mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 21:11:39 +00:00
db5a6e3d24
entry can be generated for it. SVN r1167 (trunk)
228 lines
9.5 KiB
Text
228 lines
9.5 KiB
Text
ACTOR Actor native //: Thinker
|
|
{
|
|
Scale 1
|
|
Health 1000
|
|
Reactiontime 8
|
|
Radius 20
|
|
Height 16
|
|
Mass 100
|
|
RenderStyle Normal
|
|
Alpha 1
|
|
MinMissileChance 200
|
|
MeleeRange 44
|
|
MaxDropoffHeight 24
|
|
MaxStepHeight 24
|
|
BounceFactor 0.7
|
|
WallBounceFactor 0.75
|
|
BounceCount -1
|
|
FloatSpeed 4
|
|
Gravity 1
|
|
|
|
action native A_MonsterRail();
|
|
action native A_BFGSpray(class<Actor> spraytype = "BFGExtra", int numrays = 40, int damagecount = 15);
|
|
action native A_Pain();
|
|
action native A_NoBlocking();
|
|
action native A_XScream();
|
|
action native A_Look();
|
|
action native A_Chase(state melee = "*", state missile = "none", int flags = 0);
|
|
action native A_FaceTarget();
|
|
action native A_PosAttack();
|
|
action native A_Scream();
|
|
action native A_SPosAttack();
|
|
action native A_SPosAttackUseAtkSound();
|
|
action native A_VileChase();
|
|
action native A_VileStart();
|
|
action native A_VileTarget();
|
|
action native A_VileAttack();
|
|
action native A_StartFire();
|
|
action native A_Fire();
|
|
action native A_FireCrackle();
|
|
action native A_Tracer();
|
|
action native A_SkelWhoosh();
|
|
action native A_SkelFist();
|
|
action native A_SkelMissile();
|
|
action native A_FatRaise();
|
|
action native A_FatAttack1(class<Actor> spawntype = "FatShot");
|
|
action native A_FatAttack2(class<Actor> spawntype = "FatShot");
|
|
action native A_FatAttack3(class<Actor> spawntype = "FatShot");
|
|
action native A_BossDeath();
|
|
action native A_CPosAttack();
|
|
action native A_CPosRefire();
|
|
action native A_TroopAttack();
|
|
action native A_SargAttack();
|
|
action native A_HeadAttack();
|
|
action native A_BruisAttack();
|
|
action native A_SkullAttack(float speed = 20);
|
|
action native A_Metal();
|
|
action native A_SpidRefire();
|
|
action native A_BabyMetal();
|
|
action native A_BspiAttack();
|
|
action native A_Hoof();
|
|
action native A_CyberAttack();
|
|
action native A_PainAttack(class<Actor> spawntype = "LostSoul");
|
|
action native A_DualPainAttack(class<Actor> spawntype = "LostSoul");
|
|
action native A_PainDie(class<Actor> spawntype = "LostSoul");
|
|
action native A_KeenDie();
|
|
action native A_BrainPain();
|
|
action native A_BrainScream();
|
|
action native A_BrainDie();
|
|
action native A_BrainAwake();
|
|
action native A_BrainSpit(class<Actor> spawntype = "none"); // needs special treatment for default
|
|
action native A_SpawnSound();
|
|
action native A_SpawnFly(class<Actor> spawntype = "none"); // needs special treatment for default
|
|
action native A_BrainExplode();
|
|
action native A_Die(name damagetype = "none");
|
|
action native A_Detonate();
|
|
action native A_Mushroom(class<Actor> spawntype = "FatShot", int numspawns = 0);
|
|
action native A_CallSpecial(int special, int arg1=0, int arg2=0, int arg3=0, int arg4=0, int arg5=0);
|
|
|
|
action native A_SetFloorClip();
|
|
action native A_UnSetFloorClip();
|
|
action native A_HideThing();
|
|
action native A_UnHideThing();
|
|
action native A_SetInvulnerable();
|
|
action native A_UnSetInvulnerable();
|
|
action native A_SetReflective();
|
|
action native A_UnSetReflective();
|
|
action native A_SetReflectiveInvulnerable();
|
|
action native A_UnSetReflectiveInvulnerable();
|
|
action native A_SetShootable();
|
|
action native A_UnSetShootable();
|
|
action native A_NoGravity();
|
|
action native A_Gravity();
|
|
action native A_LowGravity();
|
|
action native A_SetGravity(float gravity);
|
|
action native A_Fall();
|
|
action native A_SetSolid();
|
|
action native A_UnsetSolid();
|
|
action native A_SetFloat();
|
|
action native A_UnsetFloat();
|
|
|
|
action native A_M_Saw();
|
|
|
|
action native A_ScreamAndUnblock();
|
|
action native A_ActiveAndUnblock();
|
|
action native A_ActiveSound();
|
|
|
|
action native A_FastChase();
|
|
action native A_FreezeDeath();
|
|
action native A_FreezeDeathChunks();
|
|
action native A_GenericFreezeDeath();
|
|
action native A_IceGuyDie();
|
|
action native A_CentaurDefend();
|
|
action native A_BishopMissileWeave();
|
|
action native A_CStaffMissileSlither();
|
|
action native A_PlayerScream();
|
|
action native A_SkullPop(class<Actor> skulltype = "BloodySkull");
|
|
action native A_CheckPlayerDone();
|
|
|
|
action native A_Wander();
|
|
action native A_Look2();
|
|
action native A_TossGib();
|
|
action native A_SentinelBob();
|
|
action native A_SentinelRefire();
|
|
action native A_Tracer2();
|
|
action native A_SetShadow();
|
|
action native A_ClearShadow();
|
|
action native A_GetHurt();
|
|
action native A_TurretLook();
|
|
action native A_KlaxonBlare();
|
|
action native A_Countdown();
|
|
action native A_AlertMonsters();
|
|
action native A_ClearSoundTarget();
|
|
action native A_FireAssaultGun();
|
|
action native A_CheckTerrain();
|
|
|
|
action native A_MissileAttack();
|
|
action native A_MeleeAttack();
|
|
action native A_ComboAttack();
|
|
action native A_BulletAttack();
|
|
action native A_PlaySound(sound whattoplay);
|
|
action native A_PlayWeaponSound(sound whattoplay);
|
|
action native A_FLoopActiveSound();
|
|
action native A_LoopActiveSound();
|
|
action native A_StopSound();
|
|
action native A_PlaySoundEx(sound whattoplay, coerce name slot, bool looping = false, int attenuation = 0);
|
|
action native A_StopSoundEx(coerce name slot);
|
|
action native A_SeekerMissile(int threshold, int turnmax);
|
|
action native A_Jump(int chance, state label, ...);
|
|
action native A_CustomMissile(class<Actor> missiletype, float spawnheight = 32, int spawnofs_xy = 0, float angle = 0, int flags = 0, float pitch = 0);
|
|
action native A_CustomBulletAttack(float spread_xy, float spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", float range = 0, bool aimfacing = false);
|
|
action native A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = "", color color2 = "", bool silent = false, bool aim = false, float maxdiff = 0, class<Actor> pufftype = "BulletPuff");
|
|
action native A_JumpIfHealthLower(int health, state label);
|
|
action native A_JumpIfCloser(float distance, state label);
|
|
action native A_JumpIfInventory(class<Inventory> itemtype, int itemamount, state label);
|
|
action native A_GiveInventory(class<Inventory> itemtype, int amount = 0);
|
|
action native A_TakeInventory(class<Inventory> itemtype, int amount = 0);
|
|
action native A_SpawnItem(class<Actor> itemtype, float distance = 0, float zheight = 0, bool useammo = true, bool transfer_translation = false);
|
|
action native A_SpawnItemEx(class<Actor> itemtype, float xofs = 0, float yofs = 0, float zofs = 0, float xmom = 0, float ymom = 0, float zmom = 0, float angle = 0, int flags = 0, int failchance = 0);
|
|
action native A_Print(string whattoprint, float time = 0, string fontname = "");
|
|
action native A_SetTranslucent(float alpha, int style = 0);
|
|
action native A_FadeIn(float reduce = 0.1);
|
|
action native A_FadeOut(float reduce = 0.1);
|
|
action native A_SpawnDebris(class<Actor> spawntype, bool transfer_translation = false, float mult_h = 1, float mult_v = 1);
|
|
action native A_CheckSight(state label);
|
|
action native A_ExtChase(bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false);
|
|
action native A_DropInventory(class<Inventory> itemtype);
|
|
action native A_SetBlend(color color1, float alpha, int tics, color color2 = "");
|
|
action native A_ChangeFlag(string flagname, bool value);
|
|
action native A_JumpIf(bool expression, state label);
|
|
action native A_KillMaster();
|
|
action native A_KillChildren();
|
|
action native A_CheckFloor(state label);
|
|
action native A_PlayerSkinCheck(state label);
|
|
action native A_BasicAttack(int meleedamage, sound meleesound, class<actor> missiletype, float missileheight);
|
|
action native A_ThrowGrenade(class<Actor> itemtype, float zheight = 0, float xymom = 0, float zmom = 0, bool useammo = true);
|
|
|
|
action native A_Recoil(float xymom);
|
|
action native A_JumpIfInTargetInventory(class<Inventory> itemtype, int amount, state label);
|
|
action native A_GiveToTarget(class<Inventory> itemtype, int amount = 0);
|
|
action native A_TakeFromTarget(class<Inventory> itemtype, int amount = 0);
|
|
action native A_CountdownArg(int argnum);
|
|
action native A_CustomMeleeAttack(int damage, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true);
|
|
action native A_CustomComboAttack(class<Actor> missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true);
|
|
action native A_Burst(class<Actor> chunktype);
|
|
action native A_RadiusThrust(int force = 128, int distance = -1, bool affectsource = true);
|
|
action native A_Explode(int damage = -1, int distance = -1, bool hurtsource = true, bool alert = false);
|
|
action native A_Stop();
|
|
action native A_Respawn(bool fog = true);
|
|
action native A_BarrelDestroy();
|
|
action native A_QueueCorpse();
|
|
action native A_DeQueueCorpse();
|
|
action native A_LookEx(int flags = 0, float minseedist = 0, float maxseedist = 0, float maxheardist = 0, float fov = 0, state label = "");
|
|
action native A_ClearTarget();
|
|
action native A_JumpIfTargetInLOS (state label, float fov = 0, bool projectiletarget = false);
|
|
action native A_DamageMaster(int amount, name damagetype = "none");
|
|
action native A_DamageChildren(int amount, name damagetype = "none");
|
|
action native A_SelectWeapon(class<Weapon> whichweapon);
|
|
action native A_Punch();
|
|
action native A_Feathers();
|
|
action native A_ClassBossHealth();
|
|
action native A_ShootGun();
|
|
action native A_RocketInFlight();
|
|
action native A_Bang4Cloud();
|
|
action native A_DropFire();
|
|
action native A_GiveQuestItem(int itemno);
|
|
action native A_RemoveForcefield();
|
|
action native A_DropWeaponPieces(class<Actor> p1, class<Actor> p2, class<Actor> p3);
|
|
action native A_PigPain ();
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
TNT1 A -1
|
|
Stop
|
|
Null:
|
|
TNT1 A 1
|
|
Stop
|
|
GenericFreezeDeath:
|
|
// Generic freeze death frames. Woo!
|
|
"----" A 5 A_GenericFreezeDeath
|
|
"----" A 1 A_FreezeDeathChunks
|
|
Wait
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|