Update some ACS documentation
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3 changed files with 16 additions and 79 deletions
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@ -803,10 +803,6 @@ keywords
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Returns the best position of all non-CPU players.\n
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Intended for branching camera movement in podium maps.";
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PodiumFinish = "void PodiumFinish(void)\n
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Brings up final Grand Prix results screen in podium maps.\n
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Does nothing in standard maps.";
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SetLineRenderStyle = "void SetLineRenderStyle(int tag, int blend, fixed alpha)\n
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Changes the rendering of the tagged linedefs' middle textures.\n
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- tag: The linedef tag to change.\n
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@ -849,18 +845,17 @@ keywords
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Ends the level.
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- showintermission: Whether to show the results screen. If omitted, use the default behavior.";
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Music_Play = "void Music_Play(str tune, [bool onlyforactivator])\n
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Play a tune. If it's already playing, restarting from the beginning.\n
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- tune: The ID of the tune. Note: this is separate from the music lump.\n
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- onlyforactivator: Only play the tune for the activator (if activator is a player).";
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Music_Play = "void Music_Play(str song, [bool onlyforactivator])\n
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Play a song. If it's already playing, restarting from the beginning.\n
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- song: The name of the song lump, without 'O_' at the beginning and without a file extension.\n
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- onlyforactivator: Only play the song for the activator (if activator is a player).";
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Music_StopAll = "void Music_StopAll([bool onlyforactivator])\n
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Stop every tune that is currently playing.\n
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Stop the music that is currently playing.\n
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- onlyforactivator: Only stop for the activator (if activator is a player).";
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Music_Remap = "void Music_Remap(str tune, str song, [bool onlyforactivator])\n
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Change the actual song lump that a tune will play.\n
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- tune: The ID of the tune.\n
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Music_Remap = "void Music_Remap(str song, [bool onlyforactivator])\n
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Change the song thats playing while keeping its position.\n
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- song: The name of the song lump, without 'O_' at the beginning and without a file extension.\n
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- onlyforactivator: Only remap for the activator (if activator is a player).";
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@ -869,61 +864,6 @@ keywords
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- fade: Time (tics) to fade between full volume and silence.\n
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- duration: Silent duration (tics) (not including fade in and fade out), -1 = infinite (default if omitted).";
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Freeze = "void Freeze(bool value)\n
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Pauses or unpauses the level's thinkers.\n
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- value: True to freeze, false to unfreeze.";
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Dialogue_SetSpeaker = "void Dialogue_SetSpeaker(str character, int sprite)\n
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Display a new dialogue box, using a player skin.\n
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- character: The name of the skin to use.\n
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- sprite: Which frame of the TALK sprite to display.";
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Dialogue_SetCustomSpeaker = "void Dialogue_SetCustomSpeaker(str nametag, str graphic, [str color, str voice])\n
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Display a new dialogue box, using a custom nametag, graphic, and voice.\n
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- nametag: The name to display on the dialogue box.\n
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- graphic: The name of the graphic lump to display.\n
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- color: The name of a skincolor to use for the graphic. Defaults to 'None'.\n
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- voice: The name of the voice sound effect to use. Defaults to 'sfx_ktalk'.";
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Dialogue_NewText = "void Dialogue_NewText(str text)\n
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Set the text to start displaying on the current dialogue box.\n
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- text: The contents of the dialogue box.";
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Dialogue_WaitForDismiss = "void Dialogue_WaitForDismiss(void)\n
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Pause the current script until the current dialogue box\n
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has been dismissed by the player.";
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Dialogue_WaitForText = "void Dialogue_WaitForText(void)\n
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Pause the current script until the current dialogue box\n
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finishes rendering all of its text.";
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Dialogue_NewDismissText = "void Dialogue_NewDismissText(str text)\n
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Sets new text to display on the dialogue box, and then waits for\n
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the player to dismiss it. This is exactly equivalent to calling\n
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Dialogue_NewText and then Dialogue_WaitForDismiss immediately after.\n
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- text: The contents of the dialogue box.";
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Dialogue_AutoDismiss = "void Dialogue_AutoDismiss(void)\n
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Dismisses the current dialogue (including from other threads).";
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AddMessage = "void AddMessage(str message, bool interrupt, bool persist)\n
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Display a message at the top of every player's HUD.\n
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- message: Text of the message.\n
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- interrupt: True to interrupt other messages, False to display when they're done.\n
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- persist: True to last forever (Tutorial objectives), False to disappear after a time limit.";
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AddMessageForPlayer = "void AddMessageForPlayer(str message, bool interrupt, bool persist)\n
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Display a message at the top of the triggering player's HUD.\n
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- message: Text of the message.\n
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- interrupt: True to interrupt other messages, False to display when they're done.\n
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- persist: True to last forever (Tutorial objectives), False to disappear after a time limit.";
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ClearPersistentMessages = "void ClearPersistentMessages(void)\n
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Remove all HUD messages (AddMessage, AddMessageForPlayer) that are set to persist, for all players.\n";
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ClearPersistentMessagesForPlayer = "void ClearPersistentMessagesForPlayer(void)\n
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Remove the triggering player's HUD messages (AddMessage, AddMessageForPlayer) that are set to persist.\n";
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FinishLine = "void FinishLine([bool flip])\n
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Increments the current lap of the activating player, like when crossing the finish line.\n
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If called from an activating line and from the wrong side, then it will decrement a lap instead.\n
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@ -949,9 +889,6 @@ keywords
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- BOT_CONTROLLER_FASTFALL: Bots will try to fastfall when they're in the air.\n
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- forcedir: Force the bots to drive in an exact angle. Requires BOT_CONTROLLER_FORCEDIR to be set.";
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DismountFlyingObject = "void DismountFlyingObject(void)\n
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Makes the activator player dismount their Dead Line Rocket or Rideroid.";
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GetLineProperty = "any GetLineProperty(int tag, int property)\n
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Gets the value of a line property directly.\n
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- tag: The line tag to retrieve the property from. 0 uses the activating line, if it exists.\n
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@ -298,7 +298,7 @@ special
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void -500:CameraWait(1, int),
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int -501:PodiumPosition(0),
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void -502:PodiumFinish(0),
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//void -502:PodiumFinish(0),
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void -503:SetLineRenderStyle(3, int, int, fixed),
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void -504:MapWarp(2, str, bool),
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int -505:AddBot(0, str, int, int),
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@ -3189,7 +3189,7 @@ bool CallFunc_ExitLevel(ACSVM::Thread *thread, const ACSVM::Word *argV, ACSVM::W
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/*--------------------------------------------------
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bool CallFunc_MusicPlay(ACSVM::Thread *thread, const ACSVM::Word *argV, ACSVM::Word argC)
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Play a tune. If it's already playing, restart from the
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Play a song. If it's already playing, restart from the
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beginning.
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--------------------------------------------------*/
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bool CallFunc_MusicPlay(ACSVM::Thread *thread, const ACSVM::Word *argV, ACSVM::Word argC)
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@ -3204,7 +3204,7 @@ bool CallFunc_MusicPlay(ACSVM::Thread *thread, const ACSVM::Word *argV, ACSVM::W
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return false;
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}
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S_ChangeMusicEx(map->getString(argV[0])->str, 0, false, mapmusposition, 0, 0);
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S_ChangeMusicEx(map->getString(argV[0])->str, 0, true, mapmusposition, 0, 0);
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return false;
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}
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@ -3232,22 +3232,22 @@ bool CallFunc_MusicStopAll(ACSVM::Thread *thread, const ACSVM::Word *argV, ACSVM
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/*--------------------------------------------------
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bool CallFunc_MusicRemap(ACSVM::Thread *thread, const ACSVM::Word *argV, ACSVM::Word argC)
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Change the actual song lump that a tune will play.
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Change the song while keeping the same music posititon.
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--------------------------------------------------*/
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bool CallFunc_MusicRemap(ACSVM::Thread *thread, const ACSVM::Word *argV, ACSVM::Word argC)
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{
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ACSVM::MapScope *map = thread->scopeMap;
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UINT32 lastmapmusposition = mapmusposition;
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// 0: str tune - id for the tune to play
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// 1: str song - lump name for the song to map to
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// 2: [bool foractivator] - only do this if the activator is a player and is being viewed
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// 0: str song - lump name for the song to map to
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// 1: [bool foractivator] - only do this if the activator is a player and is being viewed
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if (argC > 2 && argV[2] && !ACS_ActivatorIsLocal(thread))
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if (argC > 1 && argV[1] && !ACS_ActivatorIsLocal(thread))
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{
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return false;
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}
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S_ChangeMusicEx(map->getString(argV[1])->str, 0, false, mapmusposition, 0, 0);
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S_ChangeMusicEx(map->getString(argV[0])->str, 0, true, lastmapmusposition, 0, 0);
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return false;
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}
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