1393 lines
55 KiB
INI
1393 lines
55 KiB
INI
/*******************************************************************\
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Doom Builder Script highlighting definitions for ACS
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\*******************************************************************/
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// Compiler settings
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compiler = "gdcc-acc-blan";
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parameters = "--error-file \"acs.err\"
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--bc-zdacs-scripti-param 9
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--bc-zdacs-scripts-param 9
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--bc-zdacs-script-type lap 5
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--bc-zdacs-script-type position 6
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--bc-zdacs-script-type overtime 7
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--bc-zdacs-script-type ufo 8
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--bc-zdacs-script-type emerald 9
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--bc-zdacs-script-type gameover 10
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--bc-zdacs-script-type finish 11
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--include \"%PT\" --include \"%PS\" --output %FO %FI";
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resultlump = "BEHAVIOR";
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// Editor settings
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description = "BlanKart ACS script";
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codepage = 0;
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extensions = "acs";
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casesensitive = false;
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insertcase = 0; // 0=Normal, 1=Lowercase, 2=Uppercase
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lexer = 35; // CPP-style, case-insensitive
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functionopen = "(";
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functionclose = ")";
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codeblockopen = "{";
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codeblockclose = "}";
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arrayopen = "[";
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arrayclose = "]";
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argumentdelimiter = ",";
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terminator = ";";
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extrawordchars = "#"; // Extra characters to be treated as a part of a word by the Script Editor
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//keywordhelp = "http://www.zdoom.org/wiki/index.php?title=%K";
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snippetsdir = "acs";
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scripttype = "ACS";
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keywords
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{
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// Directives
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#define = "#define [identifier] [expression]\n
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Defines a preprocessor macro. Defines can be\n
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used to create a constant variable which can't\n
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be changed during run-time, or for automation.";
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#include = "#include [file]\n
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Defines a preprocessor macro. Defines can be\n
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used to create a constant variable which can't\n
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be changed during run-time.";
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#library = "#library [name]\n
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Defines this file as a library. Other files can\n
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use #import to include all of this file's scripts,\n
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functions, and libdefines, without needing to\n
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compile it into their file.";
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#import = "#import [file]\n
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Adds the scripts, functions, and libdefines from\n
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an ACS library. Unlike #include, libraries do not\n
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get compiled directly into your file.";
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#libdefine = "#libdefine [identifier] [expression]\n
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Defines a preprocessor macro for a library.\n
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Unlike normal defines, other files can access this value\n
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if they import this file as a library.";
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#encryptstrings = "#encryptstrings\n
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Strings will be scrambled when compiling, so that\n
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they aren't directly readable in a hex editor.";
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#nocompact = "#nocompact\n
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Disables compression when compiling this file.";
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#region = "#region\n
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Starts a collaspable text region for the Script Editor.\n
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Ignored by the compiler.";
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#endregion = "#endregion\n
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Ends a collaspable text region. See also: #region\n
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Ignored by the compiler.";
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// Specials
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Sector_CopyHeights = "void Sector_CopyHeights(int tag1, int tag2, int plane, [bool texture])\n
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Sets the plane heights of the tagged sectors to match another sector.\n
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- tag1: The sector tag to copy from. 0 copies from the activating line's front sector.\n
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- tag2: The sector tag to copy to.\n
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- plane: Which planes to copy; can be PLANE_FLOOR, PLANE_CEILING, or PLANE_BOTH.\n
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- texture: If true, the textures will also be copied.";
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Light_Copy = "void Light_Copy(int tag1, int tag2, [int flags])\n
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Sets the light levels of the tagged sectors to match another sector.\n
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Any existing light fade effects will be canceled.\n
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- tag1: The sector tag to copy from. 0 copies from the activating line's front sector.\n
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- tag2: The sector tag to copy to.\n
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- flags: Behavior bit flags:\n
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- LIGHT_COPY_NOSECTOR: Don't copy base light level.\n
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- LIGHT_COPY_NOFLOOR: Don't copy floor lighting effects.\n
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- LIGHT_COPY_NOCEILING: Don't copy ceiling lighting effects.";
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Sector_CopyHeightsMove = "void Sector_CopyHeightsMove(int tag1, int tag2, int plane, int speed, [bool texture])\n
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Moves the plane heights of the tagged sectors to match another sector.\n
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- tag1: The sector tag to copy from. 0 copies from the activating line's front sector.\n
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- tag2: The sector tag to copy to.\n
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- plane: Which planes to copy; can be PLANE_FLOOR, PLANE_CEILING, or PLANE_BOTH.\n
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- speed: How fast to move the planes.\n
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- texture: If true, the textures will also be copied when the planes reach the destination.";
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Sector_MovePlanes = "void Sector_MovePlanes(int tag, int plane, int distance, int speed, [bool instant, bool texture])\n
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Moves the planes of the tagged sectors.\n
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- tag: The sector tag to move.\n
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- plane: Which planes to move; can be PLANE_FLOOR, PLANE_CEILING, or PLANE_BOTH.\n
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- distance: How far to move the planes.\n
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- speed: How fast to move the planes.\n
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- instant: If true, the planes will be moved to the new position instantly.";
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Sector_CopyTextures = "void Sector_CopyTextures(int tag1, int tag2, int plane)\n
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Sets the textures of the tagged sectors to match another sector.\n
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- tag1: The sector tag to copy from. 0 copies from the activating line's front sector.\n
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- tag2: The sector tag to copy to.\n
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- plane: Which planes to copy; can be PLANE_FLOOR, PLANE_CEILING, or PLANE_BOTH.";
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Sector_ChangeTag = "void Sector_ChangeTag(int oldtag, int newtag, [int option])\n
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Changes the tag of the tagged sectors.\n
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- oldtag: The sector tag to modify.\n
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- newtag: The tag to give the sector.\n
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- option: Determines what to do with the tag.\n
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- TAG_REPLACEFIRST: The tag replaces the first tag. The default option.\n
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- TAG_ADD: Adds the tag to the tag list.\n
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- TAG_REMOVE: Removes the tag from the tag list.";
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Line_ChangeFrontSectorTag = "void Line_ChangeFrontSectorTag(int linetag, int newtag, [int option])\n
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Changes the tag of the tagged lines' front sectors.\n
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- linetag: The line tag to modify. 0 modifies the activating line.\n
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- newtag: The tag to give the sector.\n
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- option: Determines what to do with the tag.\n
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- TAG_REPLACEFIRST: The tag replaces the first tag. The default option.\n
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- TAG_ADD: Adds the tag to the tag list.\n
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- TAG_REMOVE: Removes the tag from the tag list.";
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Sector_StopMovement = "void Sector_StopMovement(int tag)\n
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Stops the the tagged sectors' planes from moving.\n
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- tag: The sector tag to stop.";
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Thing_Teleport = "void Thing_Teleport(int tag, [int flags, int x, int y, int z])\n
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Teleports the activating object.\n
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If there was no activator, then this does nothing.\n
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- tag: The tag of the teleport destination object.\n
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- flags: Behavior bit flags:\n
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- TELEPORT_SILENT: The teleport won't make a sound.\n
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- TELEPORT_KEEPANGLE: The object will keep its angle after the teleport.\n
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- TELEPORT_KEEPMOMENTUM: The object will keep its momentum after the teleport.\n
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- TELEPORT_RELATIVE: Tag and all other flags are ignored, and instead the object will be translated by x, y, and z.\n
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- x: X position translation when using TELEPORT_RELATIVE.\n
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- y: Y position translation when using TELEPORT_RELATIVE.\n
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- z: Z position translation when using TELEPORT_RELATIVE.";
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PlaySFX = "void PlaySFX(str sound, [int source, int listener, int tag])\n
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Plays a sound effect.\n
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- sound: The name of the sound effect.\n
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- source: Determines where the sound plays from:\n
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- SFX_SOURCE_TRIGGERMOBJ: Plays from the activating object. Default value.\n
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- SFX_SOURCE_TRIGGERSECTOR: Plays from the activating sector.\n
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- SFX_SOURCE_NOWHERE: Plays the sound globally.\n
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- SFX_SOURCE_TAGGEDSECTOR: Plays the sound from another tagged sector.\n
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- listener: Determines who is able to hear the sound:\n
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- SFX_LISTEN_EVERYONE: Can be heard by everyone. Default value.\n
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- SFX_LISTEN_TRIGGERER: Can only be heard by the activator.\n
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- SFX_LISTEN_TAGGEDSECTOR: Can only be heard by everyone inside of another tagged sector.\n
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- tag: The sector tag used by SFX_SOURCE_TAGGEDSECTOR and/or SFX_LISTEN_TAGGEDSECTOR.";
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Console_Execute = "void Console_Execute(str lump)\n
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Runs a console command script.\n
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- lump: The name of the console command script's lump.";
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Light_Flicker = "void Light_Flicker(int tag, int length, int light1, bool usetarget, int light2)\n
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Makes the light level in the tagged sectors flicker randomly, in a range between two different light levels.\n
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- tag: The sector tag to flicker the lights of.\n
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- length: How long between each light flicker.\n
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- light1: The first light level to flicker at.\n
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- usetarget: If true, the sector's existing light level will be used for the second light level.\n
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- light2: The second light level to flicker at, if usetarget is false.";
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Light_Glow = "void Light_Glow(int tag, int length, int light1, bool usetarget, int light2)\n
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Makes the light level in the tagged sectors pulse up and down, in a range between two different light levels.\n
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- tag: The sector tag to glow the lights of.\n
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- speed: How fast the light level pulses.\n
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- light1: The first light level to pulse at.\n
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- usetarget: If true, the sector's existing light level will be used for the second light level.\n
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- light2: The second light level to pulse at, if usetarget is false.";
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Light_Blink = "void Light_Blink(int tag, int darktime, int brighttime, int light1, int flags, int light2)\n
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Makes the light level in the tagged sectors blink, in a range between two different light levels.\n
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- tag: The sector tag to glow the lights of.\n
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- darktime: How long it stays at the darker of the two light levels.\n
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- brighttime: How long it stays at the brighter of the two light levels.\n
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- light1: The first light level to blink at.\n
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- flags: Behavior bit flags:\n
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- LIGHT_BLINK_USETARGET: If set, the sector's existing light level will be used for the second light level.\n
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- LIGHT_BLINK_SYNC: If not set, then the blink will start at a random point for each sector.\n
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- light2: The second light level to pulse at, if BLINK_USETARGET wasn't set.";
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Light_Fade = "void Light_Fade(int tag, int light, int speed, [int flags])\n
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Fades the light levels of the tagged sectors to a new value.\n
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- tag: The sector tag to fade the lights of.\n
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- light: The new light level.\n
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- speed: How fast to fade the light level.\n
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- flags: Behavior bit flags:\n
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- LIGHT_FADE_TICBASED: Use the speed value as a duration instead.\n
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- LIGHT_FADE_OVERRIDE: If another Light_Fade is running for a sector,\n
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then it will be stopped and replaced with this one.\n
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- LIGHT_FADE_RELATIVE: Use the light value as an offset instead of absolute.";
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Light_Stop = "void Light_Stop(int tag)\n
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Stops any currently running light effects in the tagged sectors.\n
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- tag: The sector tag to stop the lighting effects in.";
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Camera_CutAwayView = "void Camera_CutAwayView(int tag, int tics, [int follow, int waypoint, int time])\n
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Changes the viewpoint of the activating player.\n
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If in a titlemap, then it will always work.\n
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- tag: The tag of the cut-away camera thing.\n
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- tics: How long to remain on this camera. Ignored for title or podium maps.\n
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- follow: The thing ID that the camera will track. Has these additional values:\n
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- CAM_FOLLOW_FIRST: Follows whoever is currently in 1st place.\n
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- CAM_FOLLOW_SECOND: Follows whoever is currently in 2nd place.\n
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- CAM_FOLLOW_THIRD: Follows whoever is currently in 3rd place.\n
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- CAM_FOLLOW_CONSOLE: Follows the first local player.\n
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- waypoint: Zoom tube waypoint sequence to follow. 0 will stay in place.\n
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- time: If using waypoints, this is how long the camera takes to move between each one.";
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Level_SetSky = "void Level_SetSky(str texture, [bool global])\n
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Changes the current sky texture.\n
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- texture: The new sky texture.\n
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- global: If true, then the sky texture is applied to everyone.\n
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Otherwise, it is only applied to the activator.";
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Level_SetWeather = "void Level_SetWeather(int id, [bool global])\n
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Changes the current weather effect.\n
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- id: The new weather ID.\n
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- global: If true, then the weather effect is applied to everyone.\n
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Otherwise, it is only applied to the activator.";
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Thing_SetState = "void Thing_SetState(str state, [int tid])\n
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Changes the state of the tagged objects.\n
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Does not work for players.\n
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- state: The name of the state.\n
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- tid: The thing tag to change the state of. Leaving as 0 will use the activating thing.";
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Thing_Stop = "void Thing_Stop([bool center])\n
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Completely stops the activator object.\n
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- center: If true, the object will be moved to\n
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the center of the sector it was in.";
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Player_AddScore = "void Player_AddScore(int points)\n
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Gives score to the activating player.\n
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- points: Number of points to give.";
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Sector_PlatformMovement = "void Sector_PlatformMovement(int tag, int speed, int startdelay, int switchdelay, bool up)\n
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Starts moving the tagged sectors up and down continously, between\n
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the sector's two highest and lowest surrounding sectors.\n
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- tag: The sector tag to start moving.\n
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- speed: How fast to move the sector planes.\n
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- startdelay: How long to wait before the sectors start moving.\n
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- switchdelay: How long to wait before changing directions.\n
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- up: If true, start moving upwards first. Otherwise, it will move down first.";
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Sector_Crush = "void Sector_Crush(int tag, int plane, int speed)\n
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Makes the tagged sectors' plane crush towards the other one.\n
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- tag: The sector tag to start moving.\n
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- plane: Which planes to crush; can be PLANE_FLOOR, PLANE_CEILING, or PLANE_BOTH.\n
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- speed: How fast to crush the sector planes.";
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Thing_SetFlip = "void Thing_SetFlip(bool normal)\n
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Sets the gravity flip for the activating object.\n
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- normal: true to set the object to normal gravity, and false for flipped gravity.";
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Sector_ChangeScroll = "void Sector_ChangeScroll(int tag, int speed, int angle)\n
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Changes the speed and direction of the tagged sectors.\n
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Only works on sectors with scrolling already applied.\n
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- tag: The sector tag to change the scrolling of.\n
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- speed: Speed of the new scrolling.\n
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- angle: Direction of the new scrolling.";
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FOF_Shatter = "void FOF_Shatter(int sectag, int foftag)\n
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Destroys the tagged FOFs within the tagged sectors.\n
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- sectag: The sector tag that the FOFs are in.\n
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- foftag: The FOF tag to shatter.";
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Player_ToggleControl = "void Player_ToggleControl(bool enable)\n
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Enables or disables the activating player's controls.\n
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- enable: If true, enable the player's controls. Otherwise, disable them.";
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Thing_SetScale = "void Thing_SetScale(int scale)\n
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Changes the activating object's scale.\n
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- scale: The new object scale, where 100 is normal scale.";
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Line_CopyTextures = "void Line_CopyTextures(int tag1, int tag2, int side, [bool onlyexisting])\n
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Copies the textures from a tagged line to other tagged lines.\n
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- tag1: The line tag to copy the textures from.\n
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- tag2: The line tag to copy the textures to.\n
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- side: Which side to copy the textures to. Can be SIDE_FRONT, SIDE_BACK, or SIDE_BOTH.\n
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- onlyexisting: Only copy textures if they exist on the other line.";
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Level_StartMetalSonicRace = "void Level_StartMetalSonicRace(void)\n
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Starts the Metal Sonic race demo.";
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SetUnlockableTrigger = "void SetUnlockableTrigger(int id)\n
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Activates a special unlockable trigger.\n
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The behavior of each ID depends on the gamedata.\n
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- id: Trigger ID, from 0 to 31.";
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Sector_ChangeThingStates = "void Sector_ChangeThingStates(str type, str state, int tag, [bool nextstate])\n
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Changes the states of every object in the tagged sectors by their type.\n
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- type: The object type to change the states of.\n
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- state: The state to set the objects to.\n
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- tag: The sector tag to search for objects in.\n
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- nextstate: If true, then state is ignored, and every object will be\n
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set to their next state instead.";
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Lua_Execute = "void Lua_Execute(str name, [int args, ...])\n
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Calls a Lua function via the 'SpecialExecute' hook.\n
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- name: The function name, given to SpecialExecute.\n
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- args: Up to 10 arguments can be provided to the Lua hook.";
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Earthquake = "void Earthquake(int time, [int intensity, int radius])\n
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Starts a screen shake effect.\n
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- time: How long the shaking lasts.\n
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- intensity: The strength of the shaking.\n
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- radius: Currently unused.";
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FOF_SetExists = "void FOF_SetExists(int sectag, int foftag, bool exists)\n
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Makes the tagged FOFs within the tagged sectors disappear or reappear.\n
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- sectag: The sector tag that the FOFs are in.\n
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- foftag: The FOF tag to shatter.\n
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- exists: true to make it exist, false to remove it.";
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FOF_Crumble = "void FOF_Crumble(int sectag, int foftag, [int flags])\n
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Makes the tagged FOFs within the tagged sectors fall down and collaspe.\n
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- sectag: The sector tag that the FOFs are in.\n
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- foftag: The FOF tag to shatter.\n
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- flags: Behavior bit flags:\n
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- CRUMBLE_NORETURN: Prevents the FOF from respawning after some time.\n
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- CRUMBLE_CHECKFLAG: Uses the FOF's flags to determine respawning.\n
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Inverts against CRUMBLE_NORETURN.";
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Sector_SetColormap = "void Sector_SetColormap(int tag1, int tag2, [int flags])\n
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Sets the colormap of the tagged sectors, based on the colormap from another sector.\n
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- tag1: The sector tag to replace the colormap of.\n
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- tag2: The sector tag to copy the colormap from.\n
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- flags: Behavior bit flags:\n
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- COLORMAP_RELATIVE: Combines the two colormaps together.\n
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- COLORMAP_SUBLIGHT[R/G/B/A]: Subtracts the R/G/B/A component to the copied colormap instead of adding. Requires COLORMAP_RELATIVE.\n
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- COLORMAP_SUBFADE[R/G/B/A]: Subtracts the R/G/B/A component to the new colormap instead of adding. Requires COLORMAP_RELATIVE.\n
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- COLORMAP_SUBFADE[START/END]: Subtracts the fade start/end points instead of adding. Requires COLORMAP_RELATIVE.\n
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- COLORMAP_IGNOREFLAGS: Don't copy over the colormap flags. Requires COLORMAP_RELATIVE.";
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Level_SetSkyboxViewpoints = "void Level_SetSkyboxViewpoints(int view, int center, int which, [bool global])\n
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Changes the current skybox.\n
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- view: New skybox viewpoint ID.\n
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- center: New skybox centerpoint ID.\n
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- which: Determines which viewpoints to modify. Options are:\n
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- SKYBOX_VIEWPOINT: Use the new view.\n
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- SKYBOX_CENTERPOINT: Use the new center.\n
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- SKYBOX_BOTH: Use both view and center.\n
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- global: If true, then the skybox is applied to everyone.\n
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Otherwise, it is only applied to the activator.";
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Level_SetBossDisabled = "void Level_SetBossDisabled(int id, bool disable)\n
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Disables / enables a boss's thinker.\n
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- id: The object's boss ID.\n
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- disable: true to turn the boss off, otherwise true.";
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Line_Execute = "void Line_Execute(int tag)\n
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Activates a line executor by its tag.\n
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- tag: The tag of the line executor.";
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Line_ExecuteRandom = "void Line_ExecuteRandom(int low, int high)\n
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Activates a random line executor within a range.\n
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- low: The lowest tag in the range.\n
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- high: The highest tag in the range.";
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FOF_SetAlpha = "void FOF_SetAlpha(int sectag, int foftag, int alpha, [int flags])\n
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Sets the alpha of the tagged FOFs within the tagged sectors.\n
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- sectag: The sector tag that the FOFs are in.\n
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- foftag: The FOF tag to set the alpha of.\n
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- alpha: The new translucency value of the FOF.\n
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|
- flags: Behavior bit flags:\n
|
|
- ALPHA_SET_RELATIVE: Uses alpha as an offset instead of absolute.\n
|
|
- ALPHA_SET_DONTDOTRANSLUCENT: Don't modify the FOF's visibility flags.";
|
|
|
|
FOF_Fade = "void FOF_Fade(int sectag, int foftag, int alpha, int speed, [int flags])\n
|
|
Fades the alpha of the tagged FOFs within the tagged sectors over time.\n
|
|
- sectag: The sector tag that the FOFs are in.\n
|
|
- foftag: The FOF tag to fade.\n
|
|
- alpha: The new translucency value of the FOF.\n
|
|
- speed: How fast to fade the FOF.\n
|
|
- flags: Behavior bit flags:\n
|
|
- ALPHA_FADE_RELATIVE: Uses alpha as an offset instead of absolute.\n
|
|
- ALPHA_FADE_OVERRIDE: If another FOF_Fade is running for an FOF,\n
|
|
then it will be stopped and replaced with this one.\n
|
|
- ALPHA_FADE_TICBASED: Use the speed value as a duration instead.\n
|
|
- ALPHA_FADE_IGNORECOLLISION: Don't change the FOF's solidity flags\n
|
|
whenever it appears or disappears.\n
|
|
- ALPHA_FADE_GHOSTFADE: No collision when it's fading.\n
|
|
- ALPHA_FADE_DONTDOTRANSLUCENT: Don't modify the FOF's visibility flags.\n
|
|
- ALPHA_FADE_DONTDOEXISTS: Don't modify the FOF's existance flags.\n
|
|
- ALPHA_FADE_DONTDOLIGHTING: Don't modify the FOF's lighting.\n
|
|
- ALPHA_FADE_DONTDOCOLORMAP: Don't modify the FOF's colormap.\n
|
|
- ALPHA_FADE_USEEXACTALPHA: Use precise alpha in OpenGL.";
|
|
|
|
FOF_StopFade = "void FOF_StopFade(int sectag, int foftag, [bool dontfinalize])\n
|
|
Stops the tagged FOFs within the tagged sectors from fading.\n
|
|
- sectag: The sector tag that the FOFs are in.\n
|
|
- foftag: The FOF tag to stop fading.\n
|
|
- dontfinalize: Keep the FOF's collision flags as they are.";
|
|
|
|
Sector_FadeColormap = "void Sector_FadeColormap(int tag1, int tag2, int duration, [int flags])\n
|
|
Fades the colormap of the tagged sectors over time, based on the colormap from another sector.\n
|
|
- tag1: The sector tag to replace the colormap of.\n
|
|
- tag2: The sector tag to copy the colormap from.\n
|
|
- duration: How long to fade the colormap for.
|
|
- flags: Behavior bit flags:\n
|
|
- COLORMAP_FROMBLACK: Fade the colormap from black.\n
|
|
- COLORMAP_OVERRIDE: If another Sector_FadeColormap is running for a sector,\n
|
|
then it will be stopped and replaced with this one.\n
|
|
- COLORMAP_RELATIVE: Combines the two colormaps together.\n
|
|
- COLORMAP_SUBLIGHT[R/G/B/A]: Subtracts the R/G/B/A component to the copied colormap instead of adding. Requires COLORMAP_RELATIVE.\n
|
|
- COLORMAP_SUBFADE[R/G/B/A]: Subtracts the R/G/B/A component to the new colormap instead of adding. Requires COLORMAP_RELATIVE.\n
|
|
- COLORMAP_SUBFADE[START/END]: Subtracts the fade start/end points instead of adding. Requires COLORMAP_RELATIVE.\n
|
|
- COLORMAP_IGNOREFLAGS: Don't copy over the colormap flags. Requires COLORMAP_RELATIVE.";
|
|
|
|
Sector_StopColormapFade = "void Sector_FadeColormap(int tag)\n
|
|
Stops colormap fading in the tagged sectors.\n
|
|
- tag: The sector tag to stop colormap fades in.";
|
|
|
|
Thing_StartTracking = "void Thing_StartTracking(int tag, int angle, int leniency, int failure, bool persist)\n
|
|
Start tracking if the activating object's angle is facing towards an anchor point object.\n
|
|
- tag: The tag of the angle manager thing.\n
|
|
- angle: Angle difference to consider failing.\n
|
|
- leniency: How many tics in a row failing before activating failure.\n
|
|
- failure: Line tag to execute upon failure.\n
|
|
- persist: If true, then tracking doesn't stop automatically on failure.";
|
|
|
|
Thing_StopTracking = "void Thing_StopTracking(void)\n
|
|
Stops the tracking effect started by Thing_StartTracking.";
|
|
|
|
Player_AddRings = "void Player_AddRings(int rings, [int frequency, bool overload])\n
|
|
Gives rings to the activating player.\n
|
|
- rings: How many rings to add to the player.\n
|
|
- frequency: How often this can give rings, if continously called.\n
|
|
- overload: If true, then give rings to players with full rings.";
|
|
|
|
Thing_Spawn = "void Thing_Spawn(str type, int x, int y, int z, int angle, [bool random, int rx, int ry, int rz])\n
|
|
Creates a new object at an arbritrary position and angle.\n
|
|
- type: The type of the new object.\n
|
|
- x: The X spawn coordinate. If using random, this should be the low X.\n
|
|
- y: The Y spawn coordinate. If using random, this should be the low Y.\n
|
|
- z: The Z spawn coordinate. If using random, this should be the low Z.\n
|
|
- angle: The angle to give the object on spawn.\n
|
|
- random: Randomize the spawn position, using the following coordinates:\n
|
|
- rx: The high X spawn coordinate, if using random.\n
|
|
- ry: The high Y spawn coordinate, if using random.\n
|
|
- rz: The high Z spawn coordinate, if using random.";
|
|
|
|
Level_StopClock = "void Level_StopClock(void)\n
|
|
Stops the in-game timer. If playing Time Attack, then\n
|
|
the level will also end immediately.";
|
|
|
|
Thing_Dye = "void Thing_Dye(str color)\n
|
|
Colorizes the activating object.\n
|
|
- color: The color to give the object.\n
|
|
A blank string will remove the dye effect.";
|
|
|
|
Level_TriggerEggCapsule = "void Level_TriggerEggCapsule(int tag, [bool dontexit])\n
|
|
Spawns flickies from the Egg Capsule center object, and\n
|
|
(optionally) ends the level.\n
|
|
- tag: The tag of the Egg Capsule center object.\n
|
|
- dontexit: If true, then the level won't end.";
|
|
|
|
Level_SetFailed = "void Level_SetFailed(bool success)\n
|
|
Set whenever or not the level was failed.\n
|
|
- success: If false, the level has been failed.";
|
|
|
|
Sector_SetLight = "void Sector_SetLight(int tag, int light, [int area, bool relative])\n
|
|
Sets the light level of the tagged sectors.\n
|
|
- tag: The sector tag to modify.\n
|
|
- light: The new light level to give the sectors.\n
|
|
- area: Which light level to edit. Can be either LIGHT_AREA_SECTOR, LIGHT_AREA_FLOOR, or LIGHT_AREA_CEILING.\n
|
|
- relative: If true, then light is used as an offset instead of absolute.";
|
|
|
|
Line_SetArg = "void Line_SetArg(int tag, int which, int value, [bool relative])\n
|
|
Sets an argument of the tagged lines.\n
|
|
- tag: The line tag to modify.\n
|
|
- which: Which line argument to change, from 0 to 9.\n
|
|
- value: The new value to give the argument.\n
|
|
- relative: If true, then value is used as an offset instead of absolute.";
|
|
|
|
Sector_SetGravity = "void Sector_SetGravity(str gravity, int tag, [bool multiply, int flip])\n
|
|
Changes the gravity tagged sectors.\n
|
|
- gravity: The new gravity, given as a string.\n
|
|
- tag: The sector tag to modify.\n
|
|
- multiply: If true, then gravity is used as a multiplier of the level's gravity.\n
|
|
- flip: Change gravity flip of this sector. Can be either FLAG_NOCHANGE, FLAG_ADD, or FLAG_REMOVE.";
|
|
|
|
Polyobj_DoorSlide = "void Polyobj_DoorSlide(int po, int speed, int angle, int distance, int delay)\n
|
|
Slides a PolyObject, waits, and then moves it back.\n
|
|
- po: The PolyObject's ID.\n
|
|
- speed: How fast to move the PolyObject.\n
|
|
- angle: The direction to move the PolyObject.\n
|
|
- distance: How far the PolyObject moves.\n
|
|
- delay: How long to wait before the PolyObject moves back.";
|
|
|
|
Polyobj_DoorSwing = "void Polyobj_DoorSwing(int po, int speed, int distance, int delay)\n
|
|
Rotates a PolyObject, waits, and then rotates it back.\n
|
|
- po: The PolyObject's ID.\n
|
|
- speed: How fast to rotate the PolyObject.\n
|
|
- distance: How far the PolyObject rotates.\n
|
|
- delay: How long to wait before the PolyObject rotates back.";
|
|
|
|
Polyobj_Move = "void Polyobj_Move(int po, int speed, int angle, int distance, [bool override])\n
|
|
Moves a PolyObject in an arbritrary direction.\n
|
|
- po: The PolyObject's ID.\n
|
|
- speed: How fast to move the PolyObject.\n
|
|
- angle: The direction to move the PolyObject.\n
|
|
- distance: How far the PolyObject moves.\n
|
|
- override: If true, stop the PolyObject's current action to ensure this activates.";
|
|
|
|
Polyobj_Rotate = "void Polyobj_Rotate(int po, int speed, int angle, [int flags])\n
|
|
Moves a PolyObject in an arbritrary direction.\n
|
|
- po: The PolyObject's ID.\n
|
|
- speed: How fast to rotate the PolyObject.\n
|
|
- angle: How far the PolyObject rotates.\n
|
|
- flags: Behavior bit flags:\n
|
|
- PO_ROTATE_DONTROTATEOTHERS: Doesn't rotate regular objects.\n
|
|
- PO_ROTATE_DONTROTATEPLAYERS: Doesn't rotate players.\n
|
|
- PO_ROTATE_CONTINUOUS: Never stops rotating.\n
|
|
- PO_ROTATE_OVERRIDE: If true, stop the PolyObject's current action to ensure this activates.";
|
|
|
|
Polyobj_MoveByWaypoints = "void Polyobj_MoveByWaypoints(int po, int speed, int sequence, [int return, int flags])\n
|
|
Makes a PolyObject follow Zoom Tube Waypoint objects.\n
|
|
- po: The PolyObject's ID.\n
|
|
- speed: How fast to move the PolyObject.\n
|
|
- sequence: The Zoom Tube Waypoint sequence the PolyObject should follow.\n
|
|
- return: Determines behavior when it reaches the end of the sequence:\n
|
|
- PO_WP_RETURN_STOP: Stop entirely.\n
|
|
- PO_WP_RETURN_WRAP: Go to the first waypoint and do it again.\n
|
|
- PO_WP_RETURN_COMEBACK: Go backwards until reaching the first waypoint again.\n
|
|
- flags: Behavior bit flags:\n
|
|
- PO_WP_REVERSE: Go through the waypoints in reverse order.\n
|
|
- PO_WP_LOOP: Loop the movement instead of stopping when it's done.";
|
|
|
|
Polyobj_SetVisibilityTangibility = "void Polyobj_SetVisibilityTangibility(int po, int visibility, int tangibility)\n
|
|
Makes a PolyObject follow Zoom Tube Waypoint objects.\n
|
|
- po: The PolyObject's ID.\n
|
|
- visibility: Sets visibility. Can be either FLAG_NOCHANGE, FLAG_ADD, or FLAG_REMOVE.\n
|
|
- tangibility: Sets tangibility. Can be either FLAG_NOCHANGE, FLAG_ADD, or FLAG_REMOVE.";
|
|
|
|
Polyobj_SetAlpha = "void Polyobj_SetAlpha(int po, int alpha, [bool relative])\n
|
|
Makes a PolyObject follow Zoom Tube Waypoint objects.\n
|
|
- po: The PolyObject's ID.\n
|
|
- alpha: The new translucency of the PolyObject.\n
|
|
- relative: If true, use alpha as an offset instead of absolute.";
|
|
|
|
Polyobj_FadeAlpha = "void Polyobj_FadeAlpha(int po, int alpha, int speed, [int flags])\n
|
|
Makes a PolyObject follow Zoom Tube Waypoint objects.\n
|
|
- po: The PolyObject's ID.\n
|
|
- alpha: The new translucency of the PolyObject.\n
|
|
- speed: How fast to fade the translucency.\n
|
|
- flags: Behavior bit flags:\n
|
|
- PO_FADE_RELATIVE: Uses alpha as an offset instead of absolute.\n
|
|
- PO_FADE_OVERRIDE: Stop the PolyObject's current action to ensure this activates.\n
|
|
- PO_FADE_TICBASED: Use the speed value as a duration instead.\n
|
|
- PO_FADE_IGNORECOLLISION: Don't change the PolyObject's solidity flags\n
|
|
whenever it appears or disappears.\n
|
|
- PO_FADE_GHOSTFADE: No collision when it's fading.";
|
|
|
|
Sector_ToggleWaypoints = "void Sector_ToggleWaypoints(int tag, bool enable)\n
|
|
Enables / disables the waypoints in the tagged sectors.\n
|
|
- tag: The sector tag to search for waypoints in.\n
|
|
- enable: If true, enable the waypoints. Otherwise, disable the waypoints.";
|
|
|
|
// Functions
|
|
Delay = "void Delay(int tics)\n
|
|
Pauses the current script.\n
|
|
Does not work in functions.\n
|
|
- tics: How long to pause the script for, where TICRATE is one second.";
|
|
|
|
TagWait = "void TagWait(int tag)\n
|
|
Pauses the current script until the tagged sectors finish moving.\n
|
|
Does not work in functions.\n
|
|
- tag: The sector tag to wait for.";
|
|
|
|
PolyWait = "void PolyWait(int polyID)\n
|
|
Pauses the current script until a PolyObject finishes moving.\n
|
|
Does not work in functions.\n
|
|
- polyID: The PolyObject ID to wait for.";
|
|
|
|
CameraWait = "void CameraWait(int tag)\n
|
|
Pauses the current script until the tagged camera thing is done moving through waypoints.\n
|
|
Does not work in functions.\n
|
|
- tag: The camera thing tag to wait for.";
|
|
|
|
ScriptWait = "void ScriptWait(str script)\n
|
|
Pauses the current script until another script is finished running.\n
|
|
Does not work in functions.\n
|
|
- script: The name of the script to wait for.";
|
|
|
|
ACS_Execute = "void ACS_Execute(str script, [int args, ...])\n
|
|
Run another script. If that script is running and has not finished, it will not be run again.\n
|
|
- script: The name of the script to run.\n
|
|
- args: Up to 10 arguments can be provided to the script.";
|
|
|
|
ACS_ExecuteAlways = "void ACS_ExecuteAlways(str script, [int args, ...])\n
|
|
Run another script. Unlike ACS_Execute, multiple copies of the script can be run,\n
|
|
but in return ACS_Suspend and ACS_Terminate cannot be used on it.\n
|
|
- script: The name of the script to run.\n
|
|
- args: Up to 10 arguments can be provided to the script.";
|
|
|
|
ACS_ExecuteWait = "void ACS_ExecuteWait(str script, [int args, ...])\n
|
|
Run another script, and then pause the current script until it has finished running.\n
|
|
- script: The name of the script to run.\n
|
|
- args: Up to 10 arguments can be provided to the script.";
|
|
|
|
ACS_ExecuteWithResult = "int ACS_ExecuteWithResult(str script, [int args, ...])\n
|
|
Run another script, and then returns its special result value.\n
|
|
The special result value can be set by the script if it uses SetResultValue().\n
|
|
- script: The name of the script to run.\n
|
|
- args: Up to 10 arguments can be provided to the script.";
|
|
|
|
ACS_Suspend = "void ACS_Suspend(str script)\n
|
|
Pauses another script. It can be resumed by executing the same script again.\n
|
|
- script: The name of the script to pause.";
|
|
|
|
ACS_Terminate = "void ACS_Terminate(str script)\n
|
|
Ends another script early.\n
|
|
- script: The name of the script to stop.";
|
|
|
|
Random = "int Random(int min, int max)\n
|
|
Generates a random number within a range.\n
|
|
- min: The minimum value of the range.\n
|
|
- max: The maximum value of the range.";
|
|
|
|
ThingCount = "int ThingCount(str type, [int thingTag, int sectorTag])\n
|
|
Returns the number of objects of the specified type in the map.\n
|
|
- type: The name of object type.\n
|
|
- thingTag: The tag of the objects to count. If 0, then it counts any objects.\n
|
|
- sectorTag: The sector tag to search in. If 0, then it counts objects from the entire map.";
|
|
|
|
ChangeFloor = "void ChangeFloor(int tag, str texture)\n
|
|
Changes the floor texture of the tagged sectors.\n
|
|
- tag: The sector tag to modify.\n
|
|
- texture: The new floor texture.";
|
|
|
|
ChangeCeiling = "void ChangeCeiling(int tag, str texture)\n
|
|
Changes the ceiling texture of the tagged sectors.\n
|
|
- tag: The sector tag to modify.\n
|
|
- texture: The new ceiling texture.";
|
|
|
|
LineSide = "bool LineSide(void)\n
|
|
Returns either SIDE_FRONT or SIDE_BACK depending on the\n
|
|
side of the line that activated the script.\n
|
|
Always returns SIDE_FRONT if a line didn't activate the script.";
|
|
|
|
ClearLineSpecial = "void ClearLineSpecial(void)\n
|
|
Sets the activating line's special to 0, for one-time effects.\n
|
|
Does nothing if a line didn't activate the script.";
|
|
|
|
PlayerCount = "int PlayerCount(void)\n
|
|
Returns the number of players currently playing.";
|
|
|
|
GameType = "int GameType(void)\n
|
|
Returns the current gametype's ID.";
|
|
|
|
GameSpeed = "int GameSpeed(void)\n
|
|
Returns the current game speed.";
|
|
|
|
Timer = "int Timer(void)\n
|
|
Returns the number of tics elapsed since the level started.";
|
|
|
|
SectorSound = "void SectorSound(str sound, int volume)\n
|
|
Plays a sound effect in the activating sector.\n
|
|
- sound: The name of the sound effect.\n
|
|
- volume: The volume to play it at, from 0 to 255.";
|
|
|
|
AmbientSound = "void AmbientSound(str sound, int volume)\n
|
|
Plays a sound effect globally.\n
|
|
- sound: The name of the sound effect.\n
|
|
- volume: The volume to play it at, from 0 to 255.";
|
|
|
|
SetLineTexture = "void SetLineTexture(int tag, bool side, int part, str texture)\n
|
|
Changes a texture for the tagged lines.\n
|
|
- tag: The line tag to modify.\n
|
|
- side: The line side to modify. Can be either SIDE_FRONT or SIDE_BACK.\n
|
|
- part: The line texture part to modify. Can be either TEXTURE_TOP, TEXTURE_MIDDLE, or TEXTURE_BOTTOM.\n
|
|
- texture: The name of the texture to set.";
|
|
|
|
SetLineSpecial = "void SetLineSpecial(int tag, int special, [int args, ...])\n
|
|
Changes the special and arguments for the tagged lines.\n
|
|
- tag: The line tag to modify.\n
|
|
- special: The special function to use.\n
|
|
- args: Up to 10 arguments can be provided. Any args not provided will be set to 0.";
|
|
|
|
ThingSound = "void ThingSound(int tag, str sound, int volume)\n
|
|
Plays a sound effect on the tagged objects.\n
|
|
- tag: The tag of the object to play the sound for.\n
|
|
- sound: The name of the sound effect.\n
|
|
- volume: The volume to play it at, from 0 to 255.";
|
|
|
|
IsNetworkGame = "bool IsNetworkGame(void)\n
|
|
Returns whether the current session is a netgame.";
|
|
|
|
PlayerTeam = "int PlayerTeam(void)\n
|
|
Returns the activating player's team ID.\n
|
|
Returns 0 if there was no activating player.";
|
|
|
|
PlayerRings = "int PlayerRings(void)\n
|
|
Returns the activating player's ring count.\n
|
|
Returns 0 if there was no activating player.";
|
|
|
|
PlayerScore = "int PlayerScore(void)\n
|
|
Returns the activating player's score for the current round.\n
|
|
Returns 0 if there was no activating player.";
|
|
|
|
CountEnemies = "int CountEnemies([int sectorTag, int thingTag])\n
|
|
Counts the number of enemies within the tagged sectors.\n
|
|
- sectorTag: The sector tag to search in. 0 to use the activating sector.\n
|
|
- thingTag: The thing tag to search for. 0 to allow any tag.";
|
|
|
|
CountPushables = "int CountPushables([int sectorTag, int thingTag])\n
|
|
Counts the number of pushable objects within the tagged sectors.\n
|
|
- sectorTag: The sector tag to search in. 0 to use the activating sector.\n
|
|
- thingTag: The thing tag to search for. 0 to allow any tag.";
|
|
|
|
HaveUnlockableTrigger = "bool HaveUnlockableTrigger(int id)\n
|
|
Returns true if the specified special unlockable trigger has been activated.\n
|
|
- id: ID of the unlockable trigger, from 0 to 31.";
|
|
|
|
HaveUnlockable = "bool HaveUnlockableTrigger(int id)\n
|
|
Returns true if the server host has unlocked the specified unlockable.\n
|
|
- id: ID of the unlockable, from 0 to 255.";
|
|
|
|
PlayerSkin = "str PlayerSkin(void)\n
|
|
Returns the activating player's skin, as a string.\n
|
|
Returns a blank string if there was no activating player.";
|
|
|
|
GetObjectDye = "str GetObjectDye(void)\n
|
|
Returns the activating object's dye color, as a string.\n
|
|
Returns a blank string if there was no activating object.";
|
|
|
|
PlayerEmeralds = "int PlayerEmeralds(void)\n
|
|
Returns how many Chaos Emeralds the activating player has.\n
|
|
Returns 0 if there was no activating player.";
|
|
|
|
PlayerLap = "int PlayerLap(void)\n
|
|
Returns which lap the activating player is on.\n
|
|
Returns 0 if there was no activating player.";
|
|
|
|
LowestLap = "int LowestLap(void)\n
|
|
Returns the lap that the farthest behind player is on.";
|
|
|
|
EncoreMode = "bool EncoreMode(void)\n
|
|
Returns true if the current map is being played in Encore mode.";
|
|
|
|
PrisonBreak = "bool PrisonBreak(void)\n
|
|
Returns true if the current map is being played in Prison Break mode.";
|
|
|
|
TimeAttack = "bool TimeAttack(void)\n
|
|
Returns true if the current map is being played in a Time Attack session.";
|
|
|
|
GrandPrix = "bool GrandPrix(void)\n
|
|
Returns true if the current map is being played in a Grand Prix session.";
|
|
|
|
GetGrabbedSprayCan = "str GetGrabbedSprayCan(void)\n
|
|
Returns the current map's grabbed Spray Can color, as a string.\n
|
|
Returns a blank string in netgames, or if no Spray Can has been grabbed for this map.\n
|
|
Returns \"_Completed\" if no Spray Can has been grabbed, and it's impossible to do so.";
|
|
|
|
PlayerBot = "bool PlayerBot(void)\n
|
|
Returns the activating player's bot status.\n
|
|
Returns false if there was no activating player.";
|
|
|
|
PlayerLosing = "bool PlayerLosing(void)\n
|
|
Returns whether the activating player is losing.";
|
|
|
|
PlayerExiting = "bool PlayerExiting(void)\n
|
|
Returns whether the activating player is ready to exit the round.";
|
|
|
|
PositionStart = "bool PositionStart(void)\n
|
|
Returns true if POSITION!! is active.";
|
|
|
|
FreePlay = "bool FreePlay(void)\n
|
|
Returns true if the current map is being played in Free Play.";
|
|
|
|
CheckTutorialChallenge = "str CheckTutorialChallenge(void)\n
|
|
Returns the status of the tutorial challenge, as a string.\n
|
|
Returns a blank string in netgames, or if none of the following are true.\n
|
|
Returns \"Active\" if the skip is in progress.\n
|
|
Returns \"Failed\" if the skip was just failed.\n
|
|
Returns \"Locked\" if not available with this gamedata.";
|
|
|
|
PodiumPosition = "int PodiumPosition(void)\n
|
|
Returns the best position of all non-CPU players.\n
|
|
Intended for branching camera movement in podium maps.";
|
|
|
|
SetLineRenderStyle = "void SetLineRenderStyle(int tag, int blend, fixed alpha)\n
|
|
Changes the rendering of the tagged linedefs' middle textures.\n
|
|
- tag: The linedef tag to change.\n
|
|
- blend: The blend mode to use. Possible values are:\n
|
|
- BLEND_TRANSLUCENT: Regular translucency.\n
|
|
- BLEND_ADD: Additive blending.\n
|
|
- BLEND_SUBTRACT: Subtractive blending.\n
|
|
- BLEND_REVERSESUBTRACT: Reversed subtractive blending.\n
|
|
- BLEND_MODULATE: Multiplicative blending.\n
|
|
- alpha: The new alpha value, as a fixed point value between 0.0 and 1.0.";
|
|
|
|
MapWarp = "void MapWarp(str mapname, bool showintermission)\n
|
|
Immediately warps to the specified level.\n
|
|
- mapname: The internal name of the level. Some special names exist (remember to quote these!):\n
|
|
- NEXTMAP_EVALUATION: Go to the post credits scene.\n
|
|
- NEXTMAP_CREDITS: Go to the credits.\n
|
|
- NEXTMAP_CEREMONY: Go to the Podium.\n
|
|
- NEXTMAP_TITLE: Go to the title screen.\n
|
|
- showintermission: Whether to include an intermission.";
|
|
|
|
AddBot = "int AddBot([str skin, int difficulty, int style])\n
|
|
Adds a bot to the current level. Returns the player slot said bot takes up, or -1 if there wasn't room to add them.\n
|
|
- skin: The name of the skin to give the bot. If omitted, or the skin doesn't exist, it will default to Eggrobo.\n
|
|
- difficulty: Difficulty level, from a range of 1 to MAXBOTDIFFICULTY. Doesn't matter for some bot styles.\n
|
|
- style: The bot style mode to use. Possible values are:\n
|
|
- BOT_STYLE_NORMAL: Default behavior. Works however the gametype has its bots programmed.\n
|
|
- BOT_STYLE_STAY: Bot does nothing.";
|
|
|
|
PlayerNumber = "int PlayerNumber(void)\n
|
|
Returns the player ID of the activator, starting from 0.\n
|
|
If the script was activated by a non-player, then this returns -1.";
|
|
|
|
ActivatorTID = "int ActivatorTID(void)\n
|
|
Returns the thing tag of the activator.";
|
|
|
|
StopLevelExit = "void StopLevelExit(void)\n
|
|
Halts the level exit if it's happening. Can be called from a GAMEOVER script.";
|
|
|
|
ExitLevel = "void ExitLevel([bool showintermission])\n
|
|
Ends the level.
|
|
- showintermission: Whether to show the results screen. If omitted, use the default behavior.";
|
|
|
|
Music_Play = "void Music_Play(str song, [bool onlyforactivator])\n
|
|
Play a song. If it's already playing, restarting from the beginning.\n
|
|
- song: The name of the song lump, without 'O_' at the beginning and without a file extension.\n
|
|
- onlyforactivator: Only play the song for the activator (if activator is a player).";
|
|
|
|
Music_StopAll = "void Music_StopAll([bool onlyforactivator])\n
|
|
Stop the music that is currently playing.\n
|
|
- onlyforactivator: Only stop for the activator (if activator is a player).";
|
|
|
|
Music_Remap = "void Music_Remap(str song, [bool onlyforactivator])\n
|
|
Change the song thats playing while keeping its position.\n
|
|
- song: The name of the song lump, without 'O_' at the beginning and without a file extension.\n
|
|
- onlyforactivator: Only remap for the activator (if activator is a player).";
|
|
|
|
Music_Dim = "void Music_Dim(int fade, [int duration])\n
|
|
Fade level music into or out of silence.\n
|
|
- fade: Time (tics) to fade between full volume and silence.\n
|
|
- duration: Silent duration (tics) (not including fade in and fade out), -1 = infinite (default if omitted).";
|
|
|
|
FinishLine = "void FinishLine([bool flip])\n
|
|
Increments the current lap of the activating player, like when crossing the finish line.\n
|
|
If called from an activating line and from the wrong side, then it will decrement a lap instead.\n
|
|
- flip: Switches the side required for lap increment and decrement.";
|
|
|
|
RespawnLine = "void RespawnLine([bool frontonly])\n
|
|
Respawns the activating player immediately.\n
|
|
- frontonly: If set to true, and if activated from a line, then it will only respawn from the front side.";
|
|
|
|
UpdateBotController = "void UpdateBotController(int tag, int trick, int flags, [int forcedir])\n
|
|
Override bot behavior in the tagged sectors.\n
|
|
- tag: Sector tag to modify.\n
|
|
- trick: Make bots trick when entering this sector. Possible values are:\n
|
|
- BOT_CONTROLLER_TRICK_NONE: Bots won't trick. Default behavior.\n
|
|
- BOT_CONTROLLER_TRICK_LEFT: Bots does a left trick.\n
|
|
- BOT_CONTROLLER_TRICK_RIGHT: Bots does a right trick.\n
|
|
- BOT_CONTROLLER_TRICK_UP: Bots does an up trick.\n
|
|
- BOT_CONTROLLER_TRICK_DOWN: Bots does a down trick.\n
|
|
- flags: Behavior bit flags:\n
|
|
- BOT_CONTROLLER_NORUBBERBAND: Bots will be at their base speed.\n
|
|
- BOT_CONTROLLER_NOCONTROL: Bots will stop moving entirely.\n
|
|
- BOT_CONTROLLER_FORCEDIR: Bots will drive in an exact angle, set by 'forcedir'.\n
|
|
- BOT_CONTROLLER_FASTFALL: Bots will try to fastfall when they're in the air.\n
|
|
- forcedir: Force the bots to drive in an exact angle. Requires BOT_CONTROLLER_FORCEDIR to be set.";
|
|
|
|
GetLineProperty = "any GetLineProperty(int tag, int property)\n
|
|
Gets the value of a line property directly.\n
|
|
- tag: The line tag to retrieve the property from. 0 uses the activating line, if it exists.\n
|
|
- property: Which property to retrieve.";
|
|
|
|
SetLineProperty = "void SetLineProperty(int tag, int property, any value)\n
|
|
Sets the value of all of the tagged lines' properties directly.\n
|
|
- tag: The line tag to change the properties of. 0 uses the activating line, if it exists.\n
|
|
- property: Which property to change.\n
|
|
- value: The property's new value.";
|
|
|
|
GetLineUserProperty = "any GetLineUserProperty(int tag, str property)\n
|
|
Gets the value of a line's custom user_ prefixed property.\n
|
|
- tag: The line tag to retrieve the property from. 0 uses the activating line, if it exists.\n
|
|
- property: Custom property name, excluding the user_ prefix.";
|
|
|
|
GetSideProperty = "any GetSideProperty(int tag, bool side, int property)\n
|
|
Gets the value of a line side's property directly.\n
|
|
- tag: The line tag to retrieve the property from. 0 uses the activating line, if it exists.\n
|
|
- side: Which side to retrieve the property from, either SIDE_FRONT or SIDE_BACK.\n
|
|
- property: Which property to retrieve.";
|
|
|
|
SetSideProperty = "void SetSideProperty(int tag, bool side, int property, any value)\n
|
|
Sets the value of all of the tagged lines' sides' properties directly.\n
|
|
- tag: The line tag to change the side of. 0 uses the activating line, if it exists.\n
|
|
- side: Which side to change the property of, either SIDE_FRONT or SIDE_BACK.\n
|
|
- property: Which property to change.\n
|
|
- value: The property's new value.";
|
|
|
|
GetSideUserProperty = "any GetSideUserProperty(int tag, bool side, str property)\n
|
|
Gets the value of a line side's custom user_ prefixed property.\n
|
|
- tag: The line tag to retrieve the property from. 0 uses the activating line, if it exists.\n
|
|
- side: Which side to change the property of, either SIDE_FRONT or SIDE_BACK.\n
|
|
- property: Custom property name, excluding the user_ prefix.";
|
|
|
|
GetSectorUserProperty = "any GetSectorUserProperty(int tag, str property)\n
|
|
Gets the value of a sector's custom user_ prefixed property.\n
|
|
- tag: The sector tag to retrieve the property from. 0 uses the activating sector, if it exists.\n
|
|
- property: Custom property name, excluding the user_ prefix.";
|
|
|
|
GetSectorProperty = "any GetSectorProperty(int tag, int property)\n
|
|
Gets the value of a sector property directly.\n
|
|
- tag: The sector tag to retrieve the property from. 0 uses the activating sector, if it exists.\n
|
|
- property: Which property to retrieve.";
|
|
|
|
SetSectorProperty = "void SetSectorProperty(int tag, int property, any value)\n
|
|
Sets the value of all of the tagged sectors' properties directly.\n
|
|
- tag: The sector tag to change the properties of. 0 uses the activating sector, if it exists.\n
|
|
- property: Which property to change.\n
|
|
- value: The property's new value.";
|
|
|
|
GetThingProperty = "any GetThingProperty(int tag, int property)\n
|
|
Gets the value of a thing property directly.\n
|
|
- tag: The thing tag to retrieve the property from. 0 uses the activating thing, if it exists.\n
|
|
- property: Which property to retrieve.";
|
|
|
|
SetThingProperty = "void SetThingProperty(int tag, int property, any value)\n
|
|
Sets the value of all of the tagged things' properties directly.\n
|
|
- tag: The thing tag to change the properties of. 0 uses the activating thing, if it exists.\n
|
|
- property: Which property to change.\n
|
|
- value: The property's new value.";
|
|
|
|
GetThingUserProperty = "any GetThingUserProperty(int tag, str property)\n
|
|
Gets the value of a thing's custom user_ prefixed property.\n
|
|
- tag: The sector tag to retrieve the property from. 0 uses the activating thing, if it exists.\n
|
|
- property: Custom property name, excluding the user_ prefix.";
|
|
|
|
Print = "void Print(<type>:<expression>, [...])\n
|
|
Displays a message to the center of the screen.\n
|
|
Expression types are as follows:\n
|
|
- i or d: Prints an integer as decimal (i:64)\n
|
|
- x: Prints an integer as hexadecimal (x:0x40)\n
|
|
- b: Prints an integer as binary (b:1)\n
|
|
- f: Prints an integer as fixed point (f:1.0)\n
|
|
- s: Prints a string (s:\"This is a string\")\n
|
|
- c: Prints a character (c:'A')\n
|
|
This will only display for the activator of the script.\n
|
|
For printing to all players, use PrintBold.";
|
|
|
|
PrintBold = "void PrintBold([type]:[expression], [...])\n
|
|
Displays a message to the center of the screen.\n
|
|
Expression types are as follows:\n
|
|
- i or d: Prints an integer as decimal (i:64)\n
|
|
- x: Prints an integer as hexadecimal (x:0x40)\n
|
|
- b: Prints an integer as binary (b:1)\n
|
|
- f: Prints an integer as fixed point (f:1.0)\n
|
|
- s: Prints a string (s:\"This is a string\")\n
|
|
- c: Prints a character (c:'A')\n
|
|
This will display for all players in the game.\n
|
|
For printing to only the activator, use Print.";
|
|
|
|
Log = "void Log([type]:[expression], [...])\n
|
|
Displays a message in the console.\n
|
|
Expression types are as follows:\n
|
|
- i or d: Prints an integer as decimal (i:64)\n
|
|
- x: Prints an integer as hexadecimal (x:0x40)\n
|
|
- b: Prints an integer as binary (b:1)\n
|
|
- f: Prints an integer as fixed point (f:1.0)\n
|
|
- s: Prints a string (s:\"This is a string\")\n
|
|
- c: Prints a character (c:'A')";
|
|
|
|
strcmp = "int strcmp(str a, str b)\n
|
|
Compares two strings; returns 0 if they are the same string.\n
|
|
Case-sensitive.";
|
|
|
|
stricmp = "int stricmp(str a, str b)\n
|
|
Compares two strings; returns 0 if they are the same string.\n
|
|
Case-insensitive.";
|
|
|
|
strcasecmp = "int strcasecmp(str a, str b)\n
|
|
Compares two strings; returns 0 if they are the same string.\n
|
|
Case-insensitive.";
|
|
}
|
|
|
|
properties
|
|
{
|
|
// Keywords
|
|
if;
|
|
else;
|
|
for;
|
|
do;
|
|
while;
|
|
until;
|
|
break;
|
|
continue;
|
|
switch;
|
|
case;
|
|
default;
|
|
const;
|
|
function;
|
|
script;
|
|
return;
|
|
restart;
|
|
suspend;
|
|
terminate;
|
|
world;
|
|
global;
|
|
special;
|
|
|
|
// Types
|
|
void;
|
|
bool;
|
|
int;
|
|
str;
|
|
fixed;
|
|
|
|
// Script modifiers
|
|
OPEN;
|
|
ENTER;
|
|
RESPAWN;
|
|
DEATH;
|
|
LAP;
|
|
POSITION;
|
|
OVERTIME;
|
|
UFO;
|
|
EMERALD;
|
|
GAMEOVER;
|
|
FINISH;
|
|
}
|
|
|
|
constants
|
|
{
|
|
TRUE;
|
|
FALSE;
|
|
|
|
ON;
|
|
OFF;
|
|
|
|
YES;
|
|
NO;
|
|
|
|
FLAG_NOCHANGE;
|
|
FLAG_ADD;
|
|
FLAG_REMOVE;
|
|
|
|
PLANE_FLOOR;
|
|
PLANE_CEILING;
|
|
PLANE_BOTH;
|
|
|
|
SIDE_FRONT;
|
|
SIDE_BACK;
|
|
SIDE_BOTH;
|
|
|
|
TEXTURE_TOP;
|
|
TEXTURE_MIDDLE;
|
|
TEXTURE_BOTTOM;
|
|
|
|
TAG_REPLACEFIRST;
|
|
TAG_ADD;
|
|
TAG_REMOVE;
|
|
|
|
LIGHT_COPY_NOSECTOR;
|
|
LIGHT_COPY_NOFLOOR;
|
|
LIGHT_COPY_NOCEILING;
|
|
|
|
LIGHT_BLINK_USETARGET;
|
|
LIGHT_BLINK_SYNC;
|
|
|
|
LIGHT_FADE_TICBASED;
|
|
LIGHT_FADE_OVERRIDE;
|
|
LIGHT_FADE_RELATIVE;
|
|
|
|
LIGHT_AREA_SECTOR;
|
|
LIGHT_AREA_FLOOR;
|
|
LIGHT_AREA_CEILING;
|
|
|
|
TELEPORT_SILENT;
|
|
TELEPORT_KEEPANGLE;
|
|
TELEPORT_KEEPMOMENTUM;
|
|
TELEPORT_RELATIVE;
|
|
|
|
MUSIC_ALLPLAYERS;
|
|
MUSIC_NOLOOP;
|
|
MUSIC_NOCREDIT;
|
|
MUSIC_NORELOAD;
|
|
MUSIC_FORCERESET;
|
|
MUSIC_OFFSET;
|
|
MUSIC_FADE;
|
|
|
|
SFX_SOURCE_TRIGGERMOBJ;
|
|
SFX_SOURCE_TRIGGERSECTOR;
|
|
SFX_SOURCE_NOWHERE;
|
|
SFX_SOURCE_TAGGEDSECTOR;
|
|
|
|
SFX_LISTEN_EVERYONE;
|
|
SFX_LISTEN_TRIGGERER;
|
|
SFX_LISTEN_TAGGEDSECTOR;
|
|
|
|
CRUMBLE_NORETURN;
|
|
CRUMBLE_CHECKFLAG;
|
|
|
|
COLORMAP_RELATIVE;
|
|
COLORMAP_SUBLIGHTR;
|
|
COLORMAP_SUBLIGHTG;
|
|
COLORMAP_SUBLIGHTB;
|
|
COLORMAP_SUBLIGHTA;
|
|
COLORMAP_SUBFADER;
|
|
COLORMAP_SUBFADEG;
|
|
COLORMAP_SUBFADEB;
|
|
COLORMAP_SUBFADEA;
|
|
COLORMAP_SUBFADESTART;
|
|
COLORMAP_SUBFADEEND;
|
|
COLORMAP_IGNOREFLAGS;
|
|
COLORMAP_FROMBLACK;
|
|
COLORMAP_OVERRIDE;
|
|
|
|
SKYBOX_VIEWPOINT;
|
|
SKYBOX_CENTERPOINT;
|
|
SKYBOX_BOTH;
|
|
|
|
ALPHA_SET_RELATIVE;
|
|
ALPHA_SET_DONTDOTRANSLUCENT;
|
|
|
|
ALPHA_FADE_RELATIVE;
|
|
ALPHA_FADE_OVERRIDE;
|
|
ALPHA_FADE_TICBASED;
|
|
ALPHA_FADE_IGNORECOLLISION;
|
|
ALPHA_FADE_GHOSTFADE;
|
|
ALPHA_FADE_DONTDOTRANSLUCENT;
|
|
ALPHA_FADE_DONTDOEXISTS;
|
|
ALPHA_FADE_DONTDOLIGHTING;
|
|
ALPHA_FADE_DONTDOCOLORMAP;
|
|
ALPHA_FADE_USEEXACTALPHA;
|
|
|
|
PO_ROTATE_DONTROTATEOTHERS;
|
|
PO_ROTATE_DONTROTATEPLAYERS;
|
|
PO_ROTATE_CONTINUOUS;
|
|
PO_ROTATE_OVERRIDE;
|
|
|
|
PO_WP_RETURN_STOP;
|
|
PO_WP_RETURN_WRAP;
|
|
PO_WP_RETURN_COMEBACK;
|
|
|
|
PO_WP_REVERSE;
|
|
PO_WP_LOOP;
|
|
|
|
PO_FADE_RELATIVE;
|
|
PO_FADE_OVERRIDE;
|
|
PO_FADE_TICBASED;
|
|
PO_FADE_IGNORECOLLISION;
|
|
PO_FADE_GHOSTFADE;
|
|
|
|
TICRATE;
|
|
FRACBITS;
|
|
FRACUNIT;
|
|
|
|
MAXPLAYERS;
|
|
MAXBOTDIFFICULTY;
|
|
|
|
GAMETYPE_RACE;
|
|
GAMETYPE_BATTLE;
|
|
|
|
GAMESPEED_EASY;
|
|
GAMESPEED_NORMAL;
|
|
GAMESPEED_HARD;
|
|
|
|
TAG_ALL;
|
|
|
|
CAM_FOLLOW_FIRST;
|
|
CAM_FOLLOW_SECOND;
|
|
CAM_FOLLOW_THIRD;
|
|
CAM_FOLLOW_CONSOLE;
|
|
|
|
BLEND_TRANSLUCENT;
|
|
BLEND_ADD;
|
|
BLEND_SUBTRACT;
|
|
BLEND_REVERSESUBTRACT;
|
|
BLEND_MODULATE;
|
|
|
|
BOT_STYLE_NORMAL;
|
|
BOT_STYLE_STAY;
|
|
BOT_STYLE__MAX;
|
|
|
|
LINE_PROP_FLAGS;
|
|
LINE_PROP_ALPHA;
|
|
LINE_PROP_BLENDMODE;
|
|
LINE_PROP_ACTIVATION;
|
|
LINE_PROP_ACTION;
|
|
LINE_PROP_ARG0;
|
|
LINE_PROP_ARG1;
|
|
LINE_PROP_ARG2;
|
|
LINE_PROP_ARG3;
|
|
LINE_PROP_ARG4;
|
|
LINE_PROP_ARG5;
|
|
LINE_PROP_ARG6;
|
|
LINE_PROP_ARG7;
|
|
LINE_PROP_ARG8;
|
|
LINE_PROP_ARG9;
|
|
LINE_PROP_ARG0STR;
|
|
LINE_PROP_ARG1STR;
|
|
|
|
ML_IMPASSABLE;
|
|
ML_BLOCKMONSTERS;
|
|
|
|
ML_TWOSIDED;
|
|
ML_DONTPEGTOP;
|
|
ML_DONTPEGBOTTOM;
|
|
ML_SKEWTD;
|
|
ML_NOCLIMB;
|
|
ML_NOSKEW;
|
|
ML_MIDPEG;
|
|
ML_MIDSOLID;
|
|
ML_WRAPMIDTEX;
|
|
ML_NETONLY;
|
|
ML_NONET;
|
|
ML_EFFECT6;
|
|
ML_NOTBOUNCY;
|
|
ML_TFERLINE;
|
|
|
|
SPAC_REPEATSPECIAL;
|
|
SPAC_CROSS;
|
|
SPAC_CROSSMONSTER;
|
|
SPAC_CROSSMISSILE;
|
|
SPAC_PUSH;
|
|
SPAC_PUSHMONSTER;
|
|
SPAC_IMPACT;
|
|
|
|
SIDE_PROP_XOFFSET;
|
|
SIDE_PROP_YOFFSET;
|
|
SIDE_PROP_TOPTEXTURE;
|
|
SIDE_PROP_BOTTOMTEXTURE;
|
|
SIDE_PROP_MIDTEXTURE;
|
|
SIDE_PROP_REPEATCOUNT;
|
|
|
|
SECTOR_PROP_FLOORHEIGHT;
|
|
SECTOR_PROP_CEILINGHEIGHT;
|
|
SECTOR_PROP_FLOORPIC;
|
|
SECTOR_PROP_CEILINGPIC;
|
|
SECTOR_PROP_LIGHTLEVEL;
|
|
SECTOR_PROP_FLOORLIGHTLEVEL;
|
|
SECTOR_PROP_CEILINGLIGHTLEVEL;
|
|
SECTOR_PROP_FLOORLIGHTABSOLUTE;
|
|
SECTOR_PROP_CEILINGLIGHTABSOLUTE;
|
|
SECTOR_PROP_FLAGS;
|
|
SECTOR_PROP_SPECIALFLAGS;
|
|
SECTOR_PROP_GRAVITY;
|
|
SECTOR_PROP_ACTIVATION;
|
|
SECTOR_PROP_ACTION;
|
|
SECTOR_PROP_ARG0;
|
|
SECTOR_PROP_ARG1;
|
|
SECTOR_PROP_ARG2;
|
|
SECTOR_PROP_ARG3;
|
|
SECTOR_PROP_ARG4;
|
|
SECTOR_PROP_ARG5;
|
|
SECTOR_PROP_ARG6;
|
|
SECTOR_PROP_ARG7;
|
|
SECTOR_PROP_ARG8;
|
|
SECTOR_PROP_ARG9;
|
|
SECTOR_PROP_ARG0STR;
|
|
SECTOR_PROP_ARG1STR;
|
|
|
|
MSF_FLIPSPECIAL_FLOOR;
|
|
MSF_FLIPSPECIAL_CEILING;
|
|
MSF_FLIPSPECIAL_BOTH;
|
|
MSF_TRIGGERSPECIAL_TOUCH;
|
|
MSF_TRIGGERSPECIAL_HEADBUMP;
|
|
MSF_TRIGGERLINE_PLANE;
|
|
MSF_TRIGGERLINE_MOBJ;
|
|
MSF_INVERTPRECIP;
|
|
MSF_GRAVITYFLIP;
|
|
MSF_HEATWAVE;
|
|
MSF_NOCLIPCAMERA;
|
|
MSF_RIPPLE_FLOOR;
|
|
MSF_RIPPLE_CEILING;
|
|
MSF_INVERTENCORE;
|
|
|
|
SSF_NOSTEPUP;
|
|
SSF_DOUBLESTEPUP;
|
|
SSF_NOSTEPDOWN;
|
|
SSF_WINDCURRENT;
|
|
SSF_CONVEYOR;
|
|
SSF_SPEEDPAD;
|
|
SSF_STARPOSTACTIVATOR;
|
|
SSF_EXIT;
|
|
SSF_DELETEITEMS;
|
|
SSF_SNEAKERPANEL;
|
|
SSF_WATERPANEL;
|
|
SSF_REDPOGOSPRING;
|
|
SSF_YELLOWPOGOSPRING;
|
|
SSF_FAN;
|
|
SSF_FINISHLINE;
|
|
SSF_ZOOMTUBESTART;
|
|
SSF_ZOOMTUBEEND;
|
|
|
|
SECSPAC_TRIGGERMASK;
|
|
SECSPAC_ONCESPECIAL;
|
|
SECSPAC_REPEATSPECIAL;
|
|
SECSPAC_CONTINUOUSSPECIAL;
|
|
SECSPAC_ENTER;
|
|
SECSPAC_FLOOR;
|
|
SECSPAC_CEILING;
|
|
SECSPAC_ENTERMONSTER;
|
|
SECSPAC_FLOORMONSTER;
|
|
SECSPAC_CEILINGMONSTER;
|
|
SECSPAC_ENTERMISSILE;
|
|
SECSPAC_FLOORMISSILE;
|
|
SECSPAC_CEILINGMISSILE;
|
|
|
|
THING_PROP_X;
|
|
THING_PROP_Y;
|
|
THING_PROP_Z;
|
|
THING_PROP_TYPE;
|
|
THING_PROP_ANGLE;
|
|
THING_PROP_PITCH;
|
|
THING_PROP_ROLL;
|
|
THING_PROP_SPRITEROLL;
|
|
THING_PROP_FRAME;
|
|
THING_PROP_SPRITE;
|
|
THING_PROP_SPRITE2;
|
|
THING_PROP_RENDERFLAGS;
|
|
THING_PROP_SPRITEXSCALE;
|
|
THING_PROP_SPRITEYSCALE;
|
|
THING_PROP_SPRITEXOFFSET;
|
|
THING_PROP_SPRITEYOFFSET;
|
|
THING_PROP_FLOORZ;
|
|
THING_PROP_CEILINGZ;
|
|
THING_PROP_RADIUS;
|
|
THING_PROP_HEIGHT;
|
|
THING_PROP_MOMX;
|
|
THING_PROP_MOMY;
|
|
THING_PROP_MOMZ;
|
|
THING_PROP_TICS;
|
|
THING_PROP_STATE;
|
|
THING_PROP_FLAGS;
|
|
THING_PROP_FLAGS2;
|
|
THING_PROP_EFLAGS;
|
|
THING_PROP_SKIN;
|
|
THING_PROP_COLOR;
|
|
THING_PROP_HEALTH;
|
|
THING_PROP_MOVEDIR;
|
|
THING_PROP_MOVECOUNT;
|
|
THING_PROP_REACTIONTIME;
|
|
THING_PROP_THRESHOLD;
|
|
THING_PROP_LASTLOOK;
|
|
THING_PROP_FRICTION;
|
|
THING_PROP_MOVEFACTOR;
|
|
THING_PROP_FUSE;
|
|
THING_PROP_WATERTOP;
|
|
THING_PROP_WATERBOTTOM;
|
|
THING_PROP_SCALE;
|
|
THING_PROP_DESTSCALE;
|
|
THING_PROP_SCALESPEED;
|
|
THING_PROP_EXTRAVALUE1;
|
|
THING_PROP_EXTRAVALUE2;
|
|
THING_PROP_CUSVAL;
|
|
THING_PROP_CVMEM;
|
|
THING_PROP_COLORIZED;
|
|
THING_PROP_MIRRORED;
|
|
THING_PROP_SHADOWSCALE;
|
|
THING_PROP_WHITESHADOW;
|
|
THING_PROP_WORLDXOFFSET;
|
|
THING_PROP_WORLDYOFFSET;
|
|
THING_PROP_WORLDZOFFSET;
|
|
THING_PROP_HITLAG;
|
|
THING_PROP_WATERSKIP;
|
|
THING_PROP_DISPOFFSET;
|
|
THING_PROP_TARGET;
|
|
THING_PROP_TRACER;
|
|
THING_PROP_HNEXT;
|
|
THING_PROP_HPREV;
|
|
THING_PROP_ITNEXT;
|
|
}
|