qzdoom/wadsrc/static/zscript/actor.txt

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class Actor : Thinker native
{
const DEFAULT_HEALTH = 1000;
Default
{
Scale 1;
Health DEFAULT_HEALTH;
Reactiontime 8;
Radius 20;
Height 16;
Mass 100;
RenderStyle 'Normal';
Alpha 1;
MinMissileChance 200;
MeleeRange 64 - 20;
MaxDropoffHeight 24;
MaxStepHeight 24;
BounceFactor 0.7;
WallBounceFactor 0.75;
BounceCount -1;
FloatSpeed 4;
FloatBobPhase -1; // randomly initialize by default
Gravity 1;
Friction 1;
DamageFactor 1.0;
PushFactor 0.25;
WeaveIndexXY 0;
WeaveIndexZ 16;
DesignatedTeam 255;
PainType "Normal";
DeathType "Normal";
TeleFogSourceType "TeleportFog";
TeleFogDestType 'TeleportFog';
RipperLevel 0;
RipLevelMin 0;
RipLevelMax 0;
DefThreshold 100;
BloodType "Blood", "BloodSplatter", "AxeBlood";
ExplosionDamage 128;
MissileHeight 32;
SpriteAngle 0;
SpriteRotation 0;
StencilColor "00 00 00";
VisibleAngles 0, 0;
VisiblePitch 0, 0;
}
// Functions
native Actor P_SpawnMissile(Actor dest, class<Actor> type, Actor owner = null);
// DECORATE compatible functions
native bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false);
native bool IsPointerEqual(int ptr_select1, int ptr_select2);
native int CountInv(class<Inventory> itemtype, int ptr_select = AAPTR_DEFAULT);
native float GetDistance(bool checkz, int ptr = AAPTR_DEFAULT);
native float GetAngle(int flags, int ptr = AAPTR_DEFAULT);
native float GetZAt(float px = 0, float py = 0, float angle = 0, int flags = 0, int pick_pointer = AAPTR_DEFAULT);
native int GetSpawnHealth();
native int GetGibHealth();
native float GetCrouchFactor(int ptr = AAPTR_PLAYER1);
native float GetCVar(string cvar);
native int GetPlayerInput(int inputnum, int ptr = AAPTR_DEFAULT);
native int CountProximity(class<Actor> classname, float distance, int flags = 0, int ptr = AAPTR_DEFAULT);
native float GetSpriteAngle(int ptr = AAPTR_DEFAULT);
native float GetSpriteRotation(int ptr = AAPTR_DEFAULT);
native int GetMissileDamage(int mask, int add, int ptr = AAPTR_DEFAULT);
action native int OverlayID();
action native float OverlayX(int layer = 0);
action native float OverlayY(int layer = 0);
// Action functions
// Meh, MBF redundant functions. Only for DeHackEd support.
native void A_Turn(float angle = 0);
native bool A_LineEffect(int boomspecial = 0, int tag = 0);
// End of MBF redundant functions.
native void A_MonsterRail();
native void 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, int flags = 0);
native void A_Pain();
native void A_NoBlocking();
native void A_XScream();
native void A_Look();
native void A_Chase(state melee = "*", state missile = "none", int flags = 0);
native void 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);
native void 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);
native void 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);
native void A_PosAttack();
native void A_Scream();
native void A_SPosAttack();
native void A_SPosAttackUseAtkSound();
native void A_VileChase();
native void A_VileStart();
native void A_VileTarget(class<Actor> fire = "ArchvileFire");
native void 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);
native void A_StartFire();
native void A_Fire(float spawnheight = 0);
native void A_FireCrackle();
native void A_Tracer();
native void A_SkelWhoosh();
native void A_SkelFist();
native void A_SkelMissile();
native void A_FatRaise();
native void A_FatAttack1(class<Actor> spawntype = "FatShot");
native void A_FatAttack2(class<Actor> spawntype = "FatShot");
native void A_FatAttack3(class<Actor> spawntype = "FatShot");
native void A_BossDeath();
native void A_CPosAttack();
native void A_CPosRefire();
native void A_TroopAttack();
native void A_SargAttack();
native void A_HeadAttack();
native void A_BruisAttack();
native void A_SkullAttack(float speed = 20);
native void A_BetaSkullAttack();
native void A_Metal();
native void A_SpidRefire();
//native void A_BabyMetal();
//native void A_BspiAttack();
native void A_Hoof();
native void A_CyberAttack();
native void A_PainAttack(class<Actor> spawntype = "LostSoul", float angle = 0, int flags = 0, int limit = -1);
native void A_DualPainAttack(class<Actor> spawntype = "LostSoul");
native void A_PainDie(class<Actor> spawntype = "LostSoul");
native void A_KeenDie(int doortag = 666);
native void A_BrainPain();
native void A_BrainScream();
native void A_BrainDie();
native void A_BrainAwake();
native void A_BrainSpit(class<Actor> spawntype = "none"); // needs special treatment for default
native void A_SpawnSound();
native void A_SpawnFly(class<Actor> spawntype = "none"); // needs special treatment for default
native void A_BrainExplode();
native void A_Die(name damagetype = "none");
native void A_Detonate();
native void A_Mushroom(class<Actor> spawntype = "FatShot", int numspawns = 0, int flags = 0, float vrange = 4.0, float hrange = 0.5);
native bool A_CallSpecial(int special, int arg1=0, int arg2=0, int arg3=0, int arg4=0, int arg5=0);
native void A_SetFloorClip();
native void A_UnSetFloorClip();
native void A_HideThing();
native void A_UnHideThing();
native void A_SetInvulnerable();
native void A_UnSetInvulnerable();
native void A_SetReflective();
native void A_UnSetReflective();
native void A_SetReflectiveInvulnerable();
native void A_UnSetReflectiveInvulnerable();
native void A_SetShootable();
native void A_UnSetShootable();
native void A_NoGravity();
native void A_Gravity();
native void A_LowGravity();
native void A_SetGravity(float gravity);
native void A_Fall();
native void A_SetSolid();
native void A_UnsetSolid();
native void A_SetFloat();
native void A_UnsetFloat();
native void A_M_Saw(sound fullsound = "weapons/sawfull", sound hitsound = "weapons/sawhit", int damage = 2, class<Actor> pufftype = "BulletPuff");
native void A_ScreamAndUnblock();
native void A_ActiveAndUnblock();
native void A_ActiveSound();
native void A_FastChase();
native void A_FreezeDeath();
native void A_FreezeDeathChunks();
native void A_GenericFreezeDeath();
native void A_IceGuyDie();
native void A_CentaurDefend();
native void A_BishopMissileWeave();
native void A_CStaffMissileSlither();
native void A_PlayerScream();
native void A_SkullPop(class<PlayerChunk> skulltype = "BloodySkull");
native void A_CheckPlayerDone();
native void A_Wander(int flags = 0);
native void A_Look2();
native void A_TossGib();
native void A_SentinelBob();
native void A_SentinelRefire();
native void A_Tracer2();
native void A_SetShadow();
native void A_ClearShadow();
native void A_GetHurt();
native void A_TurretLook();
native void A_KlaxonBlare();
native void A_Countdown();
native void A_AlertMonsters(float maxdist = 0, int flags = 0);
native void A_ClearSoundTarget();
native void A_FireAssaultGun();
native void A_CheckTerrain();
native void A_FaceConsolePlayer(float MaxTurnAngle = 0); // [TP] no-op
deprecated native void A_MissileAttack();
deprecated native void A_MeleeAttack();
deprecated native void A_ComboAttack();
deprecated native void A_BulletAttack();
native void 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");
native void A_PlaySound(sound whattoplay = "weapons/pistol", int slot = CHAN_BODY, float volume = 1.0, bool looping = false, float attenuation = ATTN_NORM);
native void A_PlayWeaponSound(sound whattoplay);
native void A_FLoopActiveSound();
native void A_LoopActiveSound();
native void A_StopSound(int slot = CHAN_VOICE); // Bad default but that's what is originally was...
deprecated native void A_PlaySoundEx(sound whattoplay, name slot, bool looping = false, int attenuation = 0);
deprecated native void A_StopSoundEx(name slot);
native void A_SeekerMissile(int threshold, int turnmax, int flags = 0, int chance = 50, int distance = 10);
native state A_Jump(int chance = 256, state label, ...);
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);
native void 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, class<Actor> missile = "", float Spawnheight = 32, float Spawnofs_xy = 0);
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 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, int spiraloffset = 270, int limit = 0);
native state A_JumpIfHealthLower(int health, state label, int ptr_selector = AAPTR_DEFAULT);
native state A_JumpIfCloser(float distance, state label, bool noz = false);
native state A_JumpIfTracerCloser(float distance, state label, bool noz = false);
native state A_JumpIfMasterCloser(float distance, state label, bool noz = false);
native state A_JumpIfTargetOutsideMeleeRange(state label);
native state A_JumpIfTargetInsideMeleeRange(state label);
native state A_JumpIfInventory(class<Inventory> itemtype, int itemamount, state label, int owner = AAPTR_DEFAULT);
native state A_JumpIfArmorType(name Type, state label, int amount = 1);
native bool A_GiveInventory(class<Inventory> itemtype, int amount = 0, int giveto = AAPTR_DEFAULT);
native bool A_TakeInventory(class<Inventory> itemtype, int amount = 0, int flags = 0, int giveto = AAPTR_DEFAULT);
action native bool A_SpawnItem(class<Actor> itemtype = "Unknown", float distance = 0, float zheight = 0, bool useammo = true, bool transfer_translation = false);
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);
native void A_Print(string whattoprint, float time = 0, name fontname = "");
native void A_PrintBold(string whattoprint, float time = 0, name fontname = "");
native void A_Log(string whattoprint);
native void A_LogInt(int whattoprint);
native void A_LogFloat(float whattoprint);
native void A_SetTranslucent(float alpha, int style = 0);
native void A_SetRenderStyle(float alpha, int style);
native void A_FadeIn(float reduce = 0.1, int flags = 0);
native void A_FadeOut(float reduce = 0.1, int flags = 1); //bool remove == true
native void A_FadeTo(float target, float amount = 0.1, int flags = 0);
native void A_SetScale(float scalex, float scaley = 0, int ptr = AAPTR_DEFAULT, bool usezero = false);
native void A_SetMass(int mass);
native void A_SpawnDebris(class<Actor> spawntype, bool transfer_translation = false, float mult_h = 1, float mult_v = 1);
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);
native state A_CheckSight(state label);
native void A_ExtChase(bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false);
native void A_DropInventory(class<Inventory> itemtype);
native void A_SetBlend(color color1, float alpha, int tics, color color2 = "");
native void A_ChangeFlag(string flagname, bool value);
native state A_CheckFlag(string flagname, state label, int check_pointer = AAPTR_DEFAULT);
native state A_JumpIf(bool expression, state label);
native void A_RaiseMaster(bool copy = 0);
native void A_RaiseChildren(bool copy = 0);
native void A_RaiseSiblings(bool copy = 0);
native state A_CheckFloor(state label);
native state A_CheckCeiling(state label);
native state A_PlayerSkinCheck(state label);
deprecated native void A_BasicAttack(int meleedamage, sound meleesound, class<actor> missiletype, float missileheight);
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);
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);
action native bool A_ThrowGrenade(class<Actor> itemtype, float zheight = 0, float xyvel = 0, float zvel = 0, bool useammo = true);
native void A_Weave(int xspeed, int yspeed, float xdist, float ydist);
native void A_Recoil(float xyvel);
native state A_JumpIfInTargetInventory(class<Inventory> itemtype, int amount, state label, int forward_ptr = AAPTR_DEFAULT);
native bool A_GiveToTarget(class<Inventory> itemtype, int amount = 0, int forward_ptr = AAPTR_DEFAULT);
native bool A_TakeFromTarget(class<Inventory> itemtype, int amount = 0, int flags = 0, int forward_ptr = AAPTR_DEFAULT);
native int A_RadiusGive(class<Inventory> itemtype, float distance, int flags, int amount = 0, class<Actor> filter = "None", name species = "None", float mindist = 0, int limit = 0);
native state A_CheckSpecies(state jump, name species = "", int ptr = AAPTR_DEFAULT);
native void A_CountdownArg(int argnum, state targstate = "");
native void A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true);
native void A_CustomComboAttack(class<Actor> missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true);
native void A_Burst(class<Actor> chunktype);
action native void A_Blast(int flags = 0, float strength = 255, float radius = 255, float speed = 20, class<Actor> blasteffect = "BlastEffect", sound blastsound = "BlastRadius");
native void A_RadiusThrust(int force = 128, int distance = -1, int flags = RTF_AFFECTSOURCE, int fullthrustdistance = 0);
native void A_RadiusDamageSelf(int damage = 128, float distance = 128, int flags = 0, class<Actor> flashtype = "None");
native int 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", name damagetype = "none");
native void A_Stop();
native void A_Respawn(int flags = 1);
native void A_BarrelDestroy();
native void A_QueueCorpse();
native void A_DeQueueCorpse();
native void A_LookEx(int flags = 0, float minseedist = 0, float maxseedist = 0, float maxheardist = 0, float fov = 0, state label = "");
native void A_ClearLastHeard();
native void A_ClearTarget();
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);
native state A_JumpIfTargetInLOS (state label, float fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
native state A_JumpIfInTargetLOS (state label, float fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
native bool A_SelectWeapon(class<Weapon> whichweapon, int flags = 0);
action native void A_Punch();
native void A_Feathers();
native void A_ClassBossHealth();
native void A_ShootGun();
native void A_RocketInFlight();
native void A_Bang4Cloud();
native void A_DropFire();
native void A_GiveQuestItem(int itemno);
native void A_RemoveForcefield();
native void A_DropWeaponPieces(class<Actor> p1, class<Actor> p2, class<Actor> p3);
native void A_PigPain ();
native state A_MonsterRefire(int chance, state label);
native void A_SetAngle(float angle = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
native void A_SetPitch(float pitch, int flags = 0, int ptr = AAPTR_DEFAULT);
native void A_SetRoll(float roll, int flags = 0, int ptr = AAPTR_DEFAULT);
native void A_ScaleVelocity(float scale, int ptr = AAPTR_DEFAULT);
native void A_ChangeVelocity(float x = 0, float y = 0, float z = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
native void A_SetArg(int pos, int value);
deprecated native void A_SetUserVar(name varname, int value);
deprecated native void A_SetUserArray(name varname, int index, int value);
deprecated native void A_SetUserVarFloat(name varname, float value);
deprecated native void A_SetUserArrayFloat(name varname, int index, float value);
native void A_SetSpecial(int spec, int arg0 = 0, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0);
native void A_Quake(int intensity, int duration, int damrad, int tremrad, sound sfx = "world/quake");
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);
action native void A_SetTics(int tics);
native void A_SetDamageType(name damagetype);
native void A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);
native void A_SetSpeed(float speed, int ptr = AAPTR_DEFAULT);
native void A_SetFloatSpeed(float speed, int ptr = AAPTR_DEFAULT);
native void A_SetPainThreshold(int threshold, int ptr = AAPTR_DEFAULT);
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);
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);
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);
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);
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);
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);
native void A_KillTarget(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
native void A_KillMaster(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
native void A_KillTracer(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
native void A_KillChildren(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
native void A_KillSiblings(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
native void A_RemoveTarget(int flags = 0, class<Actor> filter = "None", name species = "None");
native void A_RemoveMaster(int flags = 0, class<Actor> filter = "None", name species = "None");
native void A_RemoveTracer(int flags = 0, class<Actor> filter = "None", name species = "None");
native void A_RemoveChildren(bool removeall = false, int flags = 0, class<Actor> filter = "None", name species = "None");
native void A_RemoveSiblings(bool removeall = false, int flags = 0, class<Actor> filter = "None", name species = "None");
native void A_Remove(int removee, int flags = 0, class<Actor> filter = "None", name species = "None");
native int A_GiveToChildren(class<Inventory> itemtype, int amount = 0);
native int A_GiveToSiblings(class<Inventory> itemtype, int amount = 0);
native int A_TakeFromChildren(class<Inventory> itemtype, int amount = 0);
native int A_TakeFromSiblings(class<Inventory> itemtype, int amount = 0);
native void A_SetTeleFog(class<Actor> oldpos, class<Actor> newpos);
native void A_SwapTeleFog();
native void A_SetFloatBobPhase(int bob);
native void A_SetHealth(int health, int ptr = AAPTR_DEFAULT);
native void A_ResetHealth(int ptr = AAPTR_DEFAULT);
native state A_JumpIfHigherOrLower(state high, state low, float offsethigh = 0, float offsetlow = 0, bool includeHeight = true, int ptr = AAPTR_TARGET);
native void A_SetSpecies(name species, int ptr = AAPTR_DEFAULT);
native void A_SetRipperLevel(int level);
native void A_SetRipMin(int mininum);
native void A_SetRipMax(int maximum);
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);
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);
native bool A_FaceMovementDirection(float offset = 0, float anglelimit = 0, float pitchlimit = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
native int A_ClearOverlays(int sstart = 0, int sstop = 0, bool safety = true);
native bool A_CopySpriteFrame(int from, int to, int flags = 0);
native bool A_SetSpriteAngle(float angle = 0, int ptr = AAPTR_DEFAULT);
native bool A_SetSpriteRotation(float angle = 0, int ptr = AAPTR_DEFAULT);
native bool A_SetVisibleRotation(float anglestart = 0, float angleend = 0, float pitchstart = 0, float pitchend = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
native void A_SetTranslation(string transname);
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);
native void A_CopyFriendliness(int ptr_source = AAPTR_MASTER);
action native bool A_Overlay(int layer, state start = "", bool nooverride = false);
native void A_WeaponOffset(float wx = 0, float wy = 32, int flags = 0);
action native void A_OverlayOffset(int layer = PSP_WEAPON, float wx = 0, float wy = 32, int flags = 0);
action native void 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
deprecated private native state __decorate_internal_state__(state s);
deprecated private native int __decorate_internal_int__(int i);
deprecated private native bool __decorate_internal_bool__(bool b);
deprecated private native float __decorate_internal_float__(float f);
}