mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2026-02-10 07:36:51 +00:00
979 lines
42 KiB
INI
979 lines
42 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 = "ringracers_gdcc";
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parameters = "--error-file \"acs.err\" --bc-zdacs-script-type lap 5 --include \"%PT\" --include \"%PS\" --output %FO %FI";
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resultlump = "BEHAVIOR";
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// Editor settings
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description = "Ring Racers 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 = 1; //0 = unknown script, 1 = acc, 2 = modeldef, 3 = decorate
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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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// Keywords
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if = "if (<expression>)";
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else = "else";
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for = "for (<initialize>; <condition>; <iterate>)";
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do = "do";
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while = "while (<expression>)";
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until = "until (<expression>)";
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break = "break";
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continue = "continue";
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switch = "switch (<expression>)";
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case = "case <expression>:";
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default = "default:";
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const = "const";
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function = "function <return> <identifier> ([arg], [...])";
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script = "script <identifier> ([arg], [...])";
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return = "return <value>\n
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Return value for functions.\n
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Does not work in scripts.";
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restart = "restart\n
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Restarts the current script from the beginning.\n
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Does not work in functions.";
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suspend = "suspend\n
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Pauses the current script. It can be resumed by\n
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activating the same script again.\n
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Does not work in functions.";
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terminate = "terminate\n
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Ends the current script early.\n
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Does not work in functions.";
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special = "special <expressions>\n
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Defines special actions for the ACS compiler.\n
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Serves little to no purpose for level scripts.";
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world = "world <type> <index>:<identifier>\n
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Sets a wrapper for a hub scope variable.\n
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Unimplemented in Ring Racers.";
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global = "global <type> <index>:<identifier>\n
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Sets a wrapper for a global scope variable.\n
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Unimplemented in Ring Racers.";
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// Types
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void = "void";
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bool = "bool";
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int = "int";
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str = "str";
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fixed = "fixed";
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// Script modifiers
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OPEN = "script <identifier> OPEN\n
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Makes a script automatically run when the level is initially loaded.";
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ENTER = "script <identifier> ENTER\n
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Makes a script automatically run when a player enters the game.\n
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The activator is set to said player for this script.";
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RESPAWN = "script <identifier> RESPAWN\n
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Makes a script automatically run when a player respawns.\n
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The activator is set to said player for this script.";
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DEATH = "script <identifier> DEATH\n
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Makes a script automatically run when a player dies.\n
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The activator is set to said player for this script.";
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LAP = "script <identifier> LAP\n
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Makes a script automatically run whenever a player crosses the finish line.\n
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The activator is set to said player for this script.";
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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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Level_SetMusic = "void Level_SetMusic(str music, [int flags, int position, int prefadems, int postfadems, int postfadevol, int prefadevol, int track])\n
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Changes the music currently playing.\n
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- music: The name of the new music.\n
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- flags: Behavior bit flags:\n
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- MUSIC_ALLPLAYERS: If set, changes the music for all players.\n
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Otherwise, the music will only change for the activator.\n
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- MUSIC_NOLOOP: The music won't loop.\n
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- MUSIC_NOCREDIT: Music credits won't appear.\n
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- MUSIC_NORELOAD: The music won't restart when the level is reset.\n
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- MUSIC_FORCERESET: The music will start over again, even if it's already playing.\n
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- MUSIC_OFFSET: position is used as an offset instead of absolute.\n
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- MUSIC_FADE: The music will fade to fadevolume.\n
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- position: Position in the music to start at.\n
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- prefade: Fade out time from the old music, in ms. 0 changes instantly.\n
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- postfade: Fade in time to the new music, in ms. 0 sets instantly.\n
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- postfadevol: New volume of the music, from 0 to 100.\n
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- prefadevol: Starting volume of the old music, from 1 to 100. 0 uses the previous volume.\n
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- track: Which music track to use, for music formats with multiple tracks.";
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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)\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 titlemaps.";
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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)\n
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Changes the state of the activator object.\n
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Does not work for players.\n
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- state: The name of the state.";
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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_DisableControl = "void Player_DisableControl(int tics)\n
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Temporarily disables the activating player's controls.\n
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- tics: How long to disable controls for.";
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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
|
|
Makes the tagged FOFs within the tagged sectors fall down and collaspe.\n
|
|
- sectag: The sector tag that the FOFs are in.\n
|
|
- foftag: The FOF tag to shatter.\n
|
|
- flags: Behavior bit flags:\n
|
|
- CRUMBLE_NORETURN: Prevents the FOF from respawning after some time.\n
|
|
- CRUMBLE_CHECKFLAG: Uses the FOF's flags to determine respawning.\n
|
|
Inverts against CRUMBLE_NORETURN.";
|
|
|
|
Sector_SetColormap = "void Sector_SetColormap(int tag1, int tag2, [int flags])\n
|
|
Sets the colormap of the tagged sectors, 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
|
|
- flags: Behavior bit flags:\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.";
|
|
|
|
Level_SetSkyboxViewpoints = "void Level_SetSkyboxViewpoints(int view, int center, int which, [bool global])\n
|
|
Changes the current skybox.\n
|
|
- view: New skybox viewpoint ID.\n
|
|
- center: New skybox centerpoint ID.\n
|
|
- which: Determines which viewpoints to modify. Options are:\n
|
|
- SKYBOX_VIEWPOINT: Use the new view.\n
|
|
- SKYBOX_CENTERPOINT: Use the new center.\n
|
|
- SKYBOX_BOTH: Use both view and center.\n
|
|
- global: If true, then the skybox is applied to everyone.\n
|
|
Otherwise, it is only applied to the activator.";
|
|
|
|
Level_SetBossDisabled = "void Level_SetBossDisabled(int id, bool disable)\n
|
|
Disables / enables a boss's thinker.\n
|
|
- id: The object's boss ID.\n
|
|
- disable: true to turn the boss off, otherwise true.";
|
|
|
|
Line_Execute = "void Line_Execute(int tag)\n
|
|
Activates a line executor by its tag.\n
|
|
- tag: The tag of the line executor.";
|
|
|
|
Line_ExecuteRandom = "void Line_ExecuteRandom(int low, int high)\n
|
|
Activates a random line executor within a range.\n
|
|
- low: The lowest tag in the range.\n
|
|
- high: The highest tag in the range.";
|
|
|
|
FOF_SetAlpha = "void FOF_SetAlpha(int sectag, int foftag, int alpha, [int flags])\n
|
|
Sets the alpha of the tagged FOFs within the tagged sectors.\n
|
|
- sectag: The sector tag that the FOFs are in.\n
|
|
- foftag: The FOF tag to set the alpha of.\n
|
|
- alpha: The new translucency value of the FOF.\n
|
|
- 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.";
|
|
|
|
Prompt_Execute = "void Prompt_Execute(str name, int prompt, int page, int flags, [int exec])\n
|
|
Executes a text prompt for the activating player.\n
|
|
- name: Prompt tag name, if using PROMPT_CALLBYNAME.\n
|
|
- prompt: Prompt ID. Ignored if using PROMPT_CALLBYNAME.\n
|
|
- page: Page ID. Ignored if using PROMPT_CALLBYNAME.\n
|
|
- flags: Behavior bit flags:\n
|
|
- PROMPT_CLOSE: Closes the current prompt. Takes priority over other flags.\n
|
|
- PROMPT_RUNPOSTEXEC: Runs a line executor after it closes.\n
|
|
- PROMPT_CALLBYNAME: Call the prompt by it's tag name instead of IDs.\n
|
|
- PROMPT_KEEPCONTROLS: Allow the player to control while the prompt is open.\n
|
|
- PROMPT_KEEPREALTIME: Pause the in-game timer while the prompt is open.\n
|
|
- exec: The line executor tag to call, if using PROMPT_RUNPOSTEXEC.";
|
|
|
|
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.";
|
|
|
|
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 tag])\n
|
|
Returns the number of objects of the specified type in the map.\n
|
|
- type: The name of object type.\n
|
|
- tag: The tag of the object. If 0, then it counts all objects in the 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 = "int 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, int 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.";
|
|
|
|
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')\n
|
|
It will only display for the activator of the script.\n
|
|
For logging to all players, use LogBold.";
|
|
|
|
LogBold = "void LogBold([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')\n
|
|
It will display for all players in the game.\n
|
|
For logging to only the activator, use Log.";
|
|
}
|
|
|
|
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;
|
|
|
|
PROMPT_CLOSE;
|
|
PROMPT_RUNPOSTEXEC;
|
|
PROMPT_CALLBYNAME;
|
|
PROMPT_KEEPCONTROLS;
|
|
PROMPT_KEEPREALTIME;
|
|
|
|
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;
|
|
|
|
GAMETYPE_RACE;
|
|
GAMETYPE_BATTLE;
|
|
|
|
GAMESPEED_EASY;
|
|
GAMESPEED_NORMAL;
|
|
GAMESPEED_HARD;
|
|
|
|
TAG_ALL;
|
|
}
|