Actor
Show declaration
class Actor : Thinker;
A Thinker
capable of existing within 3D space.
Class Methods
Pure Functions
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clearScope static double DeltaAngle(double a1, double a2)
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clearScope static double AbsAngle(double a1, double a2)
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clearScope static vector2 AngleToVector(double angle, double length = 1.0)
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clearScope static vector2 RotateVector(vector2 vec, double angle)
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clearScope static double Normalize180(double angle)
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clearScope static double BobSin(double fb)
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clearScope static double GetDefaultSpeed(class<Actor> type)
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clearScope static bool InStateSequence(State newState, State baseState)
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TO-DO — This section is not finished yet
Play Functions
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static class<Actor> GetReplacement(class<Actor> cls)
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static class<Actor> GetReplacee(class<Actor> cls)
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static class<Actor> GetSpawnableType(int spawnNum)
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static int GetSpriteIndex(name sprite)
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static int ApplyDamageFactors(class<Inventory> itemType, name damageType, int damage, int defDamage)
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static Actor Spawn(class<Actor> type, vector3 pos = (0.0, 0.0, 0.0), int replace = NO_REPLACE)
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static bool DoGiveInventory(Actor receiver, bool orResult, class<Inventory> itemType, int amount, int setReceiver)
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TO-DO — This section is not finished yet
Deprecated
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deprecated("3.8") static int FindUniqueTId(int start = 0, int limit = 0)
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Legacy — Do not use TO-DO — This section is not finished yet
Overview of class methods
AbsAngle
, AngleToVector
, ApplyDamageFactors
, BobSin
, DeltaAngle
, DoGiveInventory
, FindUniqueTId
, GetDefaultSpeed
, GetReplacee
, GetReplacement
, GetSpawnableType
, GetSpriteIndex
, InStateSequence
, Normalize180
, RotateVector
, Spawn
Instance Methods
Pure Functions
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clearScope bool IsFrozen() const
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clearScope int GetRenderStyle() const
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clearScope bool CheckKeys(int lockNum, bool remote, bool quiet = false)
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clearScope string GetTag(string defStr = "") const
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clearScope double GetBobOffset(double frac = 0.0) const
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clearScope bool IsTeammate(Actor other) const
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clearScope int PlayerNumber() const
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clearScope vector3 PosRelative(Sector sec) const
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clearScope int SpawnHealth() const
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clearScope double Distance2D(Actor other) const
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clearScope double Distance3D(Actor other) const
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clearScope double Distance2DSquared(Actor other) const
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clearScope double Distance3DSquared(Actor other) const
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clearScope Actor GetPointer(int aaPtr)
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clearScope bool CountsAsKill() const
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clearScope State FindState(stateLabel st, bool exact = false) const
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clearScope double AngleTo(Actor target, bool absolute = false) const
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clearScope vector3 Vec3Offset(double x, double y, double z, bool absolute = false) const
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clearScope vector2 Vec2Offset(double x, double y, bool absolute = false) const
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clearScope vector3 Vec2OffsetZ(double x, double y, double atZ, bool absolute = false) const
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clearScope vector3 Vec3Angle(double length, double angle, double z = 0.0, bool absolute = false) const
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clearScope vector2 Vec2Angle(double length, double angle, bool absolute = false) const
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clearScope DropItem GetDropItems() const
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clearScope double DistanceBySpeed(Actor other, double speed) const
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clearScope double GetCameraHeight() const
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clearScope double GetGravity() const
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clearScope int GetLevelSpawnTime() const
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clearScope int GetAge() const
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clearScope double AccuracyFactor() const
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clearScope Inventory FindInventory(class<Inventory> itemType, bool subClass = false) const
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clearScope int GetSpawnHealth() const
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clearScope bool IsActorPlayingSound(int channel, sound snd = 0)
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clearScope int CountInv(class<Inventory> itemType, int ptr_Select = AAPTR_DEFAULT) const
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TO-DO — This section is not finished yet
Play Functions
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void A_Light(int extraLight)
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void A_ClearTarget()
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void A_ChangeLinkFlags(int blockMap = FLAG_NO_CHANGE, int sector = FLAG_NO_CHANGE)
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void A_Die(name damageType = 'none')
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void A_Face(Actor faceTo, double max_Turn = 0.0, double max_Pitch = 270.0, double ang_Offset = 0.0, double pitch_Offset = 0.0, int flags = 0, double z_Ofs = 0.0)
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void A_Pain()
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void A_NoBlocking(bool drop = true)
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void A_Chase(stateLabel melee = '_a_chase_default', stateLabel missile = '_a_chase_default', int flags = 0)
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void A_VileChase()
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bool A_CheckForResurrection()
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void A_BossDeath()
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void A_FastChase()
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void A_PlayerScream()
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void A_CheckTerrain()
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void A_Wander(int flags = 0)
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void A_WolfAttack(int flags = 0, sound whatToPlay = "weapons/pistol", double snipe = 1.0, int maxDamage = 64, int blockSize = 128, int pointBlank = 2, int longRange = 4, double runSpeed = 160.0, class<Actor> puffType = "BulletPuff")
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clearScope void A_StartSound(sound whatToPlay, int slot = CHAN_BODY, int flags = 0, double volume = 1.0, double attenuation = ATTN_NORM, double pitch = 0.0, double startTime = 0.0)
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void A_SoundVolume(int slot, double volume)
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void A_SoundPitch(int slot, double pitch)
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void A_StopSound(int slot = CHAN_VOICE)
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void A_StopAllSounds()
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void A_StopSounds(int chanMin, int chanMax)
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void A_SeekerMissile(int threshold, int turnMax, int flags = 0, int chance = 50, int distance = 10)
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Actor A_SpawnProjectile(class<Actor> missileType, double spawnHeight = 32.0, double spawnOfs_Xy = 0.0, double angle = 0.0, int flags = 0, double pitch = 0.0, int ptr = AAPTR_TARGET)
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void A_CustomRailgun(int damage, int spawnOfs_Xy = 0, color color1 = 0, color color2 = 0, int flags = 0, int aim = 0, double maxDiff = 0, class<Actor> puffType = "BulletPuff", double spread_Xy = 0, double spread_Z = 0, double range = 0, int duration = 0, double sparsity = 1.0, double driftSpeed = 1.0, class<Actor> spawnClass = null, double spawnOfs_Z = 0, int spiralOffset = 270, int limit = 0, double velEffect = 3.0)
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void A_SetRenderStyle(double alpha, int style)
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void A_FadeIn(double reduce = 0.1, int flags = 0)
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void A_FadeOut(double reduce = 0.1, int flags = 1)
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void A_FadeTo(double target, double amount = 0.1, int flags = 0)
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void A_SpawnParticle(color color1, int flags = 0, int lifeTime = Object.TICRATE, double size = 1.0, double angle = 0.0, double xOff = 0.0, double yOff = 0.0, double zOff = 0.0, double velX = 0.0, double velY = 0.0, double velZ = 0.0, double accelX = 0.0, double accelY = 0.0, double accelZ = 0.0, double startAlphaF = 1.0, double fadeStepF = -1.0, double sizeStep = 0.0)
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void A_DropInventory(class<Inventory> itemType, int amount = -1)
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void A_SetBlend(double color1, double alpha, int tics, color color2 = 0, double alpha2 = 0.0)
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void A_ChangeCountFlags(int kill = FLAG_NO_CHANGE, int item = FLAG_NO_CHANGE, int secret = FLAG_NO_CHANGE)
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void A_RaiseChildren(int flags = 0)
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void A_RaiseSiblings(int flags = 0)
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void A_Weave(int xSpeed, int ySpeed, double xDist, double yDist)
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action State, bool A_Teleport(stateLabel teleportState = null, class<SpecialSpot> targetType = "BossSpot", class<Actor> fogType = "TeleportFog", int flags = 0, double minDist = 128.0, double maxDist = 0.0, int ptr = AAPTR_DEFAULT)
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action State, bool A_Warp(int ptr_Destination, double xOfs = 0.0, double yOfs = 0.0, double zOfs = 0.0, double angle = 0.0, int flags = 0, stateLabel success_State = null, double heightOffset = 0.0, double radiusOffset = 0.0, double pitch = 0.0)
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State A_MonsterReFire(int chance, stateLabel label)
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void A_LookEx(ELookFlags flags = 0, double minSeeDist = 0.0, double maxSeeDist = 0.0, double maxHearDist = 0.0, double fov = 0.0, stateLabel label = null)
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void A_Recoil(double xyVel)
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int A_RadiusGive(class<Inventory> itemType, double distance, int flags, int amount = 0, class<Actor> filter = null, name species = 'None', double minDist = 0, int limit = 0)
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void A_CustomMeleeAttack(int damage = 0, sound meleeSound = "", sound missSound = "", name damageType = 'none', bool bleed = true)
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void A_CustomComboAttack(class<Actor> missileType, double spawnHeight, int damage, sound meleeSound = "", name damageType = 'none', bool bleed = true)
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void A_RadiusDamageSelf(int damage = 128, double distance = 128.0, int flags = 0, class<Actor> flashType = null)
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void A_RestoreSpecialPosition()
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void A_QueueCorpse()
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void A_DequeueCorpse()
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void A_SetAngle(double angle = 0.0, int flags = 0, int ptr = AAPTR_DEFAULT)
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void A_SetPitch(double pitch, int flags = 0, int ptr = AAPTR_DEFAULT)
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void A_SetRoll(double roll, int flags = 0, int ptr = AAPTR_DEFAULT)
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void A_SetViewAngle(double angle = 0.0, int flags = 0, int ptr = AAPTR_DEFAULT)
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void A_SetViewPitch(double pitch, int flags = 0, int ptr = AAPTR_DEFAULT)
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void A_SetViewRoll(double roll, int flags = 0, int ptr = AAPTR_DEFAULT)
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void A_QuakeEx(int intensityX, int intensityY, int intensityZ, int duration, int damageRadius, int tremorRadius, sound sfx = "world/quake", int flags = 0, double mulWaveX = 1.0, double mulWaveY = 1.0, double mulWaveZ = 1.0, int fallOff = 0, int highPoint = 0, double rollIntensity = 0.0, double rollWave = 0.0)
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action void A_SetTics(int ticks)
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void A_DamageChildren(int amount, name damageType = 'none', int flags = 0, class<Actor> filter = null, name species = 'None', int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT)
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void A_DamageSiblings(int amount, name damageType = 'none', int flags = 0, class<Actor> filter = null, name species = 'None', int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT)
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void A_KillChildren(name damageType = 'none', int flags = 0, class<Actor> filter = null, name species = 'None', int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT)
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void A_KillSiblings(name damageType = 'none', int flags = 0, class<Actor> filter = null, name species = 'None', int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT)
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void A_RemoveChildren(bool removeAll = false, int flags = 0, class<Actor> filter = null, name species = 'None')
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void A_RemoveSiblings(bool removeAll = false, int flags = 0, class<Actor> filter = null, name species = 'None')
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void A_Remove(int removee, int flags = 0, class<Actor> filter = null, name species = 'None')
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bool A_FaceMovementDirection(double offset = 0, double angleLimit = 0.0, double pitchLimit = 0.0, int flags = 0, int ptr = AAPTR_DEFAULT)
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int A_ClearOverlays(int sStart = 0, int sStop = 0, bool safety = true)
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bool A_SetSize(double newRadius = -1.0, double newHeight = -1.0, bool testPos = false)
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void A_SprayDecal(string decalName, double dist = 172.0, vector3 offset = (0.0, 0.0, 0.0), vector3 direction = (0.0, 0.0, 0.0))
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void A_SetMugShotState(string mugShot)
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action bool A_Overlay(int layer, stateLabel start = null, bool noOverride = false)
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action void A_OverlayScale(int layer, double wx = 1.0, double wy = 0.0, int flags = 0)
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action void A_OverlayRotate(int layer, double degrees = 0, int flags = 0)
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action void A_OverlayPivot(int layer, double wx = 0.5, double wy = 0.5, int flags = 0)
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action void A_OverlayPivotAlign(int layer, int horizontalAlign, int verticalAlign)
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action void A_OverlayVertexOffset(int layer, int index, double x, double y, int flags = 0)
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action void A_OverlayOffset(int layer = PSP_WEAPON, double wx = 0.0, double wy = 32.0, int flags = 0)
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action void A_OverlayFlags(int layer, int flags, bool set)
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action void A_OverlayAlpha(int layer, double alpha)
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action void A_OverlayRenderStyle(int layer, int style)
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action void A_OverlayTranslation(int layer, name translationName)
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bool A_AttachLightDef(name lightId, name lightDef)
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bool A_AttachLight(name lightId, int type, color lightColor, int radius1, int radius2, int flags = 0, vector3 ofs = (0.0, 0.0, 0.0), double param = 0.0, double spotI = 10.0, double spotO = 25.0, double spotP = 0.0)
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bool A_RemoveLight(name lightId)
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void A_Scream()
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void A_XScream()
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void A_ActiveSound()
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void A_CheckPlayerDone()
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int A_GiveToChildren(class<Inventory> itemType, int amount = 0)
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int A_GiveToSiblings(class<Inventory> itemType, int amount = 0)
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bool A_TakeFromChildren(class<Inventory> itemType, int amount = 0)
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bool A_TakeFromSiblings(class<Inventory> itemType, int amount = 0)
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bool A_SetInventory(class<Inventory> itemType, int amount, int ptr = AAPTR_DEFAULT, bool beyondMax = false)
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Actor A_DropItem(class<Actor> itemType, int dropAmount = -1, int chance = 256)
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bool A_SelectWeapon(class<Weapon> whichWeapon, int flags = 0)
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action State ResolveState(stateLabel st)
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int GetMissileDamage(int mask, int add, int ptr = AAPTR_DEFAULT)
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action int OverlayId()
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action double OverlayX(int layer = 0)
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action double OverlayY(int layer = 0)
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action double OverlayAlpha(int layer = 0)
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double GetZAt(double px = 0, double py = 0, double angle = 0, int flags = 0, int pick_Pointer = AAPTR_DEFAULT)
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bool IsPointerEqual(int ptrSelect1, int ptrSelect2)
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ui void DisplayNameTag()
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void RemoveFromHash()
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void ChangeTId(int newTId)
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void SetShade(color col)
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protected void CheckPortalTransition(bool linked = true)
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void SetTag(string defStr = "")
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void ClearCounters()
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bool GiveBody(int num, int max = 0)
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bool HitFloor()
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void SetFriendPlayer(PlayerInfo player)
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void SoundAlert(Actor target, bool splash = false, double maxDist = 0.0)
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void ClearBounce()
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bool CheckLocalView(int consolePlayer = -1)
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bool CheckNoDelay()
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bool UpdateWaterLevel(bool splash = true)
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bool IsZeroDamage()
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void ClearInterpolation()
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void RailAttack(FRailParams p)
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void HandleSpawnFlags()
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void ExplodeMissile(Line lin = null, Actor target = null, bool onSky = false)
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void RestoreDamage()
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void SetDamage(int dmg)
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void SetOrigin(vector3 newPos, bool moving)
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void SetXyz(vector3 newPos)
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double BulletSlope(out FTranslatedLineTarget pLineTarget = null, int aimFlags = 0)
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void CheckFakeFloorTriggers(double oldZ, double oldZ_Has_ViewHeight = false)
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bool CheckFor3DFloorHit(double z, bool trigger)
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bool CheckFor3DCeilingHit(double z, bool trigger)
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int CheckMonsterUseSpecials()
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bool CheckMissileSpawn(double maxDist)
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bool CheckPosition(vector2 pos, bool actorsOnly = false FCheckPosition tm = null)
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bool TestMobjLocation()
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Actor SpawnMissile(Actor dest, class<Actor> type, Actor owner = null)
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Actor SpawnMissileXyz(vector3 pos, Actor dest, class<Actor> type, bool checkSpawn = true, Actor owner = null)
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Actor SpawnMissileZ(double z, Actor dest, class<Actor> type)
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Actor SpawnMissileAngleZSpeed(double z, class<Actor> type, double angle, double vz, double speed, Actor owner = null, bool checkSpawn = true)
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Actor SpawnMissileZAimed(double z, Actor dest, class<Actor> type)
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Actor SpawnSubMissile(class<Actor> type, Actor target)
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Actor, Actor SpawnPlayerMissile(class<Actor> type, double angle = 1e37, double x = 0, double pLineTarget = null, bool noFreeAim = false, bool noAutoAim = false, int aimFlags = 0)
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void SpawnTeleportFog(vector3 pos, bool beforeTele, bool setTarget)
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Actor RoughMonsterSearch(int distance, bool onlySeekable = false, bool frontOnly = false)
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int ApplyDamageFactor(name damageType, int damage)
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int GetModifiedDamage(name damageType, int damage, bool passive, Actor inflictor = null, Actor source = null, int flags = 0)
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bool CheckBossDeath()
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Actor OldSpawnMissile(Actor dest, class<Actor> type, Actor owner = null)
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Actor SpawnPuff(class<Actor> puffType, vector3 pos, double hitDir, double particleDir, int upDown, int flags = 0, Actor victim = null)
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void SpawnBlood(vector3 pos, double dir, int damage)
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void BloodSplatter(vector3 pos, double hitAngle, bool axe = false)
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bool HitWater(Sector sec, vector3 pos, bool checkAbove = false, bool alert = true, bool force = false)
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void PlaySpawnSound(Actor missile)
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bool Teleport(vector3 pos, double angle, int flags)
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void TraceBleed(int damage, Actor missile)
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void TraceBleedAngle(int damage, double angle, double pitch)
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void SetIdle(bool noFunction = false)
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bool CheckMeleeRange()
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bool TriggerPainChance(name mod, bool forcedPain = false)
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void PoisonMobj(Actor inflictor, Actor source, int damage, int duration, int period, name type)
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double AimLineAttack(double angle, double distance, out FTranslatedLineTarget pLineTarget = null, double vRange = 0.0, int flags = 0, Actor target = null, Actor friender = null)
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Actor, int LineAttack(double angle, double distance, double pitch, int damage, name damageType, class<Actor> puffType, int flags = 0, out FTranslatedLineTarget victim = null, double offsetZ = 0.0, double offsetForward = 0.0, double offsetSide = 0.0)
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bool LineTrace(double angle, double distance, double pitch, int flags = 0, double offsetZ = 0.0, double offsetForward = 0.0, double offsetSide = 0.0, out FLineTraceData data = null)
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bool CheckSight(Actor target, int flags = 0)
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bool IsVisible(Actor other, bool allAround, LookExParams params = null)
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bool HitFriend()
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bool MonsterMove()
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SeqNode StartSoundSequenceId(int sequence, int type, int modeNum, bool noStop = false)
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SeqNode StartSoundSequence(name seqName, int modeNum)
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void StopSoundSequence()
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void FindFloorCeiling(int flags = 0)
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double, double GetFriction()
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bool, Actor TestMobjZ(bool quick = false)
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bool TryWalk()
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bool TryMove(vector newPos, int dropOff, bool missileCheck = false, FCheckPosition tm = null)
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bool CheckMove(vector2 newPos, int flags = 0, FCheckPosition tm = null)
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void NewChaseDir()
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void RandomChaseDir()
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bool CheckMissileRange()
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bool SetStateLabel(stateLabel st, bool noFunction = false)
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void LinkToWorld(LinkContext ctx = null)
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void UnlinkFromWorld(out LinkContext ctx = null)
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void AddZ(double zAdd, bool moving = true)
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void SetZ(double z)
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void VelIntercept(Actor target, double speed = -1, bool aimPitch = true, bool oldVel = false)
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void VelFromAngle(double speed = 1e37, double angle = 1e37)
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void AdjustFloorClip()
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void CopyFriendliness(Actor other, bool changeTarget, bool resetHealth = true)
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bool LookForMonsters()
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bool LookForTId(bool allAround, LookExParams params = null)
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bool LookForEnemies(bool allAround, LookExParams params = null)
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bool LookForPlayers(bool allAround, LookExParams params = null)
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bool TeleportMove(vector3 pos, bool teleFrag, bool modifyActor = true)
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name GetSpecies()
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void PlayActiveSound()
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void Howl()
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void DrawSplash(int count, double angle, int kind)
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void GiveSecret(bool printMsg = true, bool playSound = true)
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void DoMissileDamage(Actor target)
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protected void DestroyAllInventory()
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Inventory GiveInventoryType(class<Inventory> itemType)
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bool UsePuzzleItem(int puzzleItemType)
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bool Warp(Actor dest, double xOfs = 0.0, double yOfs = 0.0, double zOfs = 0.0, double angle = 0.0, int flags = 0, double heightOffset = 0.0, double radiusOffset = 0.0, double pitch = 0.0)
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Actor SpawnMissileAngle(class<Actor> type, double angle, double vZ)
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Actor SpawnMissileAngleZ(double z, class<Actor> type, double angle, double vZ)
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void SpawnDirt(double radius)
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bool SinkMobj(double speed)
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bool RaiseMobj(double speed)
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void RestoreRenderStyle()
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void RaiseActor(Actor other, int flags = 0)
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bool CanRaise()
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void Revive()
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int GetRadiusDamage(Actor thing, int damage, int distance, int fullDmgDistance = 0, bool oldRadiusDmg = false)
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int RadiusAttack(Actor bombSource, int bombDamage, int bombDistance, name bombMod = 'none', int flags = RADF_HURTSOURCE, int fullDamageDistance = 0, name species = 'None')
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void CopyBloodColor(Actor other)
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bool GiveInventory(class<Inventory> type, int amount, bool giveCheat = false)
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bool TakeInventory(class<Inventory> itemClass, int amount, bool fromDecorate = false, bool noTakeInfinite = false)
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bool SetInventory(class<Inventory> itemClass, int amount, bool beyondMax = false)
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Inventory DropInventory(Inventory item, int amt = 1)
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bool DoTakeInventory(Actor receiver, bool orResult, class<Inventory> itemType, int amount, int flags, int setReceiver)
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void TossItem()
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bool CheckInventory(class<Inventory> itemType, int amount, int owner = AAPTR_DEFAULT)
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void ObtainInventory(Actor other)
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bool CheckIfCloser(Actor targ, double distance, bool noZ = false)
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int ACS_NamedExecute(name script, int mapNum = 0, int arg1 = 0, int arg2 = 0, int arg3 = 0)
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int ACS_NamedSuspend(name script, int mapNum = 0)
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int ACS_NamedTerminate(name script, int mapNum = 0)
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int ACS_NamedLockedExecute(name script, int mapNum = 0, int arg1 = 0, int arg2 = 0, int lock = 0)
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int ACS_NamedLockedExecuteDoor(name script, int mapNum = 0, int arg1 = 0, int arg2 = 0, int lock = 0)
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int ACS_NamedExecuteWithResult(name script, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0)
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int ACS_NamedExecuteAlways(name script, int mapNum = 0, int arg1 = 0, int arg2 = 0, int arg3 = 0)
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int ACS_ScriptCall(name script, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0)
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TO-DO — This section is not finished yet
Virtuals
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virtual void MarkPrecacheSounds()
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virtual void BeginPlay()
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virtual void Deactivate(Actor activator)
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virtual int DoSpecialDamage(Actor target, int damage, name damageType)
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virtual int TakeSpecialDamage(Actor inflictor, Actor source, int damage, name damageType)
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virtual void Die(Actor source, Actor inflictor, int dmgFlags = 0, name meansOfDeath = 'none')
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virtual bool CanTouchItem(Inventory item)
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virtual bool CanCollideWith(Actor other, bool passive)
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virtual bool CanResurrect(Actor other, bool passive)
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virtual bool SpecialBlastHandling(Actor source, double strength)
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virtual int SpecialMissileHit(Actor victim)
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virtual class<Actor> GetBloodType(int type)
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virtual int GetGibHealth()
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virtual double GetDeathHeight()
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virtual string GetObituary(Actor victim, Actor inflictor, name mod, bool playerAttack)
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virtual bool OnGiveSecret(bool printMsg, bool playSound)
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virtual bool PreTeleport(vector3 destPos, double destAngle, int flags)
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virtual bool PostTeleport(vector3 destPos, double destAngle, int flags)
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virtual bool OkayToSwitchTarget(Actor other)
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virtual bool Grind(bool items)
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virtual int DamageMobj(Actor inflictor, Actor source, int damage, name mod, int flags = 0, double angle = 0.0)
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virtual clearScope int GetMaxHealth(bool withUpgrades = false) const
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virtual bool ShouldSpawn()
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virtual void AddInventory(Inventory item)
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virtual void RemoveInventory(Inventory item)
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virtual bool UseInventory(Inventory item)
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virtual void ClearInventory()
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TO-DO — This section is not finished yet
Deprecated
Legacy — Do not use All of these functions are needless as they're either for DeHackEd compatibility, Decorate compatibility, or their functionality is supplanted entirely by another function.
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void A_Light0()
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void A_Light1()
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void A_Light2()
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void A_LightInverse()
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Equivalent to
A_Light
with an argument of 0, 1, 2, and -1 respectively.
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void A_SetInvulnerable()
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void A_UnSetInvulnerable()
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Equivalent to (un-)setting
bINVULNERABLE
.
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void A_SetReflective()
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void A_UnSetReflective()
-
Equivalent to (un-)setting
bREFLECTIVE
.
-
void A_SetReflectiveInvulnerable()
-
-
Equivalent to (un-)setting
bINVULNERABLE
andbREFLECTIVE
.
-
void A_SetShootable()
-
Equivalent to setting
bSHOOTABLE
and un-settingbNONSHOOTABLE
.
-
void A_UnSetShootable()
-
Equivalent to un-setting
bSHOOTABLE
and settingbNONSHOOTABLE
.
-
void A_NoGravity()
-
Equivalent to setting
bNOGRAVITY
.
-
void A_Gravity()
-
Equivalent to un-setting
bNOGRAVITY
and settingGravity
to 1.0.
-
void A_LowGravity()
-
Equivalent to un-setting
bNOGRAVITY
and settingGravity
to 0.125.
-
void A_SetGravity(double newGravity)
-
Equivalent to setting
Gravity
toClamp(newGravity, 0.0, 10.0)
.
-
void A_SetFloorClip()
-
Equivalent to setting
bFLOORCLIP
and callingAdjustFloorClip
.
-
void A_UnSetFloorClip()
-
Equivalent to un-setting
bFLOORCLIP
and settingFloorClip
to 0.0.
-
void A_HideThing()
-
void A_UnHideThing()
-
Equivalent to (un-)setting
bINVISIBLE
.
-
void A_SetDamageType(name newDamageType)
-
Equivalent to setting
DamageType
.
-
void A_SetSolid()
-
void A_UnSetSolid()
-
Equivalent to (un-)setting
bSOLID
.
-
void A_SetFloat()
-
void A_UnSetFloat()
-
Equivalent to (un-)setting
bFLOAT
.
-
void A_SetFloatBobPhase(int bob)
-
Equivalent to setting
FloatBobPhase
ifbob
is >= 0 and <= 63.
-
void A_SetRipperLevel(int level)
-
Equivalent to setting
RipperLevel
.
-
void A_SetRipMin(int minimum)
-
Equivalent to setting
RipLevelMin
.
-
void A_SetRipMax(int maximum)
-
Equivalent to setting
RipLevelMax
.
-
void A_SetTeleFog(class<Actor> oldPos, class<Actor> newPos)
-
Equivalent to setting
TeleFogSourceType
andTeleFogDestType
.
-
void A_SwapTeleFog()
-
Equivalent to swapping
TeleFogSourceType
andTeleFogDestType
.
-
void A_ScreamAndUnblock()
-
Equivalent to
A_Scream
followed byA_NoBlocking
.
-
void A_ActiveAndUnblock()
-
Equivalent to
A_ActiveSound
followed byA_NoBlocking
.
-
void A_SetScale(double scaleX, double scaleY = 0, int ptr = AAPTR_DEFAULT, bool useZero = false)
-
Equivalent to setting
Scale
.
-
void A_SetSpeed(double speed, int ptr = AAPTR_DEFAULT)
-
Equivalent to setting
Speed
.
-
void A_SetFloatSpeed(double speed, int ptr = AAPTR_DEFAULT)
-
Equivalent to setting
FloatSpeed
.
-
void A_SetPainThreshold(int threshold, int ptr = AAPTR_DEFAULT)
-
Equivalent to setting
PainThreshold
.
-
bool A_SetSpriteAngle(double angle = 0, int ptr = AAPTR_DEFAULT)
-
Equivalent to setting
SpriteAngle
.
-
bool A_SetSpriteRotation(double angle = 0, int ptr = AAPTR_DEFAULT)
-
Equivalent to setting
SpriteRotation
.
-
deprecated("2.3") void A_FaceConsolePlayer(double maxTurnAngle = 0)
-
Does nothing. Exists only for Zandronum compatibility.
-
void A_SetSpecial(int spec, int arg0 = 0, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0)
-
void A_FaceTarget(double max_Turn = 0.0, double max_Pitch = 270.0, double ang_Offset = 0.0, double pitch_Offset = 0.0, int flags = 0, double z_Ofs = 0.0)
-
void A_FaceTracer(double max_Turn = 0.0, double max_Pitch = 270.0, double ang_Offset = 0.0, double pitch_Offset = 0.0, int flags = 0, double z_Ofs = 0.0)
-
void A_FaceMaster(double max_Turn = 0.0, double max_Pitch = 270.0, double ang_Offset = 0.0, double pitch_Offset = 0.0, int flags = 0, double z_Ofs = 0.0)
-
Equivalent to
A_Face
withTarget
,Tracer
, orMaster
as the first argument.
-
bool A_LineEffect(int boomSpecial = 0, int tag = 0)
-
Calls an action special. Unnecessary as action specials are already callable natively. Exists for DeHackEd compatibility.
-
void A_MonsterRail()
-
Use
A_CustomRailgun
instead.
-
void A_Fall()
-
Equivalent to
A_NoBlocking
.
-
bool A_CallSpecial(int special, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0, int arg5 = 0)
-
Equivalent to
LevelLocals.ExecuteSpecial
.
-
void A_Look2()
-
Equivalent to
A_LookEx
with theLOF_NOSIGHTCHECK
flag and some really weird behaviour. Exists for Strife compatibility.
-
deprecated("2.3") void A_BulletAttack()
-
Use
[A_CustomBulletAttack]
instead.
-
deprecated("4.3") clearScope void A_PlaySound(sound whatToPlay = "weapons/pistol", int slot = CHAN_BODY, double volume = 1.0, bool looping = false, double attenuation = ATTN_NORM, bool local = false, double pitch = 0.0)
-
deprecated("2.3") void A_PlayWeaponSound(sound whatToPlay)
-
deprecated("2.3") void A_PlaySoundEx(sound whatToPlay, name slot, bool looping = false, int attenuation = 0)
-
Use
A_StartSound
instead.
-
deprecated("2.3") void A_StopSoundEx(name slot)
-
Use
A_StopSound
instead.
-
void A_Print(string whatToPrint, double time = 0.0, name fontName = 'none')
-
void A_PrintBold(string whatToPrint, double time = 0.0, name fontName = 'none')
-
void A_Log(string whatToPrint, bool local = false)
-
void A_LogInt(int whatToPrint, bool local = false)
-
void A_LogFloat(double whatToPrint, bool local = false)
-
void A_SetTranslucent(double alpha, int style = 0)
-
Use
A_SetRenderStyle
instead.
-
void A_SpawnDebris(class<Actor> spawnType, bool transfer_Translation = false, double mult_H = 1.0, double mult_V = 1.0)
-
Use a spawning function directly instead.
-
void A_ExtChase(bool useMelee, bool useMissile, bool playActive = true, bool nightmareFast = false)
-
Use
A_Chase
instead.
-
deprecated("2.3") void A_ChangeFlag(string flagName, bool value)
-
Set the flag directly instead.
-
void A_RaiseMaster(int flags = 0)
-
void A_RaiseSelf(int flags = 0)
-
Use
RaiseActor
instead.
-
void A_CountdownArg(int arg, stateLabel targState = null)
-
Destroys the actor if the
arg
-th element ofArgs
is zero, or decrements it. Use member variables and callA_Die
instead.
-
void A_ClearLastHeard()
-
Equivalent to setting
LastHeard
tonull
.
-
void A_ClassBossHealth()
-
If
Special1
is 0 and the game is co-operative multi-player, setsSpecial1
to 1 and multipliesHealth
by 5. SetHealth
directly instead.
-
deprecated("2.3") void A_SetUserVar(name varName, int value)
-
deprecated("2.3") void A_SetUserArray(name varName, int index, int value)
-
deprecated("2.3") void A_SetUserVarFloat(name varName, double value)
-
deprecated("2.3") void A_SetUserArrayFloat(name varName, int index, double value)
-
Equivalent to directly setting member variables.
-
void A_Quake(int intensity, int duration, int damageRadius, int tremorRadius, sound sfx = "world/quake")
-
Use
A_QuakeEx
instead.
-
void A_DamageSelf(int amount, name damageType = 'none', int flags = 0, class<Actor> filter = null, name species = 'None', int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT)
-
void A_DamageTarget(int amount, name damageType = 'none', int flags = 0, class<Actor> filter = null, name species = 'None', int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT)
-
void A_DamageMaster(int amount, name damageType = 'none', int flags = 0, class<Actor> filter = null, name species = 'None', int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT)
-
void A_DamageTracer(int amount, name damageType = 'none', int flags = 0, class<Actor> filter = null, name species = 'None', int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT)
-
Equivalent to
DamageMobj
(for positiveamount
s) orGiveBody
(for negativeamount
s) with flags.
-
void A_KillTarget(name damageType = 'none', int flags = 0, class<Actor> filter = null, name species = 'None', int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT)
-
void A_KillMaster(name damageType = 'none', int flags = 0, class<Actor> filter = null, name species = 'None', int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT)
-
void A_KillTracer(name damageType = 'none', int flags = 0, class<Actor> filter = null, name species = 'None', int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT)
-
Equivalent to
ExplodeMissile
orDamageMobj
with flags.
-
void A_RemoveTarget(int flags = 0, class<Actor> filter = null, name species = 'None')
-
void A_RemoveMaster(int flags = 0, class<Actor> filter = null, name species = 'None')
-
void A_RemoveTracer(int flags = 0, class<Actor> filter = null, name species = 'None')
-
Use
A_Remove
instead.
-
void A_SetHealth(int health, int ptr = AAPTR_DEFAULT)
-
void A_ResetHealth(int ptr = AAPTR_DEFAULT)
-
Set
Health
(and potentiallyPlayer.Mo.Health
) directly instead.
-
void A_SetSpecies(name species, int ptr = AAPTR_DEFAULT)
-
Equivalent to setting
Species
.
-
void A_SetChaseThreshold(int threshold, bool def = false, int ptr = AAPTR_DEFAULT)
-
Equivalent to setting
DefThreshold
orThreshold
.
-
bool A_CopySpriteFrame(int from, int to, int flags = 0)
-
bool A_SetVisibleRotation(double angleStart = 0.0, double angleEnd = 0.0, double pitchStart = 0.0, double pitchEnd = 0.0, int flags = 0, int ptr = AAPTR_DEFAULT)
-
Equivalent to setting
VisibleStartAngle
,VisibleEndAngle
,VisibleStartPitch
, andVisibleEndPitch
.
-
void A_SetTranslation(name transName)
-
Equivalent to setting
Translation
to the result ofTranslation.GetId
.
-
void A_RearrangePointers(int newTarget, int newMaster = AAPTR_DEFAULT, int newTracer = AAPTR_DEFAULT, int flags = 0)
-
void A_TransferPointer(int ptrSource, int ptrRecipient, int sourceField, int recipientField = AAPTR_DEFAULT, int flags = 0)
-
Equivalent to just setting the
Target
,Master
andTracer
members.
-
void A_CopyFriendliness(int ptr_Source = AAPTR_MASTER)
-
Use
CopyFriendliness
instead.
-
void A_WeaponOffset(double wx = 0.0, double wy = 32.0, int flags = 0)
-
Equivalent to
A_OverlayOffset
withPSP_WEAPON
as its first argument.
-
bool A_GiveInventory(class<Inventory> itemType, int amount = 0, int giveTo = AAPTR_DEFAULT)
-
bool A_GiveToTarget(class<Inventory> itemType, int amount = 0, int giveTo = AAPTR_DEFAULT)
-
Calls
DoGiveInventory
withself
orTarget
as the first argument.
-
bool A_TakeInventory(class<Inventory> itemType, int amount = 0, int flags = 0, int giveTo = AAPTR_DEFAULT)
-
bool A_TakeFromTarget(class<Inventory> itemType, int amount = 0, int flags = 0, int giveTo = AAPTR_DEFAULT)
-
Calls
DoTakeInventory
withself
orTarget
as the first argument.
-
double GetCrouchFactor(int ptr = AAPTR_PLAYER1)
-
Returns
Player.CrouchFactor
.
-
double GetCVar(string cVar)
-
Equivalent to
CVar.GetCVar(cVar, Player).GetFloat()
.
-
double GetCVarString(string cVar)
-
Equivalent to
CVar.GetCVar(cVar, Player).GetString()
.
-
int GetPlayerInput(int inputNum, int ptr = AAPTR_DEFAULT)
-
Use
Player
's various input variables instead.
-
int CountProximity(class<Actor> className, double distance, int flags = 0, int ptr = AAPTR_DEFAULT)
-
Equivalent to
[CheckProximity]
.
-
action State A_JumpIfHealthLower(int amount, stateLabel label, int ptr_Selector = AAPTR_DEFAULT)
-
Equivalent to
A_JumpIf
withp && p.Health < amount
as the first argument.
-
action State A_JumpIfCloser(double distance, stateLabel label, bool noZ = false)
-
action State A_JumpIfTracerCloser(double distance, stateLabel label, bool noZ = false)
-
action State A_JumpIfMasterCloser(double distance, stateLabel label, bool noZ = false)
-
Equivalent to
A_JumpIf
withCheckIfCloser(p, distance, noZ)
as the first argument.
-
action State A_JumpIfTargetOutsideMeleeRange(stateLabel label)
-
action State A_JumpIfTargetInsideMeleeRange(stateLabel label)
-
Equivalent to
A_JumpIf
withCheckMeleeRange()
(negated for the first function) as the first argument.
Overview of instance methods
ACS_NamedExecute
, ACS_NamedExecuteAlways
, ACS_NamedExecuteWithResult
, ACS_NamedLockedExecute
, ACS_NamedLockedExecuteDoor
, ACS_NamedSuspend
, ACS_NamedTerminate
, ACS_ScriptCall
, A_ActiveAndUnblock
, A_ActiveSound
, A_AttachLight
, A_AttachLightDef
, A_BossDeath
, A_BulletAttack
, A_Burst
, A_CallSpecial
, A_ChangeCountFlags
, A_ChangeFlag
, A_ChangeLinkFlags
, A_Chase
, A_CheckForResurrection
, A_CheckPlayerDone
, A_CheckTerrain
, A_ClassBossHealth
, A_ClearLastHeard
, A_ClearOverlays
, A_ClearTarget
, A_CopyFriendliness
, A_CopySpriteFrame
, A_CountdownArg
, A_CustomComboAttack
, A_CustomMeleeAttack
, A_CustomRailgun
, A_DamageChildren
, A_DamageMaster
, A_DamageSelf
, A_DamageSiblings
, A_DamageTarget
, A_DamageTracer
, A_DequeueCorpse
, A_Die
, A_DropInventory
, A_DropItem
, A_ExtChase
, A_Face
, A_FaceConsolePlayer
, A_FaceMaster
, A_FaceMovementDirection
, A_FaceTarget
, A_FaceTracer
, A_FadeIn
, A_FadeOut
, A_FadeTo
, A_Fall
, A_FastChase
, A_GiveInventory
, A_GiveToChildren
, A_GiveToSiblings
, A_GiveToTarget
, A_Gravity
, A_HideThing
, A_Jump
, A_JumpIf
, A_JumpIfCloser
, A_JumpIfHealthLower
, A_JumpIfMasterCloser
, A_JumpIfTargetInsideMeleeRange
, A_JumpIfTargetOutsideMeleeRange
, A_JumpIfTracerCloser
, A_KillChildren
, A_KillMaster
, A_KillSiblings
, A_KillTarget
, A_KillTracer
, A_Light
, A_Light0
, A_Light1
, A_Light2
, A_LightInverse
, A_LineEffect
, A_Log
, A_LogFloat
, A_LogInt
, A_Look
, A_Look2
, A_LookEx
, A_LowGravity
, A_MonsterRail
, A_MonsterReFire
, A_NoBlocking
, A_NoGravity
, A_Overlay
, A_OverlayAlpha
, A_OverlayFlags
, A_OverlayOffset
, A_OverlayPivot
, A_OverlayPivotAlign
, A_OverlayRenderStyle
, A_OverlayRotate
, A_OverlayScale
, A_OverlayTranslation
, A_OverlayVertexOffset
, A_Pain
, A_PlaySound
, A_PlaySoundEx
, A_PlayWeaponSound
, A_PlayerScream
, A_Print
, A_PrintBold
, A_Quake
, A_QuakeEx
, A_QueueCorpse
, A_RadiusDamageSelf
, A_RadiusGive
, A_RaiseChildren
, A_RaiseMaster
, A_RaiseSelf
, A_RaiseSiblings
, A_RearrangePointers
, A_Recoil
, A_Remove
, A_RemoveChildren
, A_RemoveLight
, A_RemoveMaster
, A_RemoveSiblings
, A_RemoveTarget
, A_RemoveTracer
, A_ResetHealth
, A_Respawn
, A_RestoreSpecialPosition
, A_Scream
, A_ScreamAndUnblock
, A_SeekerMissile
, A_SelectWeapon
, A_SetAngle
, A_SetArg
, A_SetBlend
, A_SetChaseThreshold
, A_SetDamageType
, A_SetFloat
, A_SetFloatBobPhase
, A_SetFloatSpeed
, A_SetFloorClip
, A_SetGravity
, A_SetHealth
, A_SetInventory
, A_SetInvulnerable
, A_SetMass
, A_SetMugShotState
, A_SetPainThreshold
, A_SetPitch
, A_SetReflective
, A_SetReflectiveInvulnerable
, A_SetRenderStyle
, A_SetRipMax
, A_SetRipMin
, A_SetRipperLevel
, A_SetRoll
, A_SetScale
, A_SetShootable
, A_SetSize
, A_SetSolid
, A_SetSpecial
, A_SetSpecies
, A_SetSpeed
, A_SetSpriteAngle
, A_SetSpriteRotation
, A_SetTeleFog
, A_SetTics
, A_SetTranslation
, A_SetTranslucent
, A_SetUserArray
, A_SetUserArrayFloat
, A_SetUserVar
, A_SetUserVarFloat
, A_SetViewAngle
, A_SetViewPitch
, A_SetViewRoll
, A_SetVisibleRotation
, A_SoundPitch
, A_SoundVolume
, A_SpawnDebris
, A_SpawnParticle
, A_SpawnProjectile
, A_SprayDecal
, A_StartSound
, A_StopAllSounds
, A_StopSound
, A_StopSoundEx
, A_StopSounds
, A_SwapTeleFog
, A_TakeFromChildren
, A_TakeFromSiblings
, A_TakeFromTarget
, A_TakeInventory
, A_Teleport
, A_TransferPointer
, A_Turn
, A_UnHideThing
, A_UnSetFloat
, A_UnSetFloorClip
, A_UnSetInvulnerable
, A_UnSetReflective
, A_UnSetReflectiveInvulnerable
, A_UnSetShootable
, A_UnSetSolid
, A_VileChase
, A_Wander
, A_Warp
, A_WeaponOffset
, A_Weave
, A_WolfAttack
, A_XScream
, AccuracyFactor
, Activate
, AddInventory
, AddZ
, AdjustFloorClip
, AimLineAttack
, AimTarget
, AngleTo
, ApplyDamageFactor
, BeginPlay
, BloodSplatter
, BulletSlope
, CanCollideWith
, CanRaise
, CanResurrect
, CanSeek
, CanTouchItem
, ChangeTId
, CheckBossDeath
, CheckFakeFloorTriggers
, CheckFor3DCeilingHit
, CheckFor3DFloorHit
, CheckIfCloser
, CheckInventory
, CheckKeys
, CheckLocalView
, CheckMeleeRange
, CheckMissileRange
, CheckMissileSpawn
, CheckMonsterUseSpecials
, CheckMove
, CheckNoDelay
, CheckPortalTransition
, CheckPosition
, CheckSight
, ClearBounce
, ClearCounters
, ClearInterpolation
, ClearInventory
, CopyBloodColor
, CopyFriendliness
, CountInv
, CountProximity
, CountsAsKill
, DamageMobj
, Deactivate
, DestroyAllInventory
, Die
, DisplayNameTag
, Distance2D
, Distance2DSquared
, Distance3D
, Distance3DSquared
, DistanceBySpeed
, DoMissileDamage
, DoSpecialDamage
, DoTakeInventory
, DrawSplash
, DropInventory
, ExplodeMissile
, FindFloorCeiling
, FindInventory
, FindState
, FirstInv
, GetAge
, GetBloodType
, GetBobOffset
, GetCVar
, GetCVarString
, GetCameraHeight
, GetCrouchFactor
, GetDeathHeight
, GetDropItems
, GetFloorTerrain
, GetFriction
, GetGibHealth
, GetGravity
, GetLevelSpawnTime
, GetMaxHealth
, GetMissileDamage
, GetModifiedDamage
, GetObituary
, GetPlayerInput
, GetPointer
, GetRadiusDamage
, GetRenderStyle
, GetSpawnHealth
, GetSpecies
, GetTag
, GetZAt
, GiveAmmo
, GiveBody
, GiveInventory
, GiveInventoryType
, GiveSecret
, Grind
, HandleSpawnFlags
, HitFloor
, HitFriend
, HitWater
, Howl
, IsActorPlayingSound
, IsFriend
, IsFrozen
, IsHostile
, IsPointerEqual
, IsTeammate
, IsVisible
, IsZeroDamage
, LineAttack
, LineTrace
, LinkToWorld
, LookForEnemies
, LookForMonsters
, LookForPlayers
, LookForTId
, MarkPrecacheSounds
, MonsterMove
, NewChaseDir
, ObtainInventory
, OkayToSwitchTarget
, OldSpawnMissile
, OnDrain
, OnGiveSecret
, OverlayAlpha
, OverlayId
, OverlayX
, OverlayY
, PlayActiveSound
, PlaySpawnSound
, PlayerNumber
, PoisonMobj
, PosRelative
, PostTeleport
, PreTeleport
, RadiusAttack
, RailAttack
, RaiseActor
, RaiseMobj
, RandomChaseDir
, RemoveFromHash
, RemoveInventory
, ResolveState
, RestoreDamage
, RestoreRenderStyle
, Revive
, RoughMonsterSearch
, SetCamera
, SetDamage
, SetFriendPlayer
, SetIdle
, SetInventory
, SetOrigin
, SetShade
, SetState
, SetStateLabel
, SetTag
, SetXyz
, SetZ
, ShouldSpawn
, SinkMobj
, Slam
, SoundAlert
, SpawnBlood
, SpawnDirt
, SpawnHealth
, SpawnMissile
, SpawnMissileAngle
, SpawnMissileAngleZ
, SpawnMissileAngleZSpeed
, SpawnMissileXyz
, SpawnMissileZ
, SpawnMissileZAimed
, SpawnPlayerMissile
, SpawnPuff
, SpawnSubMissile
, SpawnTeleportFog
, SpecialBlastHandling
, SpecialMissileHit
, StartSoundSequence
, StartSoundSequenceId
, StopSoundSequence
, TakeInventory
, TakeSpecialDamage
, Teleport
, TeleportMove
, TestMobjLocation
, TestMobjZ
, TossItem
, Touch
, TraceBleed
, TraceBleedAngle
, TriggerPainChance
, TryMove
, TryWalk
, UnlinkFromWorld
, UpdateWaterLevel
, UseInventory
, UsePuzzleItem
, Used
, Vec2Angle
, Vec2Offset
, Vec2OffsetZ
, Vec2To
, Vec3Angle
, Vec3Offset
, Vec3To
, VelFromAngle
, VelIntercept
, Warp
Instance Members
World Attributes
Position
-
readOnly vector3 Pos
-
The current position of the actor. If you want to set this, you can use
SetOrigin
.
-
vector3 Prev
-
The previous position of the actor.
-
vector3 SpawnPoint
-
The initial position of this actor when it first spawned.
-
readOnly int WaterLevel
-
The position of an actor relative to water. Possible values are:
- 0: Not in water at all
- 1: Less than half of the actor in water
- 2: Equal to or more than half of the actor in water
- 3: Entirely in water
Dimensions
-
double Height
-
The height of this actor, in map units.
-
readOnly double Radius
-
The horizontal size of this actor on both axes, in map units.
-
meta double DeathHeight
-
meta double BurnHeight
-
TO-DO — This section is not finished yet
Movement
-
vector3 Vel
-
The velocity of the actor in each direction, in map units per tic.
-
double Speed
-
The speed, in map units, at which this actor travels horizontally each tic when moving. Potentially affected by inertia.
-
double FloatSpeed
-
The speed, in map units, at which this actor travels vertically (when
bFLOAT
is applied) each tic when moving. Never affected by inertia.
Physics
-
int Mass
-
double Gravity
-
double Friction
-
double FloorClip
-
uint8 WeaveIndexXy
-
uint8 WeaveIndexZ
-
double BounceFactor
-
double WallBounceFactor
-
int BounceCount
-
double DropOffZ
-
double MaxDropOffHeight
-
double MaxStepHeight
-
double MaxSlopeSteepness
-
TO-DO — This section is not finished yet
Angles
-
double Angle
-
The yaw (horizontal) angle, in degrees, of the actor. This angle is visual as well as functional if
bSPRITEANGLE
is not set.
-
double Pitch
-
The pitch (vertical) angle, in degrees, of the actor. This angle is visual if the actor is a model and has the proper flag set, and functional only under specific circumstances, such as if this is a player, or if the actor has explicit handling for pitching.
-
double Roll
-
The roll (rotational) angle, in degrees, of the actor. This angle is visual if the actor is a model and has the proper flag set, or if
bROLLSPRITE
is set, and functional only under specific circumstances, such as if this is a player, or if the actor has explicit handling for pitching.
-
uint16 SpawnAngle
-
The initial yaw angle, in degrees, of the actor when it first spawned.
Sectors
-
-
The next actor in this sector, if any. This list is deterministic, but its order is unpredictable. Be careful when using this.
-
-
-
TO-DO — This section is not finished yet
-
textureId CeilingPic
-
textureId FloorPic
-
The texture of the ceiling/floor of the sector this actor is in.
-
int FloorTerrain
-
TO-DO — This section is not finished yet
Internal Attributes
States
-
int Tics
-
-
readOnly State SpawnState
-
-
-
-
TO-DO — This section is not finished yet
Visuals
-
spriteId Sprite
-
The sprite this actor is using in the world.
-
vector2 SpriteOffset
-
The offset (relative to the original offset) to apply to the world sprite of this actor.
-
vector2 Scale
-
The visual scale on each axis. Values lower than 1 will be smaller, higher than 1 bigger, and negatives will flip the sprite.
-
double Alpha
-
The opacity of the sprite. Values greater than 1 do nothing, values closer to 0 increase the translucency, and 0 makes the sprite totally invisible. The player's view sprite will have inverted color if the
PlayerPawn
has an alpha of 0. The functionality of this member differs between render styles.
-
readOnly color FillColor
-
The color to fill the sprite with in certain render modes.
-
textureId PicNum
-
If this is a non-null texture, overrides the sprite entirely, and draws this texture as the actor's sprite. This works exactly the same as any other sprite, but notably, supports animated textures.
-
double RenderRadius
-
TO-DO — This section is not finished yet
-
double SpriteAngle
-
The absolute angle for the sprite of this actor. Only does anything when
bSPRITEANGLE
istrue
.
-
double SpriteRotation
-
An angle to offset the visual rotation of the sprite of this actor. Works without
bSPRITEANGLE
, as this is relative.
-
uint Translation
-
float VisibleStartAngle
-
float VisibleStartPitch
-
float VisibleEndAngle
-
float VisibleEndPitch
-
uint8 FloatBobPhase
-
double FloatBobStrength
-
double StealthAlpha
-
int RenderHidden
-
int RenderRequired
-
readOnly color BloodColor
-
readOnly int BloodTranslation
-
meta name BloodType
-
meta name BloodType2
-
meta name BloodType3
-
TO-DO — This section is not finished yet
-
voidPtr DecalGenerator
-
Internal — Do not use The generator for decals used by this actor. This is currently an un-exposed API and must not be touched.
-
uint8 FountainColor
-
TO-DO — This section is not finished yet
Players
-
-
The player information for this actor, if it is a player actor.
-
double CameraHeight
-
double CameraFov
-
double ViewAngle
-
double ViewPitch
-
double ViewRoll
-
TO-DO — This section is not finished yet
Inventory
Sounds
-
sound AttackSound
-
sound DeathSound
-
sound SeeSound
-
sound PainSound
-
sound ActiveSound
-
sound UseSound
-
sound BounceSound
-
sound WallBounceSound
-
sound CrushPainSound
-
meta sound HowlSound
-
meta sound MeleeSound
-
TO-DO — This section is not finished yet
Interactions
Attacking
-
int ReactionTime
-
int Threshold
-
int DefThreshold
-
double MeleeRange
-
double MeleeThreshold
-
uint8 MinMissileChance
-
double MaxTargetRange
-
meta double MissileHeight
-
meta name MissileName
-
TO-DO — This section is not finished yet
Damaging
-
int Damage
-
The amount of damage a projectile might do. Doesn't always apply.
-
int RipperLevel
-
int RipLevelMin
-
int RipLevelMax
-
name DamageType
-
name DamageTypeReceived
-
-
double ProjectilePassHeight
-
int PoisonDamage
-
name PoisonDamageType
-
int PoisonDuration
-
int PoisonPeriod
-
-
-
-
-
-
name PainType
-
name DeathType
-
double DamageFactor
-
double DamageMultiply
-
double RadiusDamageFactor
-
double SelfDamageFactor
-
meta bool DontHurtShooter
-
meta int ExplosionRadius
-
meta int ExplosionDamage
-
meta int MeleeDamage
-
TO-DO — This section is not finished yet
Life and Death
-
int Health
-
The health of this actor. Anything less than 1 represents something dead.
-
int StartHealth
-
The initial health of this actor when it first spawned.
-
int16 PainChance
-
int PainThreshold
-
meta string Obituary
-
meta string HitObituary
-
meta int GibHealth
-
TO-DO — This section is not finished yet
Actor Pointers
-
-
-
-
-
-
-
TO-DO — This section is not finished yet
Identification
-
int TId
-
int TIdToHate
-
name Species
-
int DesignatedTeam
-
readOnly int SpawnTime
-
TO-DO — This section is not finished yet
Specials
-
int Special
-
int[5] Args
-
int Special1
-
int Special2
-
double SpecialF1
-
double SpecialF2
-
int WeaponSpecial
-
int ActivationType
-
TO-DO — This section is not finished yet
Teleportation
-
class<Actor> TeleFogSourceType
-
class<Actor> TeleFogDestType
Deprecated
-
deprecated("2.3") readOnly double X
-
deprecated("2.3") readOnly double Y
-
deprecated("2.3") readOnly double Z
-
deprecated("2.3") readOnly double VelX
-
deprecated("2.3") readOnly double VelY
-
deprecated("2.3") readOnly double VelZ
-
deprecated("2.3") readOnly double MomX
-
deprecated("2.3") readOnly double MomY
-
deprecated("2.3") readOnly double MomZ
-
deprecated("2.3") double ScaleX
-
deprecated("2.3") double ScaleY
-
Legacy — Do not use These members are better represented by
Pos
,Vel
, andScale
respectively, and should not be used in new code.
To-do
-
uint ThruBits
-
uint8 MoveDir
-
int8 VisDir
-
int16 MoveCount
-
int16 StrafeCount
-
-
uint16 SkillRespawnCount
-
int Score
-
int Accuracy
-
int Stamina
-
-
-
int8 LastLookPlayerNumber
-
uint SpawnFlags
-
double PushFactor
-
int LastPush
-
int LastBump
-
-
-
-
-
-
uint8 SmokeCounter
-
uint8 FriendPlayer
-
int WoundHealth
-
readOnly int FriendlySeeBlocks
-
TO-DO — This section is not finished yet
Overview of instance members
Accuracy
, ActivationType
, ActiveSound
, Alpha
, Alternative
, Angle
, Args
, AttackSound
, Blocking3DFloor
, BlockingCeiling
, BlockingFloor
, BlockingLine
, BlockingMobj
, BloodColor
, BloodTranslation
, BloodType
, BloodType2
, BloodType3
, BounceCount
, BounceFactor
, BounceSound
, BurnHeight
, CameraFov
, CameraHeight
, CeilingPic
, CeilingSector
, CeilingZ
, CrushPainSound
, CurSector
, CurState
, Damage
, DamageFactor
, DamageMultiply
, DamageType
, DamageTypeReceived
, DeathHeight
, DeathSound
, DeathType
, DecalGenerator
, DefThreshold
, DesignatedTeam
, DontHurtShooter
, DropOffZ
, ExplosionDamage
, ExplosionRadius
, FastChaseStrafeCount
, FastSpeed
, FillColor
, FloatBobPhase
, FloatBobStrength
, FloatSpeed
, FloorClip
, FloorPic
, FloorSector
, FloorTerrain
, FloorZ
, FountainColor
, Frame
, Friction
, FriendPlayer
, FriendlySeeBlocks
, GibHealth
, Goal
, Gravity
, Health
, Height
, HitObituary
, HowlSound
, Inv
, LastBump
, LastEnemy
, LastHeard
, LastLookActor
, LastLookPlayerNumber
, LastPush
, Mass
, Master
, MaxDropOffHeight
, MaxSlopeSteepness
, MaxStepHeight
, MaxTargetRange
, MeleeDamage
, MeleeRange
, MeleeSound
, MeleeState
, MeleeThreshold
, MinMissileChance
, MissileHeight
, MissileName
, MissileState
, MomX
, MomY
, MomZ
, MoveCount
, MoveDir
, Obituary
, PainChance
, PainSound
, PainThreshold
, PainType
, PicNum
, Pitch
, Player
, PoisonDamage
, PoisonDamageReceived
, PoisonDamageType
, PoisonDamageTypeReceived
, PoisonDuration
, PoisonDurationReceived
, PoisonPeriod
, PoisonPeriodReceived
, Poisoner
, Pos
, Prev
, ProjectileKickBack
, ProjectilePassHeight
, PushFactor
, Radius
, RadiusDamageFactor
, ReactionTime
, RenderHidden
, RenderRadius
, RenderRequired
, RipLevelMax
, RipLevelMin
, RipperLevel
, Roll
, SNext
, Scale
, ScaleX
, ScaleY
, Score
, SeeSound
, SeeState
, SelfDamageFactor
, SkillRespawnCount
, SmokeCounter
, SpawnAngle
, SpawnFlags
, SpawnPoint
, SpawnState
, SpawnTime
, Special
, Special1
, Special2
, SpecialF1
, SpecialF2
, Species
, Speed
, Sprite
, SpriteAngle
, SpriteOffset
, SpriteRotation
, Stamina
, StartHealth
, StealthAlpha
, StrafeCount
, TId
, TIdToHate
, Target
, TeleFogDestType
, TeleFogSourceType
, Threshold
, ThruBits
, Tics
, Tracer
, Translation
, UseSound
, Vel
, VelX
, VelY
, VelZ
, ViewAngle
, ViewPitch
, ViewRoll
, VisDir
, VisibleEndAngle
, VisibleEndPitch
, VisibleStartAngle
, VisibleStartPitch
, WallBounceFactor
, WallBounceSound
, WaterLevel
, WeaponSpecial
, WeaveIndexXy
, WeaveIndexZ
, WoundHealth
, X
, Y
, Z
Constants
-
const int DEFAULT_HEALTH
-
The default
Health
value if not set.
-
const double ONFLOORZ
-
The minimum Z value possible.
-
const double ONCEILINGZ
-
The maximum Z value possible.
-
const double STEEPSLOPE
-
A ratio representing an unwalkable slope.
-
const double FLOATRANDZ
-
A special Z value that tells the engine to start the Z value at a random value for floating objects.
-
const int TELEFRAG_DAMAGE
-
The amount of damage a tele-frag does.
-
const double MINVEL
-
The minimum notable velocity, after which velocity values will be clamped to 0.
-
const int LARGE_MASS
-
Internal — Do not use A constant only used in
Lightning
's override ofSpecialMissileHit
. Ignore this existing.
-
const double ORIG_FRICTION
-
The standard friction value.
-
const double ORIG_FRICTION_FACTOR
-
The standard friction value as a ratio.
-
const int DEFMORPHTICS
-
The amount of time it takes to un-morph.
Overview of constants
DEFAULT_HEALTH
, DEFMORPHTICS
, FLOATRANDZ
, LARGE_MASS
, MINVEL
, ONCEILINGZ
, ONFLOORZ
, ORIG_FRICTION
, ORIG_FRICTION_FACTOR
, STEEPSLOPE
, TELEFRAG_DAMAGE
Properties
-
-
property Activation: ActivationType
-
property ActiveSound: ActiveSound
-
-
property AttackSound: AttackSound
-
property BounceCount: BounceCount
-
property BounceFactor: BounceFactor
-
property BounceSound: BounceSound
-
property BurnHeight: BurnHeight
-
-
property CameraHeight: CameraHeight
-
property CrushPainSound: CrushPainSound
-
property DamageMultiply: DamageMultiply
-
property DeathHeight: DeathHeight
-
property DeathSound: DeathSound
-
property DefThreshold: DefThreshold
-
property DesignatedTeam: DesignatedTeam
-
property DontHurtShooter: DontHurtShooter
-
property ExplosionDamage: ExplosionDamage
-
property ExplosionRadius: ExplosionRadius
-
-
property FloatBobPhase: FloatBobPhase
-
property FloatBobStrength: FloatBobStrength
-
property FloatSpeed: FloatSpeed
-
-
property FriendlySeeBlocks: FriendlySeeBlocks
-
-
-
-
-
property HitObituary: HitObituary
-
-
-
property MaxDropOffHeight: MaxDropOffHeight
-
property MaxSlopeSteepness: MaxSlopeSteepness
-
property MaxStepHeight: MaxStepHeight
-
property MaxTargetRange: MaxTargetRange
-
property MeleeDamage: MeleeDamage
-
property MeleeRange: MeleeRange
-
property MeleeSound: MeleeSound
-
property MeleeThreshold: MeleeThreshold
-
property MinMissileChance: MinMissileChance
-
property MissileHeight: MissileHeight
-
property MissileType: MissileName
-
-
-
property PainThreshold: PainThreshold
-
property PoisonDamageType: PoisonDamageType
-
property ProjectileKickBack: ProjectileKickBack
-
property ProjectilePassHeight: ProjectilePassHeight
-
property PushFactor: PushFactor
-
property RadiusDamageFactor: RadiusDamageFactor
-
-
property ReactionTime: ReactionTime
-
property RenderHidden: RenderHidden
-
property RenderRadius: RenderRadius
-
property RenderRequired: RenderRequired
-
property RipLevelMax: RipLevelMax
-
property RipLevelMin: RipLevelMin
-
property RipperLevel: RipperLevel
-
-
property SelfDamageFactor: SelfDamageFactor
-
-
-
property SpriteAngle: SpriteAngle
-
property SpriteRotation: SpriteRotation
-
-
property StealthAlpha: StealthAlpha
-
property StencilColor: FillColor
-
property TeleFogDestType: TeleFogDestType
-
property TeleFogSourceType: TeleFogSourceType
-
-
-
-
property VisibleAngles: VisibleStartAngle, VisibleEndAngle
-
property VisiblePitch: VisibleStartPitch, VisibleEndPitch
-
property WallBounceFactor: WallBounceFactor
-
property WallBounceSound: WallBounceSound
-
property WeaveIndexXy: WeaveIndexXy
-
property WeaveIndexZ: WeaveIndexZ
-
property WoundHealth: WoundHealth
-
-
-
property PainChance
-
Defines a pain chance, either:
-
PainChance Number;
The global pain chance.
-
PainChance "DamageType", Number;
A particular damage type's pain chance.
-
-
property Damage
-
The
Damage
value. This may be either:-
Damage Number;
A static damage number.
-
Damage (Expression);
An expression to apply each time damage is done.
-
-
property Args
-
Sets each of the
Args
values and setsbARGSDEFINED
.
-
property BloodColor
-
Sets both
BloodColor
andBloodTranslation
.
-
property BloodType
-
Sets each of the blood types. Besides the first
BloodType
, the other two are optional. IfBloodType2
is omitted, it's set toBloodType
, and ifBloodType3
is omitted, it's set toBloodType2
.
-
property DamageType
-
property PainType
-
property DeathType
-
Sets
DamageType
,PainType
, andDeathType
respectively. If"Normal"
is passed, in which case it's changed to"None"
.
-
property DamageFactor
-
Defines a damage factor, either:
-
DamageFactor Number;
The global damage factor.
-
DamageFactor "DamageType", Number;
A particular damage type's damage factor. If the damage type is
"Normal"
, it's changed to"None"
.
-
-
property Decal
-
Sets the
DecalGenerator
for this actor, based on its name in the decal definitions table.
-
property PoisonDamage
-
Sets the poison damage parameters. Either:
-
PoisonDamage Number;
Sets
PoisonDamage
to the number provided andPoisonDuration
toint.Min
. -
PoisonDamage Number, Number;
Sets
PoisonDamage
andPoisonDuration
to the numbers provided, and setsPoisonPeriod
to 0. -
PoisonDamage Number, Number, Number;
Sets
PoisonDamage
,PoisonDuration
, andPoisonPeriod
to the numbers provided.
-
-
property VisibleToTeam
-
Sets
VisibleToTeam
to the number passed plus one.
Internal Static Info
These properties set up information not normally visible to scripts.
-
property DropItem
-
Adds a dropped item (see
GetDropItems
) to the actor, either:-
DropItem "ItemType";
A dropped item with 255 (100%) probability, and an amount of -1.
-
DropItem "ItemType", Number;
Sets the probability manually, but keeps the amount at -1.
-
DropItem "ItemType", Number, Number;
Explicitly sets both the probability and amount.
-
-
property DefaultStateUsage
-
Internal — Do not use The
EStateUseFlags
of the actor. Not to be used by user code.
-
property Tag
-
The tag name of the actor. This can potentially be a translatable string.
-
property Translation
-
The translation to apply to this actor, either:
-
Translation Number;
One of the hard-coded translations, between 0 and 6, inclusive.
-
Translation "TranslationString";
,Translation "TranslationString", "TranslationString";
, etc.One or more translation strings to apply.
-
-
property RenderStyle
-
Sets the legacy render style. Possible values are:
"Add"
"AddShaded"
"AddStencil"
"ColorAdd"
"ColorBlend"
"Fuzzy"
"Multiply"
"None"
"Normal"
"OptFuzzy"
"Shaded"
"Shadow"
"SoulTrans"
"Stencil"
"Subtract"
"Translucent"
Legacy — Do not use The string may also be prefixed with
Style_
for compatibility with old DECORATE.
-
property BounceType
-
Sets the bouncing behaviour of the actor. Possible values are:
"Classic"
"Doom"
"DoomCompat"
"Grenade"
"Heretic"
"HereticCompat"
"Hexen"
"HexenCompat"
"None"
-
property VisibleToPlayerClass
-
Adds one or more player classes to the list of classes this is visible to.
-
property DistanceCheck
-
Sets up a distance checking function that will make this actor not render if the player's view is far enough away from it. You must pass the name of an integer CVar to this property.
-
property Game
-
A filter for which game this can appear in. Possible values are:
"Any"
"Chex"
"Doom"
"Heretic"
"Hexen"
"Raven"
"Strife"
-
property SpawnId
-
Sets the Spawn ID used by several systems to the number passed to this property.
-
property ConversationId
-
Sets the Conversation ID used by the conversation system to the number passed to this property. Two extra numbers may be specified that will do absolutely nothing.
Pseudo-properties
These properties don't take parameters and mutate the defaults.
-
property Skip_Super
-
If this property is present on an actor, it will reset all
default
values with the ones from this class. This only works on sub-classes with no additional members.
-
property ClearFlags
-
If this property is present on an actor, it will clear all native flags from the actor, except for
bARGSDEFINED
. This does not clear flags created by user code.
-
property Monster
-
If this property is present on an actor, it sets the following flags:
-
property Projectile
-
If this property is present on an actor, it sets the following flags:
If the game is Heretic or Hexen, then
bBLOODSPLATTER
is also set.
-
property DefaultAlpha
-
If this property is present on an actor, it will set the default
Alpha
toHR_SHADOW
orHX_SHADOW
, depending on if the game is Heretic or not.
Defaults
default
{
Alpha 1;
BloodType "Blood", "BloodSplatter", "AxeBlood";
BounceCount -1;
BounceFactor 0.7;
BurnHeight -1;
CameraFov 90;
CameraHeight int.Min;
DamageFactor 1;
DamageMultiply 1;
DeathHeight -1;
DeathType "Normal";
DefThreshold 100;
DefaultStateUsage SUF_ACTOR | SUF_OVERLAY;
DesignatedTeam 255;
ExplosionDamage 128;
ExplosionRadius -1;
FastSpeed -1;
FloatBobPhase -1;
FloatBobStrength 1;
FloatSpeed 4;
Friction 1;
FriendlySeeBlocks 10;
GibHealth int.Min;
Gravity 1;
Health DEFAULT_HEALTH;
Height 16;
HitObituary "";
Mass 100;
MaxDropOffHeight 24;
MaxSlopeSteepness STEEPSLOPE;
MaxStepHeight 24;
MeleeDamage 0;
MeleeRange 44;
MeleeSound "";
MinMissileChance 200;
MissileHeight 32;
Obituary "";
PainType "Normal";
PushFactor 0.25;
Radius 20;
RadiusDamageFactor 1;
ReactionTime 8;
RenderHidden 0;
RenderRadius 0;
RenderRequired 0;
RenderStyle 'Normal';
RipLevelMax 0;
RipLevelMin 0;
RipperLevel 0;
Scale 1;
SelfDamageFactor 1;
SpriteAngle 0;
SpriteRotation 0;
StealthAlpha 0;
StencilColor "Black";
TleeFogDestType "TeleportFog";
TleeFogSourceType "TeleportFog";
VisibleAngles 0, 0;
VisiblePitch 0, 0;
WallBounceFactor 0.75;
WeaveIndexXy 0;
WeaveIndexZ 16;
WoundHealth 6;
}
Overview of properties
Accuracy
, Activation
, ActiveSound
, Alpha
, Args
, AttackSound
, BloodColor
, BloodType
, BounceCount
, BounceFactor
, BounceSound
, BounceType
, BurnHeight
, CameraFov
, CameraHeight
, ClearFlags
, ConversationId
, CrushPainSound
, Damage
, DamageFactor
, DamageMultiply
, DamageType
, DeathHeight
, DeathSound
, DeathType
, Decal
, DefThreshold
, DefaultAlpha
, DefaultStateUsage
, DesignatedTeam
, DistanceCheck
, DontHurtShooter
, DropItem
, ExplosionDamage
, ExplosionRadius
, FastSpeed
, FloatBobPhase
, FloatBobStrength
, FloatSpeed
, Friction
, FriendlySeeBlocks
, Game
, GibHealth
, Gravity
, Health
, Height
, HitObituary
, HowlSound
, Mass
, MaxDropOffHeight
, MaxSlopeSteepness
, MaxStepHeight
, MaxTargetRange
, MeleeDamage
, MeleeRange
, MeleeSound
, MeleeThreshold
, MinMissileChance
, MissileHeight
, MissileType
, Monster
, Obituary
, PainChance
, PainSound
, PainThreshold
, PainType
, PoisonDamage
, PoisonDamageType
, Projectile
, ProjectileKickBack
, ProjectilePassHeight
, PushFactor
, Radius
, RadiusDamageFactor
, ReactionTime
, RenderHidden
, RenderRadius
, RenderRequired
, RenderStyle
, RipLevelMax
, RipLevelMin
, RipperLevel
, Scale
, SeeSound
, SelfDamageFactor
, Skip_Super
, SpawnId
, Species
, Speed
, SpriteAngle
, SpriteRotation
, Stamina
, StealthAlpha
, StencilColor
, Tag
, TeleFogDestType
, TeleFogSourceType
, Threshold
, ThruBits
, Translation
, VSpeed
, VisibleAngles
, VisiblePitch
, VisibleToPlayerClass
, VisibleToTeam
, WallBounceFactor
, WallBounceSound
, WeaveIndexXy
, WeaveIndexZ
, WoundHealth
, XScale
, YScale
Flags
Actor
is the only class with native flag definitions, and they are
handled in one of three ways, which will be defined through
pseudo-code:
native
flag definitions are exposed as variables and indefault
blocks.native internal
flag definitions are exposed as variables, but not indefault
blocks.native deprecated
flag definitions are exposed indefault
blocks, but not as variables.
-
flagDef ARGSDEFINED: native internal
-
flagDef ARMED: native internal
-
flagDef AVOIDINGDROPOFF: native internal
-
flagDef BOSSCUBE: native internal
-
flagDef BOSSSPAWNED: native internal
-
flagDef CHASEGOAL: native internal
-
flagDef CRASHED: native internal
-
flagDef FALLING: native internal
-
flagDef FLYCHEAT: native internal
-
flagDef FLY: native internal
-
flagDef HANDLENODELAY: native internal
-
flagDef HUNTPLAYERS: native internal
-
flagDef INCHASE: native internal
-
flagDef INCONVERSATION: native internal
-
flagDef INTRYMOVE: native internal
-
flagDef KILLED: native internal
-
flagDef LINEDONE: native internal
-
flagDef NOHATEPLAYERS: native internal
-
flagDef NOSIGHTCHECK: native internal
-
flagDef ONMOBJ: native internal
-
flagDef RESPAWNINVUL: native internal
-
flagDef SCROLLMOVE: native internal
-
flagDef SHATTERING: native internal
-
flagDef UNMORPHED: native internal
-
flagDef VFRICTION: native internal
-
flagDef WARNBOT: native internal
-
flagDef ABSMASKANGLE: native
-
flagDef ABSMASKPITCH: native
-
flagDef ABSVIEWANGLES: native
-
flagDef ACTIVATEIMPACT: native
-
flagDef ACTIVATEMCROSS: native
-
flagDef ACTIVATEPCROSS: native
-
flagDef ACTLIKEBRIDGE: native
-
flagDef ADDITIVEPOISONDAMAGE: native
-
flagDef ADDITIVEPOISONDURATION: native
-
flagDef AIMREFLECT: native
-
flagDef ALLOWBOUNCEONACTORS: native
-
flagDef ALLOWPAIN: native
-
flagDef ALLOWPARTICLES: native
-
flagDef ALLOWTHRUBITS: native
-
flagDef ALLOWTHRUFLAGS: native
-
flagDef ALWAYSFAST: native
-
flagDef ALWAYSPUFF: native
-
flagDef ALWAYSRESPAWN: native
-
flagDef ALWAYSTELEFRAG: native
-
flagDef AMBUSH: native
-
flagDef AVOIDMELEE: native
-
flagDef BLASTED: native
-
flagDef BLOCKASPLAYER: native
-
flagDef BLOCKEDBYSOLIDACTORS: native
-
flagDef BLOODLESSIMPACT: native
-
flagDef BLOODSPLATTER: native
-
flagDef BOSSDEATH: native
-
flagDef BOSS: native
-
flagDef BOUNCEAUTOOFFFLOORONLY: native
-
flagDef BOUNCEAUTOOFF: native
-
flagDef BOUNCELIKEHERETIC: native
-
flagDef BOUNCEONACTORS: native
-
flagDef BOUNCEONCEILINGS: native
-
flagDef BOUNCEONFLOORS: native
-
flagDef BOUNCEONUNRIPPABLES: native
-
flagDef BOUNCEONWALLS: native
-
flagDef BRIGHT: native
-
flagDef BUDDHA: native
-
flagDef BUMPSPECIAL: native
-
flagDef CANBLAST: native
-
flagDef CANBOUNCEWATER: native
-
flagDef CANJUMP: native
-
flagDef CANNOTPUSH: native
-
flagDef CANPASS: native
-
flagDef CANPUSHWALLS: native
-
flagDef CANTLEAVEFLOORPIC: native
-
flagDef CANTSEEK: native
-
flagDef CANUSEWALLS: native
-
flagDef CAUSEPAIN: native
-
flagDef CEILINGHUGGER: native
-
flagDef CORPSE: native
-
flagDef COUNTITEM: native
-
flagDef COUNTKILL: native
-
flagDef COUNTSECRET: native
-
flagDef DEFLECT: native
-
flagDef DEHEXPLOSION: native
-
flagDef DOHARMSPECIES: native
-
flagDef DONTBLAST: native
-
flagDef DONTBOUNCEONSHOOTABLES: native
-
flagDef DONTBOUNCEONSKY: native
-
flagDef DONTCORPSE: native
-
flagDef DONTDRAIN: native
-
flagDef DONTFACETALKER: native
-
flagDef DONTFALL: native
-
flagDef DONTFLIP: native
-
flagDef DONTGIB: native
-
flagDef DONTHARMCLASS: native
-
flagDef DONTHARMSPECIES: native
-
flagDef DONTINTERPOLATE: native
-
flagDef DONTMORPH: native
-
flagDef DONTOVERLAP: native
-
flagDef DONTREFLECT: native
-
flagDef DONTRIP: native
-
flagDef DONTSEEKINVISIBLE: native
-
flagDef DONTSPLASH: native
-
flagDef DONTSQUASH: native
-
flagDef DONTTHRUST: native
-
flagDef DONTTRANSLATE: native
-
flagDef DORMANT: native
-
flagDef DROPOFF: native
-
flagDef DROPPED: native
-
flagDef EXPLOCOUNT: native
-
flagDef EXPLODEONWATER: native
-
flagDef EXTREMEDEATH: native
-
flagDef FALLDAMAGE: native
-
flagDef FIXMAPTHINGPOS: native
-
flagDef FLATSPRITE: native
-
flagDef FLOATBOB: native
-
flagDef FLOAT: native
-
flagDef FLOORCLIP: native
-
flagDef FLOORHUGGER: native
-
flagDef FOILBUDDHA: native
-
flagDef FOILINVUL: native
-
flagDef FORCEDECAL: native
-
flagDef FORCEINFIGHTING: native
-
flagDef FORCEPAIN: native
-
flagDef FORCERADIUSDMG: native
-
flagDef FORCEXYBILLBOARD: native
-
flagDef FORCEYBILLBOARD: native
-
flagDef FORCEZERORADIUSDMG: native
-
flagDef FRIENDLY: native
-
flagDef FRIGHTENED: native
-
flagDef FRIGHTENING: native
-
flagDef FULLVOLACTIVE: native
-
flagDef FULLVOLDEATH: native
-
flagDef GETOWNER: native
-
flagDef GHOST: native
-
flagDef GRENADETRAIL: native
-
flagDef HARMFRIENDS: native
-
flagDef HITMASTER: native
-
flagDef HITOWNER: native
-
flagDef HITTARGET: native
-
flagDef HITTRACER: native
-
flagDef ICECORPSE: native
-
flagDef ICESHATTER: native
-
flagDef INCOMBAT: native
-
flagDef INFLOAT: native
-
flagDef INTERPOLATEANGLES: native
-
flagDef INVISIBLE: native
-
flagDef INVULNERABLE: native
-
flagDef ISMONSTER: native
-
flagDef JUMPDOWN: native
-
flagDef JUSTATTACKED: native
-
flagDef JUSTHIT: native
-
flagDef LAXTELEFRAGDMG: native
-
flagDef LOOKALLAROUND: native
-
flagDef MASKROTATION: native
-
flagDef MBFBOUNCER: native
-
flagDef MIRRORREFLECT: native
-
flagDef MISSILEEVENMORE: native
-
flagDef MISSILEMORE: native
-
flagDef MISSILE: native
-
flagDef MOVEWITHSECTOR: native
-
flagDef MTHRUSPECIES: native
-
flagDef NEVERFAST: native
-
flagDef NEVERRESPAWN: native
-
flagDef NEVERTARGET: native
-
flagDef NOBLOCKMAP: native
-
flagDef NOBLOCKMONST: native
-
flagDef NOBLOODDECALS: native
-
flagDef NOBLOOD: native
-
flagDef NOBOSSRIP: native
-
flagDef NOBOUNCESOUND: native
-
flagDef NOCLIP: native
-
flagDef NODAMAGETHRUST: native
-
flagDef NODAMAGE: native
-
flagDef NODECAL: native
-
flagDef NODROPOFF: native
-
flagDef NOEXPLODEFLOOR: native
-
flagDef NOEXTREMEDEATH: native
-
flagDef NOFEAR: native
-
flagDef NOFORWARDFALL: native
-
flagDef NOFRICTIONBOUNCE: native
-
flagDef NOFRICTION: native
-
flagDef NOGRAVITY: native
-
flagDef NOICEDEATH: native
-
flagDef NOINFIGHTING: native
-
flagDef NOINFIGHTSPECIES: native
-
flagDef NOINTERACTION: native
-
flagDef NOKILLSCRIPTS: native
-
flagDef NOLIFTDROP: native
-
flagDef NOMENU: native
-
flagDef NONSHOOTABLE: native
-
flagDef NOPAIN: native
-
flagDef NORADIUSDMG: native
-
flagDef NOSECTOR: native
-
flagDef NOSHIELDREFLECT: native
-
flagDef NOSKIN: native
-
flagDef NOSPLASHALERT: native
-
flagDef NOTARGETSWITCH: native
-
flagDef NOTARGET: native
-
flagDef NOTAUTOAIMED: native
-
flagDef NOTDMATCH: native
-
flagDef NOTELEFRAG: native
-
flagDef NOTELEOTHER: native
-
flagDef NOTELEPORT: native
-
flagDef NOTELESTOMP: native
-
flagDef NOTIMEFREEZE: native
-
flagDef NOTONAUTOMAP: native
-
flagDef NOTRIGGER: native
-
flagDef NOVERTICALMELEERANGE: native
-
flagDef NOWALLBOUNCESND: native
-
flagDef OLDRADIUSDMG: native
-
flagDef PAINLESS: native
-
flagDef PICKUP: native
-
flagDef PIERCEARMOR: native
-
flagDef POISONALWAYS: native
-
flagDef PUFFGETSOWNER: native
-
flagDef PUFFONACTORS: native
-
flagDef PUSHABLE: native
-
flagDef QUICKTORETALIATE: native
-
flagDef RANDOMIZE: native
-
flagDef REFLECTIVE: native
-
flagDef RELATIVETOFLOOR: native
-
flagDef RETARGETAFTERSLAM: native
-
flagDef RIPPER: native
-
flagDef ROCKETTRAIL: native
-
flagDef ROLLCENTER: native
-
flagDef ROLLSPRITE: native
-
flagDef SCREENSEEKER: native
-
flagDef SEEINVISIBLE: native
-
flagDef SEEKERMISSILE: native
-
flagDef SEESDAGGERS: native
-
flagDef SHADOW: native
-
flagDef SHIELDREFLECT: native
-
flagDef SHOOTABLE: native
-
flagDef SKULLFLY: native
-
flagDef SKYEXPLODE: native
-
flagDef SLIDESONWALLS: native
-
flagDef SMASHABLE: native
-
flagDef SOLID: native
-
flagDef SPAWNCEILING: native
-
flagDef SPAWNFLOAT: native
-
flagDef SPAWNSOUNDSOURCE: native
-
flagDef SPECIALFIREDAMAGE: native
-
flagDef SPECIALFLOORCLIP: native
-
flagDef SPECIAL: native
-
flagDef SPECTRAL: native
-
flagDef SPRITEANGLE: native
-
flagDef SPRITEFLIP: native
-
flagDef STANDSTILL: native
-
flagDef STAYMORPHED: native
-
flagDef STEALTH: native
-
flagDef STEPMISSILE: native
-
flagDef STOPRAILS: native
-
flagDef STRIFEDAMAGE: native
-
flagDef SUMMONEDMONSTER: native
-
flagDef SYNCHRONIZED: native
-
flagDef TELEPORT: native
-
flagDef TELESTOMP: native
-
flagDef THRUACTORS: native
-
flagDef THRUGHOST: native
-
flagDef THRUREFLECT: native
-
flagDef THRUSPECIES: native
-
flagDef TOUCHY: native
-
flagDef USEBOUNCESTATE: native
-
flagDef USEKILLSCRIPTS: native
-
flagDef USESPECIAL: native
-
flagDef VISIBILITYPULSE: native
-
flagDef VULNERABLE: native
-
flagDef WALLSPRITE: native
-
flagDef WEAPONSPAWN: native
-
flagDef WINDTHRUST: native
-
flagDef XFLIP: native
-
flagDef YFLIP: native
-
flagDef ZDOOMTRANS: native
-
flagDef ALLOWCLIENTSPAWN: native deprecated
-
flagDef BASEARMOR: native deprecated
-
flagDef BASEHEALTH: native deprecated
-
flagDef BLUETEAM: native deprecated
-
flagDef CLIENTSIDEONLY: native deprecated
-
flagDef DONTHURTSPECIES: native deprecated
-
flagDef DONTIDENTIFYTARGET: native deprecated
-
flagDef DOOMBOUNCE: native deprecated
-
flagDef EXPLODEONDEATH: native deprecated
-
flagDef FASTER: native deprecated
-
flagDef FASTMELEE: native deprecated
-
flagDef FIREDAMAGE: native deprecated
-
flagDef FIRERESIST: native deprecated
-
flagDef HERETICBOUNCE: native deprecated
-
flagDef HEXENBOUNCE: native deprecated
-
flagDef ICEDAMAGE: native deprecated
-
flagDef LONGMELEERANGE: native deprecated
-
flagDef LOWGRAVITY: native deprecated
-
flagDef NODE: native deprecated
-
flagDef NONETID: native deprecated
-
flagDef QUARTERGRAVITY: native deprecated
-
flagDef REDTEAM: native deprecated
-
flagDef SCOREPILLAR: native deprecated
-
flagDef SERVERSIDEONLY: native deprecated
-
flagDef SHORTMISSILERANGE: native deprecated
-
flagDef SUPERARMOR: native deprecated
-
flagDef SUPERHEALTH: native deprecated
-
flagDef USESPECIAL: native deprecated
-
flagDef USESTBOUNCESOUND: native deprecated
-
TO-DO — This section is not finished yet
Overview of flags
ABSMASKANGLE
, ABSMASKPITCH
, ABSVIEWANGLES
, ACTIVATEIMPACT
, ACTIVATEMCROSS
, ACTIVATEPCROSS
, ACTLIKEBRIDGE
, ADDITIVEPOISONDAMAGE
, ADDITIVEPOISONDURATION
, AIMREFLECT
, ALLOWBOUNCEONACTORS
, ALLOWCLIENTSPAWN
, ALLOWPAIN
, ALLOWPARTICLES
, ALLOWTHRUBITS
, ALLOWTHRUFLAGS
, ALWAYSFAST
, ALWAYSPUFF
, ALWAYSRESPAWN
, ALWAYSTELEFRAG
, AMBUSH
, ARGSDEFINED
, ARMED
, AVOIDINGDROPOFF
, AVOIDMELEE
, BASEARMOR
, BASEHEALTH
, BLASTED
, BLOCKASPLAYER
, BLOCKEDBYSOLIDACTORS
, BLOODLESSIMPACT
, BLOODSPLATTER
, BLUETEAM
, BOSS
, BOSSCUBE
, BOSSDEATH
, BOSSSPAWNED
, BOUNCEAUTOOFF
, BOUNCEAUTOOFFFLOORONLY
, BOUNCELIKEHERETIC
, BOUNCEONACTORS
, BOUNCEONCEILINGS
, BOUNCEONFLOORS
, BOUNCEONUNRIPPABLES
, BOUNCEONWALLS
, BRIGHT
, BUDDHA
, BUMPSPECIAL
, CANBLAST
, CANBOUNCEWATER
, CANJUMP
, CANNOTPUSH
, CANPASS
, CANPUSHWALLS
, CANTLEAVEFLOORPIC
, CANTSEEK
, CANUSEWALLS
, CAUSEPAIN
, CEILINGHUGGER
, CHASEGOAL
, CLIENTSIDEONLY
, CORPSE
, COUNTITEM
, COUNTKILL
, COUNTSECRET
, CRASHED
, DEFLECT
, DEHEXPLOSION
, DOHARMSPECIES
, DONTBLAST
, DONTBOUNCEONSHOOTABLES
, DONTBOUNCEONSKY
, DONTCORPSE
, DONTDRAIN
, DONTFACETALKER
, DONTFALL
, DONTFLIP
, DONTGIB
, DONTHARMCLASS
, DONTHARMSPECIES
, DONTHURTSPECIES
, DONTIDENTIFYTARGET
, DONTINTERPOLATE
, DONTMORPH
, DONTOVERLAP
, DONTREFLECT
, DONTRIP
, DONTSEEKINVISIBLE
, DONTSPLASH
, DONTSQUASH
, DONTTHRUST
, DONTTRANSLATE
, DOOMBOUNCE
, DORMANT
, DROPOFF
, DROPPED
, EXPLOCOUNT
, EXPLODEONDEATH
, EXPLODEONWATER
, EXTREMEDEATH
, FALLDAMAGE
, FALLING
, FASTER
, FASTMELEE
, FIREDAMAGE
, FIRERESIST
, FIXMAPTHINGPOS
, FLATSPRITE
, FLOAT
, FLOATBOB
, FLOORCLIP
, FLOORHUGGER
, FLY
, FLYCHEAT
, FOILBUDDHA
, FOILINVUL
, FORCEDECAL
, FORCEINFIGHTING
, FORCEPAIN
, FORCERADIUSDMG
, FORCEXYBILLBOARD
, FORCEYBILLBOARD
, FORCEZERORADIUSDMG
, FRIENDLY
, FRIGHTENED
, FRIGHTENING
, FULLVOLACTIVE
, FULLVOLDEATH
, GETOWNER
, GHOST
, GRENADETRAIL
, HANDLENODELAY
, HARMFRIENDS
, HERETICBOUNCE
, HEXENBOUNCE
, HITMASTER
, HITOWNER
, HITTARGET
, HITTRACER
, HUNTPLAYERS
, ICECORPSE
, ICEDAMAGE
, ICESHATTER
, INCHASE
, INCOMBAT
, INCONVERSATION
, INFLOAT
, INTERPOLATEANGLES
, INTRYMOVE
, INVISIBLE
, INVULNERABLE
, ISMONSTER
, JUMPDOWN
, JUSTATTACKED
, JUSTHIT
, KILLED
, LAXTELEFRAGDMG
, LINEDONE
, LONGMELEERANGE
, LOOKALLAROUND
, LOWGRAVITY
, MASKROTATION
, MBFBOUNCER
, MIRRORREFLECT
, MISSILE
, MISSILEEVENMORE
, MISSILEMORE
, MOVEWITHSECTOR
, MTHRUSPECIES
, NEVERFAST
, NEVERRESPAWN
, NEVERTARGET
, NOBLOCKMAP
, NOBLOCKMONST
, NOBLOOD
, NOBLOODDECALS
, NOBOSSRIP
, NOBOUNCESOUND
, NOCLIP
, NODAMAGE
, NODAMAGETHRUST
, NODE
, NODECAL
, NODROPOFF
, NOEXPLODEFLOOR
, NOEXTREMEDEATH
, NOFEAR
, NOFORWARDFALL
, NOFRICTION
, NOFRICTIONBOUNCE
, NOGRAVITY
, NOHATEPLAYERS
, NOICEDEATH
, NOINFIGHTING
, NOINFIGHTSPECIES
, NOINTERACTION
, NOKILLSCRIPTS
, NOLIFTDROP
, NOMENU
, NONETID
, NONSHOOTABLE
, NOPAIN
, NORADIUSDMG
, NOSECTOR
, NOSHIELDREFLECT
, NOSIGHTCHECK
, NOSKIN
, NOSPLASHALERT
, NOTARGET
, NOTARGETSWITCH
, NOTAUTOAIMED
, NOTDMATCH
, NOTELEFRAG
, NOTELEOTHER
, NOTELEPORT
, NOTELESTOMP
, NOTIMEFREEZE
, NOTONAUTOMAP
, NOTRIGGER
, NOVERTICALMELEERANGE
, NOWALLBOUNCESND
, OLDRADIUSDMG
, ONMOBJ
, PAINLESS
, PICKUP
, PIERCEARMOR
, POISONALWAYS
, PUFFGETSOWNER
, PUFFONACTORS
, PUSHABLE
, QUARTERGRAVITY
, QUICKTORETALIATE
, RANDOMIZE
, REDTEAM
, REFLECTIVE
, RELATIVETOFLOOR
, RESPAWNINVUL
, RETARGETAFTERSLAM
, RIPPER
, ROCKETTRAIL
, ROLLCENTER
, ROLLSPRITE
, SCOREPILLAR
, SCREENSEEKER
, SCROLLMOVE
, SEEINVISIBLE
, SEEKERMISSILE
, SEESDAGGERS
, SERVERSIDEONLY
, SHADOW
, SHATTERING
, SHIELDREFLECT
, SHOOTABLE
, SHORTMISSILERANGE
, SKULLFLY
, SKYEXPLODE
, SLIDESONWALLS
, SMASHABLE
, SOLID
, SPAWNCEILING
, SPAWNFLOAT
, SPAWNSOUNDSOURCE
, SPECIAL
, SPECIALFIREDAMAGE
, SPECIALFLOORCLIP
, SPECTRAL
, SPRITEANGLE
, SPRITEFLIP
, STANDSTILL
, STAYMORPHED
, STEALTH
, STEPMISSILE
, STOPRAILS
, STRIFEDAMAGE
, SUMMONEDMONSTER
, SUPERARMOR
, SUPERHEALTH
, SYNCHRONIZED
, TELEPORT
, TELESTOMP
, THRUACTORS
, THRUGHOST
, THRUREFLECT
, THRUSPECIES
, TOUCHY
, UNMORPHED
, USEBOUNCESTATE
, USEKILLSCRIPTS
, USESPECIAL
, USESPECIAL
, USESTBOUNCESOUND
, VFRICTION
, VISIBILITYPULSE
, VULNERABLE
, WALLSPRITE
, WARNBOT
, WEAPONSPAWN
, WINDTHRUST
, XFLIP
, YFLIP
, ZDOOMTRANS
States
These states are available on every actor.
states(Actor, Overlay, Weapon, Item)
{
-
Spawn: TNT1 A -1; stop;
-
The default spawn state. Simply exists as an invisible object forever.
-
Null: TNT1 A 1; stop;
-
A state that will destroy this actor after one tick.
-
GenericFreezeDeath: #### # 5 A_GenericFreezeDeath; ---- A 1 A_FreezeDeathChunks; wait;
-
A generic freeze death used by Hexen.
-
GenericCrush: POL5 A -1; stop;
-
A generic state for when a body is crushed.
} // states(Actor, Overlay, Weapon, Item)