPTR_TARGET);
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native void A_SetSpecies(name species, int ptr = AAPTR_DEFAULT);
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native void A_SetRipperLevel(int level);
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native void A_SetRipMin(int mininum);
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native void A_SetRipMax(int maximum);
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|
native void A_SetChaseThreshold(int threshold, bool def = false, int ptr = AAPTR_DEFAULT);
|
|
native state A_CheckProximity(state jump, class<Actor> classname, float distance, int count = 1, int flags = 0, int ptr = AAPTR_DEFAULT);
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|
native state A_CheckBlock(state block, int flags = 0, int ptr = AAPTR_DEFAULT, float xofs = 0, float yofs = 0, float zofs = 0, float angle = 0);
|
|
native state A_CheckSightOrRange(float distance, state label, bool two_dimension = false);
|
|
native state A_CheckRange(float distance, state label, bool two_dimension = false);
|
|
action native bool A_FaceMovementDirection(float offset = 0, float anglelimit = 0, float pitchlimit = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
|
|
action native int A_ClearOverlays(int start = 0, int stop = 0, bool safety = true);
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|
|
|
native void A_RearrangePointers(int newtarget, int newmaster = AAPTR_DEFAULT, int newtracer = AAPTR_DEFAULT, int flags=0);
|
|
native void A_TransferPointer(int ptr_source, int ptr_recepient, int sourcefield, int recepientfield=AAPTR_DEFAULT, int flags=0);
|
|
action native A_CopyFriendliness(int ptr_source = AAPTR_MASTER);
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|
|
|
action native bool A_Overlay(int layer, state start = "", bool nooverride = false);
|
|
action native A_WeaponOffset(float wx = 0, float wy = 32, int flags = 0);
|
|
action native A_OverlayOffset(int layer = PSP_WEAPON, float wx = 0, float wy = 32, int flags = 0);
|
|
action native A_OverlayFlags(int layer, int flags, bool set);
|
|
|
|
native int ACS_NamedExecute(name script, int mapnum=0, int arg1=0, int arg2=0, int arg3=0);
|
|
native int ACS_NamedSuspend(name script, int mapnum=0);
|
|
native int ACS_NamedTerminate(name script, int mapnum=0);
|
|
native int ACS_NamedLockedExecute(name script, int mapnum=0, int arg1=0, int arg2=0, int lock=0);
|
|
native int ACS_NamedLockedExecuteDoor(name script, int mapnum=0, int arg1=0, int arg2=0, int lock=0);
|
|
native int ACS_NamedExecuteWithResult(name script, int arg1=0, int arg2=0, int arg3=0, int arg4=0);
|
|
native void ACS_NamedExecuteAlways(name script, int mapnum=0, int arg1=0, int arg2=0, int arg3=0);
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
TNT1 A -1
|
|
Stop
|
|
Null:
|
|
TNT1 A 1
|
|
Stop
|
|
GenericFreezeDeath:
|
|
// Generic freeze death frames. Woo!
|
|
"####" "#" 5 A_GenericFreezeDeath
|
|
"----" A 1 A_FreezeDeathChunks
|
|
Wait
|
|
GenericCrush:
|
|
POL5 A -1
|
|
Stop
|
|
}
|
|
|
|
// Internal functions
|
|
native state __decorate_internal_state__(state);
|
|
native int __decorate_internal_int__(int);
|
|
native bool __decorate_internal_bool__(bool);
|
|
native float __decorate_internal_float__(float);
|
|
}
|