From 77222d65e42dae795c39b07b6a9241ecce3ac7ee Mon Sep 17 00:00:00 2001 From: Marrub Date: Sat, 17 Nov 2018 16:37:24 -0500 Subject: [PATCH] --- zscript-doc.md | 2861 ++++++++++++++++++++++++++++++++++++++++++------ 1 file changed, 2525 insertions(+), 336 deletions(-) diff --git a/zscript-doc.md b/zscript-doc.md index 20c78d0..a17c313 100644 --- a/zscript-doc.md +++ b/zscript-doc.md @@ -71,6 +71,9 @@ Table of Contents * [Action Scoping](#action-scoping) * [Object Scoping](#object-scoping) * [Format String](#format-string) + * [Sprite](#sprite) + * [Game Tick](#game-tick) + * [Interpolation](#interpolation) * [API](#api) * [Type symbols](#type-symbols) * [Integer types](#integer-types) @@ -95,7 +98,17 @@ Table of Contents * [String](#string) * [TextureID](#textureid) * [Vector2/Vector3](#vector2vector3) - * [Object](#object) + * [Base Objects](#base-objects) + * [Object](#object) + * [Thinker](#thinker) + * [CVar](#cvar) + * [GIFont](#gifont) + * [State](#state) + * [StringTable](#stringtable) + * [Global Data](#global-data) + * [DehInfo](#dehinfo) + * [GameInfoStruct](#gameinfostruct) + * [LevelLocals](#levellocals) * [Level Data](#level-data) * [Vertex](#vertex) * [Side](#side) @@ -110,36 +123,40 @@ Table of Contents * [FColorMap](#fcolormap) * [SectorTagIterator](#sectortagiterator) * [LineIdIterator](#lineiditerator) - * [LevelLocals](#levellocals) * [Players](#players-1) * [PlayerInfo](#playerinfo) * [PlayerClass](#playerclass) * [PlayerSkin](#playerskin) * [Team](#team) * [Weapons](#weapons) + * [PSprite](#psprite) * [Weapon](#weapon) * [Drawing](#drawing) - * [Font](#font) * [BrokenLines](#brokenlines) + * [Console](#console) + * [Font](#font) * [Shape2D](#shape2d) - * [TexMan](#texman) * [Screen](#screen) - * [Sound](#sound-1) + * [TexMan](#texman) + * [Sounds](#sounds) * [SeqNode](#seqnode) -* [Examples](#examples) - * [Examples: Class headers](#examples-class-headers) - * [Examples: Class definitions](#examples-class-definitions) - * [Examples: Property definitions](#examples-property-definitions) - * [Examples: Structure definitions](#examples-structure-definitions) - * [Examples: Enumeration definitions](#examples-enumeration-definitions) - * [Examples: Constant definitions](#examples-constant-definitions) - * [Examples: Include directives](#examples-include-directives) - * [Examples: Expression statements](#examples-expression-statements) - * [Examples: Conditional statements](#examples-conditional-statements) - * [Examples: Switch statements](#examples-switch-statements) - * [Examples: Control flow statements](#examples-control-flow-statements) - * [Examples: Multi-assignment statements](#examples-multi-assignment-statements) - * [Examples: Member declarations](#examples-member-declarations) +* [Glossary](#glossary) + * [Examples](#examples) + * [Examples: Class headers](#examples-class-headers) + * [Examples: Class definitions](#examples-class-definitions) + * [Examples: Property definitions](#examples-property-definitions) + * [Examples: Structure definitions](#examples-structure-definitions) + * [Examples: Enumeration definitions](#examples-enumeration-definitions) + * [Examples: Constant definitions](#examples-constant-definitions) + * [Examples: Include directives](#examples-include-directives) + * [Examples: Expression statements](#examples-expression-statements) + * [Examples: Conditional statements](#examples-conditional-statements) + * [Examples: Switch statements](#examples-switch-statements) + * [Examples: Control flow statements](#examples-control-flow-statements) + * [Examples: Multi-assignment statements](#examples-multi-assignment-statements) + * [Examples: Member declarations](#examples-member-declarations) + * [Class Tree](#class-tree) + * [Structure List](#structure-list) @@ -500,14 +517,14 @@ In place of the class header. ### Class flags -| Flag | Description | -| ---- | ----------- | -| `abstract` | Cannot be instantiated with `new`. | -| `native` | Class is from the engine. Only usable internally. | -| `play` | Class has Play scope. | -| `replaces ReplaceClass` | Replaces ReplaceClass with this class. Only works with descendants of Actor. | -| `ui` | Class has UI scope. | -| `version("ver")` | Restricted to ZScript version *ver* or higher. | +| Flag | Description | +| ---- | ----------- | +| `abstract` | Cannot be instantiated with `new`. | +| `native` | Class is from the engine. Only usable internally. | +| `play` | Class has Play scope. | +| `replaces ReplaceClass` | Replaces `ReplaceClass` with this class. Only works with descendants of Actor. | +| `ui` | Class has UI scope. | +| `version("ver")` | Restricted to ZScript version `ver` or higher. | ### Class content @@ -555,7 +572,7 @@ These are the same as `DECORATE`, but states that do not have function blocks re Structure definitions --------------------- -A structure is an object type that does not inherit from Object and is not always (though occasionally is) a reference type, unlike classes. Structures marked as `native` are passed by-reference as arguments, and `null` can be passed in their place. Non-native structures cannot be passed as arguments. +A structure is an object type that does not inherit from Object and is not always (though occasionally is) a reference type, unlike classes. Structures marked as `native` are passed by-reference to and from the engine in an implicit pseudo-type `Pointer`, and `null` can be passed in their place. Also note that this means the engine can return `null` structures. Non-native structures cannot be passed as arguments or returned normally. Structures are preferred for basic compound data types that do not need to be instanced and are often used as a way of generalizing code. They cannot be returned from functions. @@ -580,7 +597,7 @@ Optionally followed by a semicolon. | `native` | Structure is from the engine. Only usable internally. | | `play` | Structure has Play scope. | | `ui` | Structure has UI scope. | -| `version("ver")` | Restricted to ZScript version *ver* or higher. | +| `version("ver")` | Restricted to ZScript version `ver` or higher. | ### Structure content @@ -701,7 +718,7 @@ The `string` type is a mutable, garbage-collected string reference type. Strings | ---- | :----------------: | | `name` | Yes | -The `name` type is an indexed string. While their contents are the same as a string, their actual value is merely an integer which can be compared far quicker than a string. Names are used for many internal purposes such as damage type names. Strings are implicitly casted to names. +The `name` type is an indexed string. While their contents are the same as a string, their actual value is merely an integer which can be compared far quicker than a string. Names are used for many internal purposes such as damage type names. Strings are implicitly cast to names. ### Color @@ -709,7 +726,7 @@ The `name` type is an indexed string. While their contents are the same as a str | ---- | :----------------: | | `color` | Yes | -The `color` type can be converted from a string using the X11RGB lump or a hex color in the format `#RRGGBB`, or with either `color(R, G, B)` or `color(R, G, B, A)`. +The `color` type can be converted from a string using the `X11RGB` lump or a hex color in the format `#RRGGBB`, or with either `color(R, G, B)` or `color(A, R, G, B)`. ### Vectors @@ -726,7 +743,7 @@ Vectors can use many operators and even have special ones to themselves. See the | Name | Usable as argument | | ---- | :----------------: | -| `type[size]` | No | +| `Type[size]` | No | Fixed-size arrays take the form `Type[size]`. They hold `size` number of `Type` elements, which can be accessed with the array access operator. Multi-dimensional arrays are also supported. @@ -744,11 +761,11 @@ Dynamic-sized arrays do not have their lifetime scoped to their current block, s for(int i = 0; i < 5; i++) { array a; - a.push(0); + a.Push(0); } ``` -... will result in an array with 5 elements. +Will result in an array with 5 elements. Dynamically sized arrays also cannot store other dynamically sized arrays, or `struct` objects. @@ -767,20 +784,20 @@ Map types take the form `map`. They are not yet implemented. | `class` | Yes | | `class` | Yes | -Class type references are used to describe a concrete *type* rather than an object. They simply take the form `class`, and can be restrained to descendants of a type with the syntax `class`. Strings are implicitly casted to class type references. +Class type references are used to describe a concrete *type* rather than an object. They simply take the form `class`, and can be restrained to descendants of a type with the syntax `class`. Strings are implicitly cast to class type references. ### User types -| Name | Usable as argument | -| ---- | :----------------: | -| Any class object | Yes | -| `native` struct object | Yes | -| User struct object | No | -| `@Type` | Yes (only internally) | +| Name | Usable as argument | +| ---- | :----------------: | +| Any class object | Yes | +| `native struct` object | Yes | +| User `struct` object | No | +| `@Type` | Yes | Any other identifier used as a type will resolve to a user class, structure or enumeration type. -Identifiers prefixed with `@` are native pointers to objects and not necessarily exposed to ZScript. This is not usable in user code. +Identifiers prefixed with `@` are native pointers to objects (as opposed to objects placed directly in the structure's data.) This is not usable in user code. A type name that is within a specific scope can be accessed by prefixing it with a `.`. The type `.MyClass.MySubStructure` will resolve to the type `MySubStructure` contained within `MyClass`. @@ -926,7 +943,7 @@ The null pointer literal is spelled `null` and represents an object that does no ### Expressions -Expressions contain literals or othersuch *expressions* of objects, including arithmetic and various conditions. +Expressions contain literals or other such *expressions* of objects, including arithmetic and various conditions. #### Primary expressions @@ -983,7 +1000,7 @@ Unary expressions are affixed at the beginning of an expression. The simplest ex #### Binary expressions -Binary expressions operate on two expressions, and are the most common kind of expression. They are used inline like regular math syntax, ie. `1 + 1`. Binary expressions include: +Binary expressions operate on two expressions, and are the most common kind of expression. They are used inline like regular math syntax, i.e. `1 + 1`. Binary expressions include: | Form | Description | | ---- | ----------- | @@ -1146,14 +1163,14 @@ Or, if you want multiple members with the same type and flags: [Member declaration flags...] Type name[, name...]; ``` -Note that the types Font and CVar are unserializable as members and must be marked transient. +Note that the types `Font` and `CVar` are unserializable as members and must be marked transient. ### Member declaration flags | Flag | Description | | ---- | ----------- | -| `deprecated("ver")` | If accessed, a script warning will occur on load if the archive version is greater than *ver*. | -| `internal` | Member is only writable from `gzdoom.pk3`. | +| `deprecated("ver")` | If accessed, a script warning will occur on load if the archive version is greater than `ver`. | +| `internal` | Member is only writable from the base resource archive (`gzdoom.pk3`.) | | `meta` | Member is read-only static class data. Only really useful on actors, since these can be set via properties on them. | | `native` | Member is from the engine. Only usable internally. | | `play` | Member has Play scope. | @@ -1162,7 +1179,7 @@ Note that the types Font and CVar are unserializable as members and must be mark | `readonly` | Member is not writable. | | `transient` | Member is not saved into save games. Required for unserializable objects and recommended for UI context objects. | | `ui` | Member has UI scope. | -| `version("ver")` | Restricted to ZScript version *ver* or higher. | +| `version("ver")` | Restricted to ZScript version `ver` or higher. | Method definitions ------------------ @@ -1190,10 +1207,10 @@ Arguments of methods may only be of certain types due to technical limitations. | Flag | Description | | ---- | ----------- | -| `action(scope)` | Same as above, but has an action scope. See "Action Scoping" for more information. | +| `action(scope)` | Same as `action`, but has a specified action scope. See "Action Scoping" for more information. | | `action` | Method has implicit `owner` and `state` parameters, mostly useful on weapons. | | `clearscope` | Method has Data scope. | -| `deprecated("ver")` | If accessed, a script warning will occur on load if the archive version is greater than *ver*. | +| `deprecated("ver")` | If accessed, a script warning will occur on load if the archive version is greater than `ver`. | | `final` | Virtual method cannot be further overridden from derived classes. | | `native` | Method is from the engine. Only usable internally. | | `override` | Method is overriding a base class' virtual method. | @@ -1203,7 +1220,7 @@ Arguments of methods may only be of certain types due to technical limitations. | `static` | Function is not a method, but a global function without a `self` pointer. | | `ui` | Method has UI scope. | | `vararg` | Method doesn't type-check arguments after `...`. Only usable internally. | -| `version("ver")` | Restricted to ZScript version *ver* or higher. | +| `version("ver")` | Restricted to ZScript version `ver` or higher. | | `virtual` | Method can be overridden in derived classes. | | `virtualscope` | Method has scope of the type of the object it's being called on. | @@ -1225,9 +1242,9 @@ On classes derived from Actor, states and methods can be scoped to a certain sub Object Scoping -------------- -Most objects are subject to object scoping, which restricts the way data can be used in certain contexts. This is to ensure that the playsim does not get changed by the UI, for instance, or that the playsim doesn't read from the UI and break network synchronization. In other words, it is to prevent a multitude of errors that arise when data is modified or read from the wrong places. +Most objects are subject to object scoping, which restricts the way data can be used in certain contexts. This is to ensure that the game simulation does not get changed by the UI, for instance, or that the game simulation doesn't read from the UI and break network synchronization. In other words, it is to prevent a multitude of errors that arise when data is modified or read from the wrong places. -There are three scopes in ZScript: Play, UI, and Data (also known as "clearscope.") The Play scope is used for objects that are part of the game simulation and interact with the world in some way or another, while the UI scope is for objects that have no correlation with the world besides perhaps reading information from it. The Data scope is shared between the two, and must be used carefully. +There are three scopes in ZScript: Play, UI, and Data (also known as "`clearscope`.") The Play scope is used for objects that are part of the game simulation and interact with the world in some way or another, while the UI scope is for objects that have no correlation with the world besides perhaps reading information from it. The Data scope is shared between the two, and must be used carefully. Here is a chart of data access possibilities for each scope: @@ -1246,7 +1263,36 @@ A format string is a string that specifies the format of a conversion from arbit - `%s` also works for `name`. - No `%n` specifier. - An additional conversion specifier `%B` exists which converts a number to binary. -- An additional conversion specifier `%H` exists which works like `%g` but automatically selects the smallest precision. +- An additional conversion specifier `%H` exists which works like `%g` but automatically selects the smallest appropriate precision. + +Sprite +------ + +A sprite is stored in two numbers: the *sprite ID* (represented by the `spriteid` type or sometimes `int`) and the *sprite frame* (represented by an `int` or `uint8` usually.) The rotation is generally irrelevant as only the `0` (front rotation) frame is used in most contexts. The sprite frame is, unlike the file and state block representations, not a character, but an integer. The number `0` for instance represents the letter `A`, `1` to `B`, etc. + +For more information on sprites and rotations, please refer to [the Doom Wiki article on sprites](https://doomwiki.org/wiki/Sprite). + +Game Tick +--------- + +The Doom engine, as long as it has existed and into every faithful-enough port of it, no matter how different from the source material, runs the game simulation in the same way: + +- Input events are processed. + + Keyboard, mouse, gamepad, etc. if a local player, the demo file if watching a demo, packets over the internet in networked games. + +- The game is *ticked*. + + Every 1/35th of a second that passes, a new "game tick" takes place, also referred to as *gametic*, *tick* or simply *tic*. + +- The game is rendered. + + All information from the *current* game tick is rendered. This usually happens more often than the game is actually ticked. In ZDoom, Eternity Engine, and some other ports, the information is interpolated between the last and current game tick when there is extra time available to give smoother rendering. + +Interpolation +------------- + +TODO API === @@ -1346,7 +1392,7 @@ All of these functions may have `[identifier]` between the function name and the double FRandom(double min, double max); double FRandomPick(double...); int Random(int min = 0, int max = 255); -int Random2(uint mask = uint.max); +int Random2(uint mask = uint.Max); int RandomPick(int...); void SetRandomSeed(uint num); ``` @@ -1365,7 +1411,7 @@ void SetRandomSeed(uint num); - `Random2` - Returns a random integer value between `-mask` and `mask`. `mask` is used as a bit mask, so it is recommended to use a value of one less than a power of two (ie. 3, 7, 15, 31, 63, 127, 255...) + Returns a random integer value between `-mask` and `mask`. `mask` is used as a bit mask, so it is recommended to use a value of one less than a power of two (i.e. 3, 7, 15, 31, 63, 127, 255...) - `RandomPick` @@ -1473,10 +1519,10 @@ vector3, int G_PickPlayerStart(int pnum, int flags = 0); Returns the position and angle of a player start for player `pnum`. `flags` may be: - | Name | Description | - | ---- | ----------- | - | `PPS_FORCERANDOM` | Always randomly picks a random player spawn for this player. | - | `PPS_NOBLOCKINGCHECK` | Does not check if an object is blocking the player spawn. | + | Name | Description | + | ---- | ----------- | + | `PPS_FORCERANDOM` | Always picks a random player spawn for this player. | + | `PPS_NOBLOCKINGCHECK` | Does not check if an object is blocking the player spawn. | #### Sound @@ -1495,7 +1541,7 @@ void S_Sound(sound sound_id, int channel, float volume = 1, float attenuation = - `S_ChangeMusic` - Changes the music to `music_name`. If `music_name` is `"*"`, the music will be set to the default music for this level. Will loop if `looping` is true. `force` will force the music to play even if a playlist (from the `playlist` console command) is playing. + Changes the music to `music_name`. If `music_name` is `"*"`, the music will be set to the default music for this level. Will loop if `looping` is `true`. `force` will force the music to play even if a playlist (from the `playlist` console command) is playing. `order` may mean something different based on the music format: @@ -1511,11 +1557,11 @@ void S_Sound(sound sound_id, int channel, float volume = 1, float attenuation = - `S_PauseSound` - Pauses music if `notmusic` is false and all game sounds if `notsfx` is false. Used for instance in the time stop powerup. + Pauses music if `notmusic` is `false` and all game sounds if `notsfx` is `false`. Used for instance in the time stop power-up. - `S_ResumeSound` - Resumes playing music and, if `notsfx` is false, all game sounds as well. + Resumes playing music and, if `notsfx` is `false`, all game sounds as well. - `S_Sound` @@ -1534,20 +1580,20 @@ void S_Sound(sound sound_id, int channel, float volume = 1, float attenuation = | `CHAN_6` | Extra sound channel. | | `CHAN_7` | Extra sound channel. | - `channel` may also have the following flags OR'd onto it: + `channel` may also have the following flags applied with the binary OR operator `|`: - | Name | Description | - | ---- | ----------- | - | `CHAN_LISTENERZ` | Sound ignores height entirely, playing at the listener's vertical position. | - | `CHAN_LOOP` | Continues playing the sound on loop until it is stopped manually. | - | `CHAN_MAYBE_LOCAL` | Does not play sound to other players if the silent pickup compat flag is enabled. | - | `CHAN_NOPAUSE` | Does not pause in menus or when `S_PauseSound` is called. | - | `CHAN_NOSTOP` | Does not start a new sound if the channel is already playing something. | - | `CHAN_UI` | Does not record sound in savegames/demos. | + | Name | Description | + | ---- | ----------- | + | `CHAN_LISTENERZ` | Sound ignores height entirely, playing at the listener's vertical position. | + | `CHAN_LOOP` | Continues playing the sound on loop until it is stopped manually. | + | `CHAN_MAYBE_LOCAL` | Does not play sound to other players if the silent pickup compatibility flag is enabled. | + | `CHAN_NOPAUSE` | Does not pause in menus or when `S_PauseSound` is called. | + | `CHAN_NOSTOP` | Does not start a new sound if the channel is already playing something. | + | `CHAN_UI` | Does not record sound in saved games or demos. | Additionally, `CHAN_PICKUP` is equivalent to `CHAN_ITEM | CHAN_MAYBE_LOCAL`. - `attenuation` determines the dropoff distance of the sound. The higher the value, the quicker it fades. Constants include: + `attenuation` determines the drop-off distance of the sound. The higher the value, the quicker it fades. Constants include: | Name | Value | Description | | ---- | ----- | ----------- | @@ -1608,11 +1654,11 @@ readonly Weapon WP_NOCHANGE; - `DEH` - TODO + Static DeHackEd information. - `GameInfo` - TODO + Static information from `MAPINFO`/GameInfo. - `OptionMenuSettings` @@ -1642,7 +1688,7 @@ int ValidCount; - `AutomapActive` - `true` if the automap is currently open on the client. **Not deterministic.** + `true` if the auto-map is currently open on the client. **Not deterministic.** - `DemoPlayback` @@ -1652,26 +1698,26 @@ int ValidCount; Current global game action. May be one of: - | Name | Description | - | ---- | ----------- | - | `ga_autoloadgame` | Don't use this. | - | `ga_autosave` | Creates an autosave. | - | `ga_completed` | Don't use this. | - | `ga_fullconsole` | Don't use this. | - | `ga_loadgamehideicon` | Don't use this. | - | `ga_loadgameplaydemo` | Don't use this. | - | `ga_loadgame` | Don't use this. | - | `ga_loadlevel` | Don't use this. | - | `ga_newgame2` | Don't use this. | - | `ga_newgame` | Don't use this. | - | `ga_nothing` | Does nothing. | - | `ga_playdemo` | Don't use this. | - | `ga_recordgame` | Don't use this. | - | `ga_savegame` | Don't use this. | - | `ga_screenshot` | Takes a screenshot. | - | `ga_slideshow` | Don't use this. | - | `ga_togglemap` | Toggles the automap. | - | `ga_worlddone` | Don't use this. | + | Name | Description | + | ---- | ----------- | + | `ga_autoloadgame` | Don't use this. | + | `ga_autosave` | Creates an autosave. | + | `ga_completed` | Don't use this. | + | `ga_fullconsole` | Don't use this. | + | `ga_loadgamehideicon` | Don't use this. | + | `ga_loadgameplaydemo` | Don't use this. | + | `ga_loadgame` | Don't use this. | + | `ga_loadlevel` | Don't use this. | + | `ga_newgame2` | Don't use this. | + | `ga_newgame` | Don't use this. | + | `ga_nothing` | Does nothing. | + | `ga_playdemo` | Don't use this. | + | `ga_recordgame` | Don't use this. | + | `ga_savegame` | Don't use this. | + | `ga_screenshot` | Takes a screenshot. | + | `ga_slideshow` | Don't use this. | + | `ga_togglemap` | Toggles the auto-map. | + | `ga_worlddone` | Don't use this. | - `GameState` @@ -1682,8 +1728,8 @@ int ValidCount; | `GS_DEMOSCREEN` | Inside a level but watching a demo in the main menu. | | `GS_FINALE` | Reading a cluster end text or at the end sequence. | | `GS_FULLCONSOLE` | Outside of a level, console only. | - | `GS_HIDECONSOLE` | Outside of a level, console hidden (ie. main menu.) | - | `GS_INTERMISSION` | Inbetween levels. | + | `GS_HIDECONSOLE` | Outside of a level, console hidden (i.e. main menu.) | + | `GS_INTERMISSION` | In between levels. | | `GS_LEVEL` | Inside a level. | | `GS_STARTUP` | Game not yet initialized. | | `GS_TITLELEVEL` | Watching a `TITLEMAP` in the main menu. | @@ -1698,7 +1744,7 @@ int ValidCount; - `Level` - All level info as defined in LevelLocals. + All level info as defined in `LevelLocals`. - `ValidCount` @@ -1848,7 +1894,7 @@ play PlayerInfo Players[MAXPLAYERS]; - `Players` - PlayerInfo structs for each player. + `PlayerInfo` structures for each player. Built-in Types -------------- @@ -1974,10 +2020,10 @@ struct String int IndexOf(string substr, int start = 0) const; string Left(int len) const; uint Length() const; - string Mid(int pos = 0, int len = int.max) const; + string Mid(int pos = 0, int len = int.Max) const; void Remove(int index, int amount); void Replace(string pattern, string replacement); - int RightIndexOf(string substr, int end = int.max) const; + int RightIndexOf(string substr, int end = int.Max) const; void Split(out array tokens, string delimiter, EmptyTokenType keepEmpty = TOK_KEEPEMPTY) const; double ToDouble() const; int ToInt(int base = 0) const; @@ -1985,7 +2031,7 @@ struct String void ToUpper(); void Truncate(int newlen); - deprecated("3.5.1") int LastIndexOf(string substr, int end = int.max) const; + deprecated("3.5.1") int LastIndexOf(string substr, int end = int.Max) const; } ``` @@ -2134,17 +2180,19 @@ struct Vector3 - `Unit` - Returns a normalized vector. Equivalent to `vec / vec.length()`. + Returns a normalized vector. Equivalent to `vec / vec.Length()`. -Object ------- +Base Objects +------------ + +### Object The base class of all `class` types. ``` class Object { - bool bDestroyed; + bool bDESTROYED; class GetClass(); string GetClassName(); @@ -2156,7 +2204,7 @@ class Object } ``` -- `bDestroyed` +- `bDESTROYED` This object wants to be destroyed but has not yet been garbage collected. @@ -2180,6 +2228,476 @@ class Object Called when the object is collected by the garbage collector. **Not deterministic.** +### Thinker + +A class representing any object in the game that runs logic every game tick, i.e., "thinks." Most classes derive from `Thinker`, directly or indirectly. + +All thinkers are grouped by their "stat" number, or "statnum," which specifies the ordering of which thinkers are run, first to last. There are 127 stat numbers total, 20 of which are not used by the engine and may be used for any purpose. + +The user-defined stat numbers begin at `Thinker.STAT_USER` and end at `Thinker.STAT_USER_MAX`. Do not attempt to use normal integers as stat numbers except as relative to these two. + +(Note to authors: These tables are not alphabetically organized as their ordering is meaningful.) + +Thinkers which do not think and are elided from many checks: + +| Name | Description | +| ---- | ----------- | +| `Thinker.STAT_INFO` | Info queue (used by `SpecialSpot` and its descendants.) | +| `Thinker.STAT_DECAL` | Decals that cannot be deleted. | +| `Thinker.STAT_AUTODECAL` | Decals that can be deleted (were not placed by the map.) | +| `Thinker.STAT_CORPSEPOINTER` | An entry in Hexen's corpse queue. | +| `Thinker.STAT_TRAVELLING` | Any actor travelling between maps in a hub. | +| `Thinker.STAT_STATIC` | Thinkers persistent across maps. | + +Thinkers which do think and are mandatory to many checks: + +| Name | Description | +| ---- | ----------- | +| `Thinker.STAT_SCROLLER` | Texture scrollers and carriers. | +| `Thinker.STAT_PLAYER` | All `PlayerPawn` actors. | +| `Thinker.STAT_BOSSTARGET` | `BossBrain` targets. | +| `Thinker.STAT_LIGHTNING` | Lightning as used by Hexen. | +| `Thinker.STAT_DECALTHINKER` | Decal animators. | +| `Thinker.STAT_INVENTORY` | All `Inventory` items. | +| `Thinker.STAT_LIGHT` | Sector lighting thinkers. | +| `Thinker.STAT_LIGHTTRANSFER` | Sector lighting transfer thinkers. | +| `Thinker.STAT_EARTHQUAKE` | Quake effects. | +| `Thinker.STAT_MAPMARKER` | All `MapMarker` actors. | +| `Thinker.STAT_DLIGHT` | Dynamic lights. | +| `Thinker.STAT_DEFAULT` | Anything not in any other category. Most actors go here. | +| `Thinker.STAT_SECTOREFFECT` | Sector effects that cause floor or ceiling movement. | +| `Thinker.STAT_ACTORMOVER` | All `ActorMover` actors. | +| `Thinker.STAT_SCRIPTS` | The ACS VM. | +| `Thinker.STAT_BOT` | All bot logic. This is not bound to their actor. | + +``` +class Thinker play +{ + const TICRATE; + + virtual void ChangeStatNum(int stat); + virtual void PostBeginPlay(); + virtual void Tick(); + + static clearscope int Tics2Seconds(int tics); +} +``` + +- `TICRATE` + + The number of game ticks in a second. This value is always `int(35)`. + +- `ChangeStatNum` + + Changes the statnum of this `Thinker`. + +- `PostBeginPlay` + + Called at the very end of this Thinker's initialization. + +- `Tick` + + Called every game tick. The order between this thinker's `Tick` and every other thinker in the same statnum is unspecified. + +- `Tics2Seconds` + + Roughly converts a number of tics to an integral amount of seconds. Equivalent to `tics / TICRATE`. + +### CVar + +A **C**onsole **Var**iable, either defined in `CVARINFO` or by the engine. **Not serializable. Do not use as a member unless marked as `transient`.** + +All Get and Set operations will work regardless of the real type of the CVar, as they aren't "strongly" typed. + +``` +struct CVar +{ + static CVar FindCVar(name n); + static CVar GetCVar(name n, PlayerInfo player = null); + + bool GetBool(); + double GetFloat(); + int GetInt(); + string GetString(); + + void SetBool(bool v); + void SetFloat(double v); + void SetInt(int v); + void SetString(string v); + + int GetRealType(); + int ResetToDefault(); +} +``` + +- `FindCVar` + + Returns a server CVar by name, or `null` if none is found. + +- `GetCVar` + + Returns a user or server CVar by name, with `player` as the user if applicable, or `null` if none is found. + +- `GetBool` + + Returns a boolean representing the value of the CVar, or `false` if it cannot be represented. + +- `GetFloat` + + Returns a float representing the value of the CVar, or `0.0` if it cannot be represented. + +- `GetInt` + + Returns an integer representing the value of the CVar, or `0` if it cannot be represented. + +- `GetString` + + Returns a string representing the value of the CVar. CVars can always be represented as strings. + +- `SetBool` +- `SetFloat` +- `SetInt` +- `SetString` + + Sets the representation of the CVar to `v`. May only be used on mod-defined CVars. + +- `GetRealType` + + Returns the type of the CVar as it was defined, which may be one of the following: + + | Name | + | ---- | + | `CVar.CVAR_Bool` | + | `CVar.CVAR_Color` | + | `CVar.CVAR_Float` | + | `CVar.CVAR_Int` | + | `CVar.CVAR_String` | + +- `ResetToDefault` + + Resets the CVar to its default value and returns 0. The purpose of the return is unknown. May only be used on mod-defined CVars. + +### GIFont + +A font as defined in `MAPINFO`/GameInfo. + +``` +struct GIFont +{ + name Color; + name FontName; +} +``` + +- `Color` + + The color of the font. + +- `FontName` + + The name of the font. + +### State + +Represents a state on an `Actor` or `StateProvider`. Data in `State` is read-only and is copied as needed to its respective locations for modification, as it is merely a look into the global constant state table. + +``` +struct State +{ + readonly uint8 Frame; + readonly State NextState; + readonly int Sprite; + readonly int16 Tics; + + readonly int Misc1; + readonly int Misc2; + readonly uint16 TicRange; + readonly uint8 UseFlags; + + readonly bool bCANRAISE; + readonly bool bDEHACKED; + readonly uint16 bFAST; + readonly bool bFULLBRIGHT; + readonly bool bNODELAY; + readonly bool bSAMEFRAME; + readonly uint16 bSLOW; + + int DistanceTo(State other); + bool ValidateSpriteFrame(); + + textureid, bool, vector2 GetSpriteTexture(int rotation, int skin = 0, vector2 scale = (0, 0)); +} +``` + +- `Frame` + + The sprite frame of this state. + +- `NextState` + + A pointer to the next state in the global state table. + +- `Sprite` + + The sprite ID of this state. + +- `Tics` + + The number of game ticks this state lasts. + +- `Misc1` + + TODO + +- `Misc2` + + TODO + +- `TicRange` + + TODO + +- `UseFlags` + + TODO + +- `bCANRAISE` + + State has the `CANRAISE` flag, allowing `A_VileChase` to target this actor for healing. + +- `bDEHACKED` + + TODO + +- `bFAST` + + TODO + +- `bFULLBRIGHT` + + State has the `BRIGHT` flag, making it fully bright regardless of other lighting conditions. + +- `bNODELAY` + + State has the `NODELAY` flag, forcing the associated action function to be run if the actor is in its first tic. + +- `bSAMEFRAME` + + TODO + +- `bSLOW` + + TODO + +- `DistanceTo` + + TODO + +- `ValidateSpriteFrame` + + TODO + +- `GetSpriteTexture` + + TODO + +### StringTable + +The localized string table as defined by `LANGUAGE`. + +``` +struct StringTable +{ + static string Localize(string val, bool prefixed = true); +} +``` + +- `Localize` + + Returns the localized variant of `val`. If `prefixed` is `true`, the string is returned as-is unless it is prefixed with `$` where the `$` character itself is ignored. **Not deterministic** unless there is only one variant of `val`. This is generally fine because this should only be used for visual strings anyway. + +Global Data +----------- + +### DehInfo + +Static DeHackEd information. + +``` +struct DehInfo +{ + readonly int BFGCells; + readonly int BlueAC; + readonly double ExplosionAlpha; + readonly uint8 ExplosionStyle; + readonly int MaxSoulsphere; + readonly int NoAutofreeze; +} +``` + +- `BFGCells` + + The amount of ammunition `A_FireBFG` will deplete. Default is 40. + +- `BlueAC` + + Multiple of 100 for `BlueArmor`'s `Armor.SaveAmount`. Default is 2 for 200 armor. + +- `ExplosionAlpha` + + For actors with the `DEHEXPLOSION` flag, the alpha to set the actor to on explosion. + +- `ExplosionStyle` + + For actors with the `DEHEXPLOSION` flag, the render style to be applied on explosion. + +- `MaxSoulsphere` + + The `Inventory.MaxAmount` for `Soulsphere`. Default is 200. + +- `NoAutofreeze` + + Overrides generic freezing deaths if not zero, making all actors act as if they had the `NOICEDEATH` flag. + +### GameInfoStruct + +``` +struct GameInfoStruct +{ + double Armor2Percent; + string ArmorIcon1; + string ArmorIcon2; + name BackpackType; + int GameType; + double GibFactor; + array InfoPages; + bool IntermissionCounter; + bool NoRandomPlayerClass; + string mBackButton; + name mSliderColor; + GIFont mStatScreenEnteringFont; + GIFont mStatScreenFinishedFont; + GIFont mStatScreenMapNameFont; +} +``` + +### LevelLocals + +Most map-relative data is stored in this structure. + +``` +struct LevelLocals +{ + // Map data + array Lines; + array Sectors; + array Sides; + + internal array SectorPortals; + readonly array Vertexes; + + // Stats + int Found_Items; + int Found_Secrets; + int Killed_Monsters; + int Total_Items; + int Total_Monsters; + int Total_Secrets; + + // Time + readonly int MapTime; + readonly int ParTime; + readonly int StartTime; + readonly int SuckTime; + readonly int Time; + readonly int TotalTime; + + // Map sequencing + readonly int Cluster; + readonly int ClusterFlags; + readonly string LevelName; + readonly int LevelNum; + readonly string MapName; + + string NextMap; + string NextSecretMap; + + readonly int MapType; + + // Music + readonly string Music; + readonly int MusicOrder; + + // Sky + readonly textureid SkyTexture1; + readonly textureid SkyTexture2; + + float SkySpeed1; + float SkySpeed2; + + // Physics + play double AirControl + play double AirFriction; + play int AirSupply; + play double Gravity; + + // State + bool AllMap; + bool Frozen; + + // Static info + string F1Pic; + + readonly bool ActOwnSpecial; + readonly bool AllowRespawn; + readonly bool CheckSwitchRange; + readonly int FogDensity; + readonly bool Infinite_Flight; + readonly bool MissilesActivateImpact; + readonly bool MonsterFallingDamage; + readonly bool MonstersTelefrag; + readonly bool NoInventoryBar; + readonly bool NoMonsters; + readonly bool No_Dlg_Freeze; + readonly int OutsideFogDensity; + readonly float PixelStretch; + readonly bool PolyGrind; + readonly int SkyFog; + readonly bool SndSeqTotalCtrl; + readonly double TeamDamage; + + double GetUDMFFloat(int type, int index, name key); + int GetUDMFInt(int type, int index, name key); + string GetUDMFString(int type, int index, name key); + + bool ExecuteSpecial(int special, Actor activator, Line linedef, bool lineside, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0, int arg5 = 0); + + void ChangeSky(textureid sky1, textureid sky2); + string FormatMapName(int mapnamecolor); + string GetChecksum() const; + void SetInterMusic(string nextmap); + string TimeFormatted(bool totals = false); + + bool IsCrouchingAllowed() const; + bool IsFreelookAllowed() const; + bool IsJumpingAllowed() const; + + static void GiveSecret(Actor activator, bool printmsg = true, bool playsound = true); + static void RemoveAllBots(bool fromlist); + static void StartSlideshow(name whichone = 'none'); + static void WorldDone(); + + static clearscope vector3 SphericalCoords(vector3 viewpoint, vector3 targetPos, vector2 viewAngles = (0, 0), bool absolute = false); + static clearscope vector2 Vec2Diff(vector2 v1, vector2 v2); + static clearscope vector2 Vec2Offset(vector2 pos, vector2 dir, bool absolute = false); + static clearscope vector3 Vec2OffsetZ(vector2 pos, vector2 dir, double atz, bool absolute = false); + static clearscope vector3 Vec3Diff(vector3 v1, vector3 v2); + static clearscope vector3 Vec3Offset(vector3 pos, vector3 dir, bool absolute = false); +} +``` + +TODO + Level Data ---------- @@ -2188,17 +2706,17 @@ Level Data ``` struct Vertex play { - readonly vector2 p; + readonly vector2 P; } ``` -- `p` +- `P` The point this object represents. ### Side -Also known as a "sidedef." One of the textured sides of a line. Each sidedef has three portions: Upper, middle, and lower. The middle texture is special as it can have transparency. +Also known as a "sidedef." One of the textured sides of a line. Each sidedef has three portions: Upper, middle, and lower. The middle texture is special as it can have translucency. The three portions of a sidedef can be referred to with: @@ -2387,8 +2905,8 @@ struct Line play | `ML_3DMIDTEX` | Middle texture can be collided with and walked on as if it were a thin sector. | | `ML_ADDTRANS` | Middle textures are drawn with additive translucency on both sides. | | `ML_BLOCKEVERYTHING` | Line blocks everything. | - | `ML_BLOCKHITSCAN` | Line blocks hitscans. | - | `ML_BLOCKING` | Line is solid and blocks everything but projectiles and hitscans. | + | `ML_BLOCKHITSCAN` | Line blocks hit scan attacks. | + | `ML_BLOCKING` | Line is solid and blocks everything but projectiles and hit scan attacks. | | `ML_BLOCKMONSTERS` | Line blocks non-flying monsters. | | `ML_BLOCKPROJECTILE` | Line blocks projectiles. | | `ML_BLOCKSIGHT` | Line blocks line of sight. | @@ -2397,16 +2915,16 @@ struct Line play | `ML_BLOCK_PLAYERS` | Line blocks players. | | `ML_CHECKSWITCHRANGE` | Checks the activator's vertical position as well as horizontal before activating. | | `ML_CLIP_MIDTEX` | Applies `WALLF_CLIP_MIDTEX` to both sides. | - | `ML_DONTDRAW` | Never shown on the automap. | - | `ML_DONTPEGBOTTOM` | Lower texture is un-pegged on both sides. | - | `ML_DONTPEGTOP` | Upper texture is un-pegged on both sides. | + | `ML_DONTDRAW` | Never shown on the auto-map. | + | `ML_DONTPEGBOTTOM` | Lower texture is unpegged on both sides. | + | `ML_DONTPEGTOP` | Upper texture is unpegged on both sides. | | `ML_FIRSTSIDEONLY` | Special can only be activated from the front side. | - | `ML_MAPPED` | Always shown on the automap. | + | `ML_MAPPED` | Always shown on the auto-map. | | `ML_MONSTERSCANACTIVATE` | Monsters may activate this line. | | `ML_RAILING` | Line is a railing that can be jumped over. | | `ML_REPEAT_SPECIAL` | Special may be activated multiple times. | - | `ML_SECRET` | Line will be shown as one-sided on the automap. | - | `ML_SOUNDBLOCK` | Blocks sound propogation after two lines with this flag. | + | `ML_SECRET` | Line will be shown as one-sided on the auto-map. | + | `ML_SOUNDBLOCK` | Blocks sound propagation after two lines with this flag. | | `ML_TWOSIDED` | Line has a back side. | | `ML_WRAP_MIDTEX` | Applies `WALLF_WRAP_MIDTEX` to both sides. | | `ML_ZONEBOUNDARY` | Reverb zone boundary. | @@ -2497,8 +3015,8 @@ struct Sector play readonly array Lines; - readonly @SecPlane FloorPlane; - readonly @SecPlane CeilingPlane; + readonly SecPlane FloorPlane; + readonly SecPlane CeilingPlane; readonly Sector HeightSec; @@ -2648,7 +3166,24 @@ TODO ### SectorEffect -TODO +A thinker which is attached to a sector and effects it in some way. + +``` +class SectorEffect : Thinker +{ + protected Sector m_Sector; + + Sector GetSector(); +} +``` + +- `m_Sector` + + The sector this effect is attached to. + +- `GetSector` + + Returns the sector this effect is attached to. ### SectorAction @@ -2750,7 +3285,7 @@ struct FColorMap - `BlendFactor` - TODO: "This is for handling Legacy-style colormaps which use a different formula to calculate how the color affects lighting." + TODO: "This is for handling Legacy-style color maps which use a different formula to calculate how the color affects lighting." - `Desaturation` @@ -2789,123 +3324,6 @@ class LineIdIterator Returns the index of the current line and advances the iterator. Returns -1 when the list is exhausted. -### LevelLocals - -Most map-relative data is stored in this structure. - -``` -struct LevelLocals -{ - // Map data - array Lines; - array Sectors; - array Sides; - - internal array SectorPortals; - readonly array Vertexes; - - // Stats - int Found_Items; - int Found_Secrets; - int Killed_Monsters; - int Total_Items; - int Total_Monsters; - int Total_Secrets; - - // Time - readonly int MapTime; - readonly int ParTime; - readonly int StartTime; - readonly int SuckTime; - readonly int Time; - readonly int TotalTime; - - // Map sequencing - readonly int Cluster; - readonly int ClusterFlags; - readonly string LevelName; - readonly int LevelNum; - readonly string MapName; - - string NextMap; - string NextSecretMap; - - readonly int MapType; - - // Music - readonly string Music; - readonly int MusicOrder; - - // Sky - readonly textureid SkyTexture1; - readonly textureid SkyTexture2; - - float SkySpeed1; - float SkySpeed2; - - // Physics - play double AirControl - play double AirFriction; - play int AirSupply; - play double Gravity; - - // State - bool AllMap; - bool Frozen; - - // Static info - string F1Pic; - - readonly bool ActOwnSpecial; - readonly bool AllowRespawn; - readonly bool CheckSwitchRange; - readonly int FogDensity; - readonly bool Infinite_Flight; - readonly bool MissilesActivateImpact; - readonly bool MonsterFallingDamage; - readonly bool MonstersTelefrag; - readonly bool NoInventoryBar; - readonly bool NoMonsters; - readonly bool No_Dlg_Freeze; - readonly int OutsideFogDensity; - readonly float PixelStretch; - readonly bool PolyGrind; - readonly int SkyFog; - readonly bool SndSeqTotalCtrl; - readonly double TeamDamage; - - double GetUDMFFloat(int type, int index, name key); - int GetUDMFInt(int type, int index, name key); - string GetUDMFString(int type, int index, name key); - - bool ExecuteSpecial(int special, Actor activator, Line linedef, bool lineside, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0, int arg5 = 0); - - void ChangeSky(textureid sky1, textureid sky2); - string FormatMapName(int mapnamecolor); - string GetChecksum() const; - void SetInterMusic(string nextmap); - string TimeFormatted(bool totals = false); - - bool IsCrouchingAllowed() const; - bool IsFreelookAllowed() const; - bool IsJumpingAllowed() const; - - static void GiveSecret(Actor activator, bool printmsg = true, bool playsound = true); - static void RemoveAllBots(bool fromlist); - static void StartSlideshow(name whichone = 'none'); - static void WorldDone(); - - static clearscope vector3 SphericalCoords(vector3 viewpoint, vector3 targetPos, vector2 viewAngles = (0, 0), bool absolute = false); - static clearscope vector2 Vec2Diff(vector2 v1, vector2 v2); - static clearscope vector2 Vec2Offset(vector2 pos, vector2 dir, bool absolute = false); - static clearscope vector3 Vec2OffsetZ(vector2 pos, vector2 dir, double atz, bool absolute = false); - static clearscope vector3 Vec3Diff(vector3 v1, vector3 v2); - static clearscope vector3 Vec3Offset(vector3 pos, vector3 dir, bool absolute = false); -} -``` - -TODO - Players ------- @@ -3050,6 +3468,140 @@ struct Team Weapons ------- +### PSprite + +A **P**layer **Sprite**, paradoxically, is not the player themself, but the sprite *within their view*, such as their weapon. PSprites are arbitrarily layered by number, somewhat similar to HUDMessages. They are drawn ordered from lowest to highest. + +The predefined layers are: + +| Name | Value | Description | +| ---- | :---: | ----------- | +| `PSprite.Flash` | `1000` | The layer used by `A_GunFlash` for gun flashes. | +| `PSprite.StrifeHands` | `-1` | The hands brought up by `A_ItBurnsItBurns` when the player in Strife dies of fire. | +| `PSprite.TargetCenter` | `int.Max - 2` | The middle of the targeting system view in Strife. | +| `PSprite.TargetLeft` | `int.Max - 1` | The left side of the targeting system view in Strife. | +| `PSprite.TargetRight` | `int.Max` | The right side of the targeting system view in Strife. | +| `PSprite.Weapon` | `1` | The default layer for all weapons. | + +``` +class PSprite play +{ + readonly State CurState; + readonly int ID; + readonly PSprite Next; + readonly PlayerInfo Owner; + + double Alpha; + Actor Caller; + bool FirstTic; + int Frame; + double OldX; + double OldY; + bool ProcessPending; + spriteid Sprite; + int Tics; + double X; + double Y; + + bool bADDBOB; + bool bADDWEAPON; + bool bCVARFAST; + bool bFLIP; + bool bPOWDOUBLE; + + void SetState(State newstate, bool pending = false); + void Tick(); +} +``` + +- `CurState` + + TODO + +- `ID` + + TODO + +- `Next` + + TODO + +- `Owner` + + TODO + +- `Alpha` + + The amount of translucency of the PSprite, range 0-1 inclusive. + +- `Caller` + + TODO + +- `FirstTic` + + TODO + +- `Frame` + + Frame number of the sprite. + +- `OldX` + + TODO + +- `OldY` + + TODO + +- `ProcessPending` + + TODO + +- `Sprite` + + The sprite to display on this layer. + +- `Tics` + + The number of game ticks before the next state takes over. + +- `X` + + The offset from the weapon's normal resting position on the horizontal axis. + +- `Y` + + The offset from the weapon's normal resting position on the vertical axis. Note that `32` is the real resting position because of `A_Raise`. + +- `bADDBOB` + + Adds the weapon's bobbing to this layer's offset. + +- `bADDWEAPON` + + Adds the weapon layer's offsets to this layer's offset. + +- `bCVARFAST` + + Layer will respect `sv_fastweapons`. + +- `bFLIP` + + Flips the weapon visually horizontally. + +- `bPOWDOUBLE` + + Layer will respect `PowerDoubleFiringSpeed`. + +- `SetState` + + TODO + +- `Tick` + + Called by `PlayerPawn::TickPSprites` to advance the frame. + ### Weapon TODO @@ -3057,9 +3609,59 @@ TODO Drawing ------- +### BrokenLines + +A container representing an array of lines of text that have been broken up to fit the screen and clipping region. + +``` +class BrokenLines +{ + int Count(); + string StringAt(int line); + int StringWidth(int line); +} +``` + +- `Count` + + Returns the amount of lines in this container. + +- `StringAt` + + Returns the text of line `line`. + +- `StringWidth` + + Returns the width (in pixels) of line `line`. + +### Console + +Basic access to console functionality. + +``` +struct Console +{ + static void HideConsole(); + static void MidPrint(Font font, string text, bool bold = false); + static vararg void Printf(string fmt, ...); +} +``` + +- `HideConsole` + + Hides the console if it is open and `gamestate` is not `GS_FULLCONSOLE`. + +- `MidPrint` + + Prints `text` (possibly a `LANGUAGE` string if prefixed with `$`) in `font` to the middle of the screen for 1½ seconds. Will print even if the player is a spectator if `bold` is `true`. Uses the `msgmidcolor` CVar for non-bold messages and `msgmidcolor2` for bold messages. + +- `Printf` + + Prints a formatted string to the console. + ### Font -A font as defined in `FONTDEFS` or a ZDoom or bitmap font file. +A font as defined in `FONTDEFS` or a bitmap font file. **Not serializable. Do not use as a member unless marked as `transient`.** ``` struct Font @@ -3109,31 +3711,6 @@ struct Font Breaks `text` up into a `BrokenLines` structure according to the screen and clip region, as well as appropriately accounting for a maximum width in pixels of `maxlen`. -### BrokenLines - -A container representing an array of lines of text that have been broken up to fit the screen and clipping region. - -``` -class BrokenLines -{ - int Count(); - string StringAt(int line); - int StringWidth(int line); -} -``` - -- `Count` - - Returns the amount of lines in this container. - -- `StringAt` - - Returns the text of line `line`. - -- `StringWidth` - - Returns the width (in pixels) of line `line`. - ### Shape2D Represents an arbitrary polygonal 2D shape. @@ -3170,6 +3747,111 @@ class Shape2D Pushes a vertex into the shape buffer. +### Screen + +Functions for drawing various things to the screen. + +Note: There are no longer any fully paletted renderers in GZDoom as of version 3.5. Alternate palette index parameters are generally ignored now. + +``` +struct Screen +{ + static vararg void DrawChar(Font font, int normalcolor, double x, double y, int character, ...); + static vararg void DrawShape(textureid tex, bool animate, Shape2D s, ...); + static vararg void DrawText(Font font, int normalcolor, double x, double y, string text, ...); + static vararg void DrawTexture(textureid tex, bool animate, double x, double y, ...); + + static void Clear(int left, int top, int right, int bottom, color cr, int palcolor = -1); + static void Dim(color cr, double amount, int x, int y, int w, int h); + static void DrawFrame(int x, int y, int w, int h); + static void DrawLine(int x0, int y0, int x1, int y1, color cr); + static void DrawThickLine(int x0, int y0, int x1, int y1, double thickness, color cr); + + static double GetAspectRatio(); + static int GetHeight(); + static int GetWidth(); + static color PaletteColor(int index); + static vector2, vector2 VirtualToRealCoords(vector2 pos, vector2 size, vector2 vsize, bool vbottom = false, bool handleaspect = true); + + static void ClearClipRect(); + static int, int, int, int GetClipRect(); + static int, int, int, int GetViewWindow(); + static void SetClipRect(int x, int y, int w, int h); +} +``` + +- `DrawChar` + + TODO + +- `DrawShape` + + TODO + +- `DrawText` + + TODO + +- `DrawTexture` + + TODO + +- `Clear` + + Draws a rectangle from `top left` to `bottom right` in screen coordinates of `cr` color. Does not support translucent colors. `palcolor` is a palette index to use as a color in paletted renderers or `-1` for automatic conversion from the given RGB color. + +- `Dim` + + Draws a rectangle at `x y` of `w h` size in screen coordinates of `cr` color. Does not support translucent colors, but `amount` may be used to specify the translucency in a range of 0-1 inclusive. + +- `DrawFrame` + + Draws a frame around a rectangle at `x y` of `w h` size in screen coordinates, using the border graphics as defined in `MAPINFO`/GameInfo. + +- `DrawLine` + + Draws a one pixel wide line from `x0 y0` to `x1 y1` in screen coordinates of color `cr`. Does not support translucent colors. + +- `DrawThickLine` + + Draws a `thickness` pixel wide line from `x0 y0` to `x1 y1` in screen coordinates of color `cr`. Supports translucent colors. + +- `GetAspectRatio` + + Returns the aspect ratio of the screen. + +- `GetHeight` + + Returns the height of the screen. + +- `GetWidth` + + Returns the width of the screen. + +- `PaletteColor` + + Returns a `color` for a given palette index. + +- `VirtualToRealCoords` + + TODO + +- `ClearClipRect` + + Clears the clipping rectangle if there is one. + +- `GetClipRect` + + Returns the clipping rectangle's `x`/`y`/`w`/`h`. + +- `GetViewWindow` + + Returns the 3D viewing window, which may be smaller than the screen size with any given `screenblocks` setting. + +- `SetClipRect` + + Sets the clipping rectangle to restrict further drawing to the region starting at `x y` of size `w h` in screen coordinates. + ### TexMan The **Tex**ture **Man**ager is used for loading, finding, replacing and getting information on textures. @@ -3192,23 +3874,23 @@ struct TexMan Returns a `textureid` for the texture named `name`. `usetype` may be one of the following, which selects what kind of texture to find: - | Name | Description | - | ---- | ----------- | - | `TexMan.Type_Any` | Returns any kind of texture. | - | `TexMan.Type_Autopage` | Returns an automap background graphic. (TODO: needs example) | - | `TexMan.Type_Build` | Returns a tile from a BUILD TILES entry. | - | `TexMan.Type_Decal` | Unknown. (TODO) | - | `TexMan.Type_FirstDefined` | Unknown. (TODO) | - | `TexMan.Type_Flat` | Returns any flat, ie. `FLOOR0_1`. | - | `TexMan.Type_FontChar` | Unknown. (TODO) | - | `TexMan.Type_MiscPatch` | Unknown. (TODO) | - | `TexMan.Type_Null` | Returns the null graphic. Ignores `name`. | - | `TexMan.Type_Override` | Unknown. (TODO) | - | `TexMan.Type_SkinGraphic` | Unknown. (TODO) | - | `TexMan.Type_SkinSprite` | Unknown. (TODO) | - | `TexMan.Type_Sprite` | Returns a sprite, ie. `MEDIA0`. | - | `TexMan.Type_WallPatch` | Returns an uncomposited patch, ie. `DOOR2_1`. | - | `TexMan.Type_Wall` | Returns any composited wall texture, ie. `STARTAN2`. | + | Name | Description | + | ---- | ----------- | + | `TexMan.Type_Any` | Returns any kind of texture. | + | `TexMan.Type_Autopage` | Returns an auto-map background graphic. (TODO: needs example) | + | `TexMan.Type_Build` | Returns a tile from a BUILD TILES entry. | + | `TexMan.Type_Decal` | Unknown. (TODO) | + | `TexMan.Type_FirstDefined` | Unknown. (TODO) | + | `TexMan.Type_Flat` | Returns any flat, i.e. `FLOOR0_1`. | + | `TexMan.Type_FontChar` | Unknown. (TODO) | + | `TexMan.Type_MiscPatch` | Unknown. (TODO) | + | `TexMan.Type_Null` | Returns the null graphic. Ignores `name`. | + | `TexMan.Type_Override` | Unknown. (TODO) | + | `TexMan.Type_SkinGraphic` | Unknown. (TODO) | + | `TexMan.Type_SkinSprite` | Unknown. (TODO) | + | `TexMan.Type_Sprite` | Returns a sprite, i.e. `MEDIA0`. | + | `TexMan.Type_WallPatch` | Returns an uncomposited patch, i.e. `DOOR2_1`. | + | `TexMan.Type_Wall` | Returns any composited wall texture, i.e. `STARTAN2`. | `flags` may be any of the following combined (with the bitwise OR operator `|`:) @@ -3259,41 +3941,8 @@ struct TexMan Sets the camera texture (as defined in `ANIMDEFS`) `texture` to the viewpoint of `viewpoint` with a fov of `fov`. -### Screen - -Functions for drawing various things to the screen. - -``` -struct Screen -{ - static vararg void DrawChar(Font font, int normalcolor, double x, double y, int character, ...); - static vararg void DrawShape(textureid tex, bool animate, Shape2D s, ...); - static vararg void DrawText(Font font, int normalcolor, double x, double y, string text, ...); - static vararg void DrawTexture(textureid tex, bool animate, double x, double y, ...); - - static void Clear(int left, int top, int right, int bottom, color cr, int palcolor = -1); - static void Dim(color cr, double amount, int x, int y, int w, int h); - static void DrawFrame(int x, int y, int w, int h); - static void DrawLine(int x0, int y0, int x1, int y1, color color); - static void DrawThickLine(int x0, int y0, int x1, int y1, double thickness, color color); - - static double GetAspectRatio(); - static int GetHeight(); - static int GetWidth(); - static color PaletteColor(int index); - static vector2, vector2 VirtualToRealCoords(vector2 pos, vector2 size, vector2 vsize, bool vbottom = false, bool handleaspect = true); - - static void ClearClipRect(); - static int, int, int, int GetClipRect(); - static int, int, int, int GetViewWindow(); - static void SetClipRect(int x, int y, int w, int h); -} -``` - -TODO - -Sound ------ +Sounds +------ ### SeqNode @@ -3336,10 +3985,13 @@ class SeqNode TODO -Examples +Glossary ======== -## Examples: Class headers +Examples +-------- + +### Examples: Class headers Various class headers: @@ -3351,7 +4003,7 @@ class MyCoolActor : Actor replaces OtherActor class MyCoolInterface abstract // can only be inherited ``` -## Examples: Class definitions +### Examples: Class definitions Basic class definition with a member variable and member function: @@ -3377,7 +4029,7 @@ int m_mymember; // end of file ``` -## Examples: Property definitions +### Examples: Property definitions A class with some properties: @@ -3398,7 +4050,7 @@ class MyCoolActor : Actor } ``` -## Examples: Structure definitions +### Examples: Structure definitions Simple structure: @@ -3411,7 +4063,7 @@ struct MyCoolStructure } ``` -## Examples: Enumeration definitions +### Examples: Enumeration definitions Basic enumeration: @@ -3438,7 +4090,7 @@ enum MyCoolerEnum : int16 }; ``` -## Examples: Constant definitions +### Examples: Constant definitions Making an integer constant from a double: @@ -3446,7 +4098,7 @@ Making an integer constant from a double: const MyCoolInt = int(777.7777); ``` -## Examples: Include directives +### Examples: Include directives Basic includes: @@ -3454,7 +4106,7 @@ Basic includes: #include "zscript/MyCoolMod/MyCoolClasses.zsc" ``` -## Examples: Expression statements +### Examples: Expression statements Some basic expressions: @@ -3464,7 +4116,7 @@ m_myCoolMember = 500; 5 * 5; // does nothing of course, but valid ``` -## Examples: Conditional statements +### Examples: Conditional statements Simple conditional: @@ -3485,23 +4137,23 @@ else e = f; ``` -## Examples: Switch statements +### Examples: Switch statements A switch demonstrating fall-through and default cases: ``` switch(a) { -case 500: Console.printf("a is 500"); break; -case 501: Console.printf("a is 501"); // falls through to next case -case 502: Console.printf("a is 501 or 502"); break; +case 500: Console.Printf("a is 500"); break; +case 501: Console.Printf("a is 501"); // falls through to next case +case 502: Console.Printf("a is 501 or 502"); break; default: - Console.printf("not sure what a is!"); + Console.Printf("not sure what a is!"); // break is implied here } ``` -## Examples: Control flow statements +### Examples: Control flow statements Use of `continue`: @@ -3549,7 +4201,7 @@ int, int returnsTwoInts() } ``` -## Examples: Multi-assignment statements +### Examples: Multi-assignment statements Getting the actor out of `A_SpawnItemEx`: @@ -3559,7 +4211,7 @@ bool spawned; [spawned, mo] = A_SpawnItemEx("MyCoolActor"); ``` -## Examples: Member declarations +### Examples: Member declarations Some basic member variables: @@ -3570,3 +4222,1540 @@ int[10] m_coolIntArray; private int m_coolPrivateInt; protected meta int m_coolMetaInt; ``` + +Class Tree +---------- + +Here is a full tree of all classes in ZScript as of GZDoom 3.6.0. There are 1448 classes total. + +``` +Object +├ ActorIterator +├ BaseStatusBar +│ ├ DoomStatusBar +│ │ └ HarmonyStatusBar +│ ├ HereticStatusBar +│ ├ HexenStatusBar +│ ├ SBarInfoWrapper +│ └ StrifeStatusBar +├ BlockLinesIterator +├ BlockThingsIterator +├ Bot +├ BrokenLines +├ DynamicValueInterpolator +├ HUDFont +├ HUDMessageBase +├ InterBackground +├ InventoryBarState +├ LevelCompatibility +├ LinearValueInterpolator +├ LineIdIterator +├ LineTracer +├ Menu +│ ├ ConversationMenu +│ ├ EnterKey +│ ├ GenericMenu +│ │ └ ReadThisMenu +│ ├ ListMenu +│ │ ├ LoadSaveMenu +│ │ │ ├ LoadMenu +│ │ │ └ SaveMenu +│ │ └ PlayerMenu +│ ├ MessageBoxMenu +│ ├ OptionMenu +│ │ ├ ColorpickerMenu +│ │ ├ CompatibilityMenu +│ │ ├ GameplayMenu +│ │ ├ GLTextureGLOptions +│ │ ├ JoystickConfigMenu +│ │ ├ ReverbEdit +│ │ ├ ReverbSave +│ │ ├ ReverbSelect +│ │ └ VideoModeMenu +│ └ TextEnterMenu +├ MenuDescriptor +│ ├ ListMenuDescriptor +│ └ OptionMenuDescriptor +├ MenuItemBase +│ ├ ListMenuItem +│ │ ├ ListMenuItemPlayerDisplay +│ │ ├ ListMenuItemSelectable +│ │ │ ├ ListMenuItemPatchItem +│ │ │ ├ ListMenuItemPlayerNameBox +│ │ │ ├ ListMenuItemSlider +│ │ │ ├ ListMenuItemTextItem +│ │ │ └ ListMenuItemValueText +│ │ ├ ListMenuItemStaticPatch +│ │ │ └ ListMenuItemStaticPatchCentered +│ │ └ ListMenuItemStaticText +│ │ └ ListMenuItemStaticTextCentered +│ └ OptionMenuItem +│ ├ OptionMenuFieldBase +│ │ ├ OptionMenuItemNumberField +│ │ └ OptionMenuItemTextField +│ ├ OptionMenuItemColorPicker +│ ├ OptionMenuItemControlBase +│ │ ├ OptionMenuItemControl +│ │ └ OptionMenuItemMapControl +│ ├ OptionMenuItemOptionBase +│ │ ├ OptionMenuItemInverter +│ │ ├ OptionMenuItemJoyMap +│ │ ├ OptionMenuItemOption +│ │ ├ OptionMenuItemReverbOption +│ │ └ OptionMenuItemReverbSaveSelect +│ ├ OptionMenuItemScreenResolution +│ ├ OptionMenuItemStaticText +│ ├ OptionMenuItemStaticTextSwitchable +│ ├ OptionMenuItemSubMenu +│ │ ├ OptionMenuItemCommand +│ │ │ └ OptionMenuItemSafeCommand +│ │ ├ OptionMenuItemJoyConfigMenu +│ │ ├ OptionMenuItemLabeledSubmenu +│ │ └ OptionMenuItemReverbSelect +│ └ OptionMenuSliderBase +│ ├ OptionMenuItemSlider +│ │ └ OptionMenuItemScaleSlider +│ ├ OptionMenuItemSliderReverbEditOption +│ ├ OptionMenuSliderJoyDeadZone +│ ├ OptionMenuSliderJoyScale +│ ├ OptionMenuSliderJoySensitivity +│ └ OptionMenuSliderVar +├ PointLightFlickerRandomAdditive +├ PointLightFlickerRandomAttenuated +├ PSprite +├ SectorTagIterator +├ SeqNode +├ Shape2D +├ SpotState +├ StaticEventHandler +│ └ EventHandler +├ StatusScreen +│ ├ CoopStatusScreen +│ ├ DeathmatchStatusScreen +│ └ DoomStatusScreen +│ └ RavenStatusScreen +├ Thinker +│ ├ Actor +│ │ ├ AlienAspClimber +│ │ ├ AlienBubbleColumn +│ │ ├ AlienCeilingBubble +│ │ ├ AlienChunkLarge +│ │ ├ AlienChunkSmall +│ │ ├ AlienFloorBubble +│ │ ├ AlienSpiderLight +│ │ ├ AmbientSound +│ │ │ └ AmbientSoundNoGravity +│ │ ├ AmmoFiller +│ │ ├ Anvil +│ │ ├ Arachnotron +│ │ │ └ StealthArachnotron +│ │ ├ ArachnotronPlasma +│ │ ├ Archvile +│ │ │ └ StealthArchvile +│ │ ├ ArchvileFire +│ │ ├ Arrow +│ │ ├ AxeBlood +│ │ ├ AxePuff +│ │ │ └ AxePuffGlow +│ │ ├ Bang4Cloud +│ │ ├ BaronBall +│ │ ├ BaronOfHell +│ │ │ ├ Flembrane +│ │ │ ├ HellKnight +│ │ │ │ └ StealthHellKnight +│ │ │ └ StealthBaron +│ │ ├ BarricadeColumn +│ │ ├ Bat +│ │ ├ Beast +│ │ ├ BeastBall +│ │ ├ BFGBall +│ │ │ └ LAZBall +│ │ ├ BFGExtra +│ │ ├ BigTree +│ │ │ └ ChexBananaTree +│ │ ├ BigTree2 +│ │ ├ Bishop +│ │ ├ BishopBlur +│ │ ├ BishopFX +│ │ ├ BishopMissile +│ │ ├ BishopPainBlur +│ │ ├ BishopPuff +│ │ ├ BlastEffect +│ │ ├ BlasterPuff +│ │ ├ BlasterSmoke +│ │ ├ Blood +│ │ ├ BloodPool +│ │ ├ BloodscourgeDrop +│ │ ├ BloodSplash +│ │ ├ BloodSplashBase +│ │ ├ BloodSplatter +│ │ ├ BloodyTwitch +│ │ │ └ NonsolidTwitch +│ │ ├ BlueTorch +│ │ │ └ ChexSlimeFountain +│ │ ├ BossBrain +│ │ ├ BossEye +│ │ ├ BrainStem +│ │ ├ BrassTorch +│ │ ├ BridgeBall +│ │ ├ BulletPuff +│ │ ├ BurningBarrel +│ │ ├ BurningBowl +│ │ ├ BurningBrazier +│ │ ├ Cacodemon +│ │ │ ├ DeadCacodemon +│ │ │ └ StealthCacodemon +│ │ ├ CacodemonBall +│ │ ├ CageLight +│ │ ├ CajunBodyNode +│ │ ├ CajunTrace +│ │ ├ Candelabra +│ │ │ └ ChexGasTank +│ │ ├ Candle +│ │ ├ Candlestick +│ │ │ └ ChexChemicalFlask +│ │ ├ CavePillarBottom +│ │ ├ CavePillarTop +│ │ ├ CeilingChain +│ │ ├ CeilingTurret +│ │ ├ Centaur +│ │ │ ├ CentaurLeader +│ │ │ └ CentaurMash +│ │ ├ CentaurFX +│ │ ├ CentaurShield +│ │ ├ CentaurSword +│ │ ├ CFlameFloor +│ │ ├ ChaingunGuy +│ │ │ └ StealthChaingunGuy +│ │ ├ ChimneyStack +│ │ ├ CircleFlame +│ │ ├ ClericBoss +│ │ ├ Clink +│ │ ├ ColonGibs +│ │ ├ ColorSetter +│ │ ├ Column +│ │ │ └ ChexLandingLight +│ │ ├ CommanderKeen +│ │ ├ Computer +│ │ ├ CorpseBit +│ │ ├ CorpseBloodDrip +│ │ ├ CrossbowFX1 +│ │ │ ├ CrossbowFX2 +│ │ │ └ CrossbowFX3 +│ │ ├ CrossbowFX4 +│ │ ├ Crusader +│ │ ├ CrusaderMissile +│ │ ├ CStaffMissile +│ │ ├ CStaffPuff +│ │ ├ CustomBridge +│ │ │ ├ Bridge +│ │ │ └ ZBridge +│ │ ├ CustomSprite +│ │ ├ Cyberdemon +│ │ ├ Dart +│ │ │ └ PoisonDart +│ │ ├ DeadAcolyte +│ │ ├ DeadCrusader +│ │ ├ DeadMarine +│ │ ├ DeadPeasant +│ │ ├ DeadReaver +│ │ ├ DeadRebel +│ │ ├ DeadStick +│ │ │ └ ChexTallFlower2 +│ │ ├ DeadStrifePlayer +│ │ ├ Decal +│ │ ├ Demon +│ │ │ ├ DeadDemon +│ │ │ ├ FlemoidusCycloptisCommonus +│ │ │ ├ Spectre +│ │ │ └ StealthDemon +│ │ ├ Demon1 +│ │ │ ├ Demon1Mash +│ │ │ └ Demon2 +│ │ │ └ Demon2Mash +│ │ ├ Demon1FX1 +│ │ ├ Demon2FX1 +│ │ ├ DemonChunk +│ │ │ ├ Demon1Chunk1 +│ │ │ ├ Demon1Chunk2 +│ │ │ ├ Demon1Chunk3 +│ │ │ ├ Demon1Chunk4 +│ │ │ ├ Demon1Chunk5 +│ │ │ ├ Demon2Chunk1 +│ │ │ ├ Demon2Chunk2 +│ │ │ ├ Demon2Chunk3 +│ │ │ ├ Demon2Chunk4 +│ │ │ └ Demon2Chunk5 +│ │ ├ Dirt1 +│ │ ├ Dirt2 +│ │ ├ Dirt3 +│ │ ├ Dirt4 +│ │ ├ Dirt5 +│ │ ├ Dirt6 +│ │ ├ DirtClump +│ │ ├ DoomBuilderCamera +│ │ ├ DoomImp +│ │ │ ├ ArmoredFlemoidusBipedicus +│ │ │ ├ DeadDoomImp +│ │ │ └ StealthDoomImp +│ │ ├ DoomImpBall +│ │ ├ DoomUnusedStates +│ │ ├ Dragon +│ │ ├ DragonExplosion +│ │ ├ DragonFireball +│ │ ├ DynamicLight +│ │ │ ├ PointLight +│ │ │ │ ├ PointLightAdditive +│ │ │ │ ├ PointLightAttenuated +│ │ │ │ ├ PointLightFlicker +│ │ │ │ │ ├ PointLightFlickerAdditive +│ │ │ │ │ ├ PointLightFlickerAttenuated +│ │ │ │ │ └ PointLightFlickerSubtractive +│ │ │ │ ├ PointLightFlickerRandom +│ │ │ │ │ └ PointLightFlickerRandomSubtractive +│ │ │ │ ├ PointLightPulse +│ │ │ │ │ ├ PointLightPulseAdditive +│ │ │ │ │ ├ PointLightPulseAttenuated +│ │ │ │ │ └ PointLightPulseSubtractive +│ │ │ │ ├ PointLightSubtractive +│ │ │ │ ├ SectorPointLight +│ │ │ │ │ ├ SectorPointLightAdditive +│ │ │ │ │ ├ SectorPointLightAttenuated +│ │ │ │ │ └ SectorPointLightSubtractive +│ │ │ │ └ SVELight +│ │ │ │ ├ SVELight7958 +│ │ │ │ ├ SVELight7959 +│ │ │ │ ├ SVELight7960 +│ │ │ │ ├ SVELight7961 +│ │ │ │ ├ SVELight7962 +│ │ │ │ ├ SVELight7964 +│ │ │ │ ├ SVELight7965 +│ │ │ │ ├ SVELight7971 +│ │ │ │ ├ SVELight7972 +│ │ │ │ ├ SVELight7973 +│ │ │ │ └ SVELight7974 +│ │ │ ├ SpotLight +│ │ │ │ ├ SectorSpotLight +│ │ │ │ │ ├ SectorSpotLightAdditive +│ │ │ │ │ ├ SectorSpotLightAttenuated +│ │ │ │ │ └ SectorSpotLightSubtractive +│ │ │ │ ├ SpotLightAdditive +│ │ │ │ ├ SpotLightAttenuated +│ │ │ │ ├ SpotLightFlicker +│ │ │ │ │ ├ SpotLightFlickerAdditive +│ │ │ │ │ ├ SpotLightFlickerAttenuated +│ │ │ │ │ └ SpotLightFlickerSubtractive +│ │ │ │ ├ SpotLightFlickerRandom +│ │ │ │ │ ├ SpotLightFlickerRandomAdditive +│ │ │ │ │ ├ SpotLightFlickerRandomAttenuated +│ │ │ │ │ └ SpotLightFlickerRandomSubtractive +│ │ │ │ ├ SpotLightPulse +│ │ │ │ │ ├ SpotLightPulseAdditive +│ │ │ │ │ ├ SpotLightPulseAttenuated +│ │ │ │ │ └ SpotLightPulseSubtractive +│ │ │ │ └ SpotLightSubtractive +│ │ │ └ VavoomLight +│ │ │ ├ VavoomLightColor +│ │ │ └ VavoomLightWhite +│ │ ├ ElectricBolt +│ │ ├ EntityNest +│ │ ├ EntityPod +│ │ ├ Ettin +│ │ │ └ EttinMash +│ │ ├ EttinMace +│ │ ├ EvilEye +│ │ │ └ ChexChemicalBurner +│ │ ├ ExplosiveBarrel +│ │ ├ ExplosiveBarrel2 +│ │ ├ FadeSetter +│ │ ├ FastProjectile +│ │ │ ├ BlasterFX1 +│ │ │ ├ CFlameMissile +│ │ │ └ MageWandMissile +│ │ ├ FatShot +│ │ ├ Fatso +│ │ │ └ StealthFatso +│ │ ├ Feather +│ │ ├ FighterBoss +│ │ ├ FireBall +│ │ ├ FireBomb +│ │ ├ FireDemon +│ │ ├ FireDemonMissile +│ │ ├ FireDemonRock1 +│ │ │ ├ FireDemonRock2 +│ │ │ ├ FireDemonRock3 +│ │ │ ├ FireDemonRock4 +│ │ │ └ FireDemonRock5 +│ │ ├ FireDemonSplotch1 +│ │ │ └ FireDemonSplotch2 +│ │ ├ FireDroplet +│ │ ├ FireThing +│ │ ├ FlameLargeTemp +│ │ ├ FlameMissile +│ │ │ └ FastFlameMissile +│ │ ├ FlamePuff +│ │ │ └ FlamePuff2 +│ │ ├ FlameSmallTemp +│ │ ├ FloatingSkull +│ │ ├ FogPatchSmall +│ │ │ └ FogPatchMedium +│ │ │ └ FogPatchLarge +│ │ ├ FogSpawner +│ │ ├ ForceFieldGuard +│ │ ├ FrostMissile +│ │ │ └ IceShard +│ │ ├ FSwordFlame +│ │ ├ FSwordMissile +│ │ ├ GauntletPuff1 +│ │ │ └ GauntletPuff2 +│ │ ├ GibbedMarine +│ │ │ └ GibbedMarineExtra +│ │ ├ GlassJunk +│ │ ├ GlassShard +│ │ │ ├ SGShard0 +│ │ │ ├ SGShard1 +│ │ │ ├ SGShard2 +│ │ │ ├ SGShard3 +│ │ │ ├ SGShard4 +│ │ │ ├ SGShard5 +│ │ │ ├ SGShard6 +│ │ │ ├ SGShard7 +│ │ │ ├ SGShard8 +│ │ │ └ SGShard9 +│ │ ├ GoldWandFX1 +│ │ │ ├ GoldWandFX2 +│ │ │ └ GoldWandPuff2 +│ │ ├ GoldWandPuff1 +│ │ ├ GreenTorch +│ │ │ └ ChexCivilian1 +│ │ ├ Grenade +│ │ ├ GrenadeSmokeTrail +│ │ ├ HammerMissile +│ │ ├ HammerPuff +│ │ ├ HangBNoBrain +│ │ ├ HangNoGuts +│ │ ├ HangTLookingDown +│ │ ├ HangTLookingUp +│ │ ├ HangTNoBrain +│ │ ├ HangTSkull +│ │ ├ HateTarget +│ │ ├ HeadCandles +│ │ ├ HeadFX1 +│ │ ├ HeadFX2 +│ │ ├ HeadFX3 +│ │ ├ HeadOnAStick +│ │ ├ HeadsOnAStick +│ │ │ └ ChexTallFlower +│ │ ├ HeartColumn +│ │ ├ HeartsInTank +│ │ ├ HEGrenade +│ │ ├ Heresiarch +│ │ ├ HereticImp +│ │ │ └ HereticImpLeader +│ │ ├ HereticImpBall +│ │ ├ HereticImpChunk1 +│ │ ├ HereticImpChunk2 +│ │ ├ HolyMissile +│ │ ├ HolyMissilePuff +│ │ ├ HolyPuff +│ │ ├ HolySpirit +│ │ ├ HolyTail +│ │ │ └ HolyTailTrail +│ │ ├ HornRodFX1 +│ │ ├ HornRodFX2 +│ │ ├ HugeTorch +│ │ ├ HWaterDrip +│ │ ├ IceChunk +│ │ ├ IceFXPuff +│ │ ├ IceGuy +│ │ ├ IceGuyBit +│ │ ├ IceGuyFX +│ │ ├ IceGuyFX2 +│ │ ├ IceGuyWisp1 +│ │ │ └ IceGuyWisp2 +│ │ ├ Inquisitor +│ │ ├ InquisitorArm +│ │ ├ InquisitorShot +│ │ ├ InterpolationPoint +│ │ ├ InterpolationSpecial +│ │ ├ Inventory +│ │ │ ├ Ammo +│ │ │ │ ├ Cell +│ │ │ │ │ ├ CellPack +│ │ │ │ │ ├ PhasingZorch +│ │ │ │ │ └ PhasingZorchPack +│ │ │ │ ├ Clip +│ │ │ │ │ ├ ClipBox +│ │ │ │ │ ├ MiniZorchPack +│ │ │ │ │ └ MiniZorchRecharge +│ │ │ │ ├ ClipOfBullets +│ │ │ │ │ └ BoxOfBullets +│ │ │ │ ├ ElectricBolts +│ │ │ │ ├ EnergyPod +│ │ │ │ │ └ EnergyPack +│ │ │ │ ├ HEGrenadeRounds +│ │ │ │ ├ Mana1 +│ │ │ │ ├ Mana2 +│ │ │ │ ├ MiniMissiles +│ │ │ │ │ └ CrateOfMissiles +│ │ │ │ ├ PhosphorusGrenadeRounds +│ │ │ │ ├ PoisonBolts +│ │ │ │ ├ RocketAmmo +│ │ │ │ │ ├ PropulsorZorch +│ │ │ │ │ ├ PropulsorZorchPack +│ │ │ │ │ └ RocketBox +│ │ │ │ └ Shell +│ │ │ │ ├ LargeZorchPack +│ │ │ │ ├ LargeZorchRecharge +│ │ │ │ └ ShellBox +│ │ │ ├ Armor +│ │ │ │ ├ BasicArmor +│ │ │ │ ├ BasicArmorBonus +│ │ │ │ │ └ ArmorBonus +│ │ │ │ │ └ SlimeRepellent +│ │ │ │ ├ BasicArmorPickup +│ │ │ │ │ ├ BlueArmor +│ │ │ │ │ │ ├ BlueArmorForMegasphere +│ │ │ │ │ │ └ SuperChexArmor +│ │ │ │ │ ├ GreenArmor +│ │ │ │ │ │ └ ChexArmor +│ │ │ │ │ ├ LeatherArmor +│ │ │ │ │ └ MetalArmor +│ │ │ │ └ HexenArmor +│ │ │ │ ├ AmuletOfWarding +│ │ │ │ ├ FalconShield +│ │ │ │ ├ MeshArmor +│ │ │ │ └ PlatinumHelm +│ │ │ ├ ArtiBoostArmor +│ │ │ ├ ArtiDarkServant +│ │ │ ├ ArtiHealingRadius +│ │ │ ├ ArtiPoisonBag +│ │ │ │ ├ ArtiPoisonBag1 +│ │ │ │ ├ ArtiPoisonBag2 +│ │ │ │ ├ ArtiPoisonBag3 +│ │ │ │ ├ ArtiPoisonBagGiver +│ │ │ │ └ ArtiPoisonBagShooter +│ │ │ ├ ArtiTeleport +│ │ │ ├ ArtiTeleportOther +│ │ │ ├ BackpackItem +│ │ │ │ ├ AmmoSatchel +│ │ │ │ └ Backpack +│ │ │ │ └ Zorchpack +│ │ │ ├ BeldinsRing +│ │ │ ├ BrokenPowerCoupling +│ │ │ ├ Coin +│ │ │ │ ├ Gold10 +│ │ │ │ ├ Gold25 +│ │ │ │ ├ Gold300 +│ │ │ │ └ Gold50 +│ │ │ ├ Communicator +│ │ │ ├ DegninOre +│ │ │ ├ DehackedPickup +│ │ │ ├ DummyStrifeItem +│ │ │ │ ├ AmmoFillup +│ │ │ │ ├ CloseDoor222 +│ │ │ │ ├ HealthFillup +│ │ │ │ ├ OpenDoor222 +│ │ │ │ ├ OpenDoor224 +│ │ │ │ ├ RaiseAlarm +│ │ │ │ ├ SlideshowStarter +│ │ │ │ ├ SVEOpenDoor225 +│ │ │ │ ├ UpgradeAccuracy +│ │ │ │ └ UpgradeStamina +│ │ │ ├ Ear +│ │ │ ├ FakeInventory +│ │ │ ├ FlameThrowerParts +│ │ │ ├ GuardUniform +│ │ │ ├ GunTraining +│ │ │ ├ Health +│ │ │ │ ├ CrystalVial +│ │ │ │ ├ HealthBonus +│ │ │ │ │ └ GlassOfWater +│ │ │ │ ├ MaxHealth +│ │ │ │ ├ Medikit +│ │ │ │ │ └ BowlOfVegetables +│ │ │ │ ├ MegasphereHealth +│ │ │ │ ├ Soulsphere +│ │ │ │ │ └ SuperchargeBreakfast +│ │ │ │ └ Stimpack +│ │ │ │ └ BowlOfFruit +│ │ │ ├ HealthPickup +│ │ │ │ ├ ArtiHealth +│ │ │ │ ├ ArtiSuperHealth +│ │ │ │ ├ MedicalKit +│ │ │ │ ├ MedPatch +│ │ │ │ └ SurgeryKit +│ │ │ ├ HealthTraining +│ │ │ ├ Info +│ │ │ ├ InterrogatorReport +│ │ │ ├ Key +│ │ │ │ ├ DoomKey +│ │ │ │ │ ├ BlueCard +│ │ │ │ │ │ └ ChexBlueCard +│ │ │ │ │ ├ BlueSkull +│ │ │ │ │ ├ RedCard +│ │ │ │ │ │ └ ChexRedCard +│ │ │ │ │ ├ RedSkull +│ │ │ │ │ ├ YellowCard +│ │ │ │ │ │ └ ChexYellowCard +│ │ │ │ │ └ YellowSkull +│ │ │ │ ├ HexenKey +│ │ │ │ │ ├ KeyAxe +│ │ │ │ │ ├ KeyCastle +│ │ │ │ │ ├ KeyCave +│ │ │ │ │ ├ KeyDungeon +│ │ │ │ │ ├ KeyEmerald +│ │ │ │ │ ├ KeyFire +│ │ │ │ │ ├ KeyHorn +│ │ │ │ │ ├ KeyRusted +│ │ │ │ │ ├ KeySilver +│ │ │ │ │ ├ KeySteel +│ │ │ │ │ └ KeySwamp +│ │ │ │ ├ PrisonPass +│ │ │ │ └ StrifeKey +│ │ │ │ ├ BaseKey +│ │ │ │ ├ BlueCrystalKey +│ │ │ │ ├ BrassKey +│ │ │ │ ├ CatacombKey +│ │ │ │ ├ ChapelKey +│ │ │ │ ├ CoreKey +│ │ │ │ ├ FactoryKey +│ │ │ │ ├ GoldKey +│ │ │ │ ├ GovsKey +│ │ │ │ ├ IDBadge +│ │ │ │ ├ IDCard +│ │ │ │ ├ MaulerKey +│ │ │ │ ├ MilitaryID +│ │ │ │ ├ MineKey +│ │ │ │ ├ NewKey5 +│ │ │ │ ├ OracleKey +│ │ │ │ ├ OrderKey +│ │ │ │ ├ Passcard +│ │ │ │ ├ Power1Key +│ │ │ │ ├ Power2Key +│ │ │ │ ├ Power3Key +│ │ │ │ ├ PrisonKey +│ │ │ │ ├ RedCrystalKey +│ │ │ │ ├ SecurityKey +│ │ │ │ ├ SeveredHand +│ │ │ │ ├ SilverKey +│ │ │ │ └ WarehouseKey +│ │ │ ├ MapRevealer +│ │ │ │ ├ Allmap +│ │ │ │ │ └ ComputerAreaMap +│ │ │ │ └ StrifeMap +│ │ │ ├ OfferingChalice +│ │ │ ├ OfficersUniform +│ │ │ ├ OraclePass +│ │ │ ├ Powerup +│ │ │ │ ├ PowerBuddha +│ │ │ │ ├ PowerDamage +│ │ │ │ ├ PowerDoubleFiringSpeed +│ │ │ │ ├ PowerDrain +│ │ │ │ ├ PowerFlight +│ │ │ │ ├ PowerFrightener +│ │ │ │ ├ PowerHighJump +│ │ │ │ ├ PowerInfiniteAmmo +│ │ │ │ ├ PowerInvisibility +│ │ │ │ │ ├ PowerGhost +│ │ │ │ │ └ PowerShadow +│ │ │ │ ├ PowerInvulnerable +│ │ │ │ ├ PowerIronFeet +│ │ │ │ │ └ PowerMask +│ │ │ │ ├ PowerLightAmp +│ │ │ │ │ └ PowerTorch +│ │ │ │ ├ PowerMinotaur +│ │ │ │ ├ PowerMorph +│ │ │ │ ├ PowerProtection +│ │ │ │ ├ PowerReflection +│ │ │ │ ├ PowerRegeneration +│ │ │ │ ├ PowerScanner +│ │ │ │ ├ PowerSpeed +│ │ │ │ ├ PowerStrength +│ │ │ │ ├ PowerTargeter +│ │ │ │ ├ PowerTimeFreezer +│ │ │ │ └ PowerWeaponLevel2 +│ │ │ ├ PowerupGiver +│ │ │ │ ├ ArtiFly +│ │ │ │ ├ ArtiInvulnerability +│ │ │ │ ├ ArtiInvulnerability2 +│ │ │ │ ├ ArtiSpeedBoots +│ │ │ │ ├ ArtiTorch +│ │ │ │ ├ BlurSphere +│ │ │ │ ├ EnvironmentalSuit +│ │ │ │ ├ Infrared +│ │ │ │ ├ InvulnerabilitySphere +│ │ │ │ ├ RadSuit +│ │ │ │ │ └ SlimeProofSuit +│ │ │ │ ├ Scanner +│ │ │ │ ├ ShadowArmor +│ │ │ │ └ Targeter +│ │ │ ├ ProgLevelEnder +│ │ │ ├ PuzzleItem +│ │ │ │ ├ PuzzBook1 +│ │ │ │ ├ PuzzBook2 +│ │ │ │ ├ PuzzCWeapon +│ │ │ │ ├ PuzzFlameMask +│ │ │ │ ├ PuzzFWeapon +│ │ │ │ ├ PuzzGear1 +│ │ │ │ ├ PuzzGear2 +│ │ │ │ ├ PuzzGear3 +│ │ │ │ ├ PuzzGear4 +│ │ │ │ ├ PuzzGemBig +│ │ │ │ ├ PuzzGemBlue1 +│ │ │ │ ├ PuzzGemBlue2 +│ │ │ │ ├ PuzzGemGreen1 +│ │ │ │ ├ PuzzGemGreen2 +│ │ │ │ ├ PuzzGemRed +│ │ │ │ ├ PuzzMWeapon +│ │ │ │ └ PuzzSkull +│ │ │ ├ QuestItem +│ │ │ │ ├ QuestItem1 +│ │ │ │ ├ QuestItem10 +│ │ │ │ ├ QuestItem11 +│ │ │ │ ├ QuestItem12 +│ │ │ │ ├ QuestItem13 +│ │ │ │ ├ QuestItem14 +│ │ │ │ ├ QuestItem15 +│ │ │ │ ├ QuestItem16 +│ │ │ │ ├ QuestItem17 +│ │ │ │ ├ QuestItem18 +│ │ │ │ ├ QuestItem19 +│ │ │ │ ├ QuestItem2 +│ │ │ │ ├ QuestItem20 +│ │ │ │ ├ QuestItem21 +│ │ │ │ ├ QuestItem22 +│ │ │ │ ├ QuestItem23 +│ │ │ │ ├ QuestItem24 +│ │ │ │ ├ QuestItem25 +│ │ │ │ ├ QuestItem26 +│ │ │ │ ├ QuestItem27 +│ │ │ │ ├ QuestItem28 +│ │ │ │ ├ QuestItem29 +│ │ │ │ ├ QuestItem3 +│ │ │ │ ├ QuestItem30 +│ │ │ │ ├ QuestItem31 +│ │ │ │ ├ QuestItem4 +│ │ │ │ ├ QuestItem5 +│ │ │ │ ├ QuestItem6 +│ │ │ │ ├ QuestItem7 +│ │ │ │ ├ QuestItem8 +│ │ │ │ └ QuestItem9 +│ │ │ ├ RainTracker +│ │ │ ├ ScoreItem +│ │ │ │ ├ EvilSceptre +│ │ │ │ └ UnholyBible +│ │ │ ├ StateProvider +│ │ │ │ ├ CustomInventory +│ │ │ │ │ ├ ArtiBlastRadius +│ │ │ │ │ ├ ArtiBoostMana +│ │ │ │ │ ├ ArtiEgg +│ │ │ │ │ ├ ArtiPork +│ │ │ │ │ ├ Berserk +│ │ │ │ │ ├ Mana3 +│ │ │ │ │ └ Megasphere +│ │ │ │ └ Weapon +│ │ │ │ ├ Beak +│ │ │ │ │ └ BeakPowered +│ │ │ │ ├ Chainsaw +│ │ │ │ │ └ SuperBootspork +│ │ │ │ ├ ClericWeapon +│ │ │ │ │ ├ CWeapFlame +│ │ │ │ │ ├ CWeapMace +│ │ │ │ │ ├ CWeapStaff +│ │ │ │ │ └ CWeapWraithverge +│ │ │ │ ├ DoomWeapon +│ │ │ │ │ ├ BFG9000 +│ │ │ │ │ │ └ LAZDevice +│ │ │ │ │ ├ Chaingun +│ │ │ │ │ │ └ RapidZorcher +│ │ │ │ │ ├ Pistol +│ │ │ │ │ │ └ MiniZorcher +│ │ │ │ │ ├ PlasmaRifle +│ │ │ │ │ │ └ PhasingZorcher +│ │ │ │ │ ├ RocketLauncher +│ │ │ │ │ │ └ ZorchPropulsor +│ │ │ │ │ ├ Shotgun +│ │ │ │ │ │ └ LargeZorcher +│ │ │ │ │ └ SuperShotgun +│ │ │ │ │ └ SuperLargeZorcher +│ │ │ │ ├ FighterWeapon +│ │ │ │ │ ├ FWeapAxe +│ │ │ │ │ ├ FWeapFist +│ │ │ │ │ ├ FWeapHammer +│ │ │ │ │ └ FWeapQuietus +│ │ │ │ ├ Fist +│ │ │ │ │ └ Bootspoon +│ │ │ │ ├ Gauntlets +│ │ │ │ │ └ GauntletsPowered +│ │ │ │ ├ HereticWeapon +│ │ │ │ │ ├ Blaster +│ │ │ │ │ │ └ BlasterPowered +│ │ │ │ │ ├ Crossbow +│ │ │ │ │ │ └ CrossbowPowered +│ │ │ │ │ ├ GoldWand +│ │ │ │ │ │ └ GoldWandPowered +│ │ │ │ │ ├ Mace +│ │ │ │ │ │ └ MacePowered +│ │ │ │ │ ├ SkullRod +│ │ │ │ │ │ └ SkullRodPowered +│ │ │ │ │ └ Staff +│ │ │ │ │ └ StaffPowered +│ │ │ │ ├ MageWeapon +│ │ │ │ │ ├ MWeapBloodscourge +│ │ │ │ │ ├ MWeapFrost +│ │ │ │ │ ├ MWeapLightning +│ │ │ │ │ └ MWeapWand +│ │ │ │ ├ PhoenixRod +│ │ │ │ │ └ PhoenixRodPowered +│ │ │ │ ├ Sigil +│ │ │ │ │ ├ Sigil1 +│ │ │ │ │ ├ Sigil2 +│ │ │ │ │ ├ Sigil3 +│ │ │ │ │ ├ Sigil4 +│ │ │ │ │ └ Sigil5 +│ │ │ │ ├ Snout +│ │ │ │ ├ StrifeWeapon +│ │ │ │ │ ├ AssaultGun +│ │ │ │ │ ├ FlameThrower +│ │ │ │ │ ├ Mauler +│ │ │ │ │ │ └ Mauler2 +│ │ │ │ │ ├ MiniMissileLauncher +│ │ │ │ │ ├ PunchDagger +│ │ │ │ │ ├ StrifeCrossbow +│ │ │ │ │ │ └ StrifeCrossbow2 +│ │ │ │ │ └ StrifeGrenadeLauncher +│ │ │ │ │ └ StrifeGrenadeLauncher2 +│ │ │ │ └ WeaponGiver +│ │ │ │ └ AssaultGunStanding +│ │ │ ├ SVEBlueChalice +│ │ │ ├ SVEFlagSpotBlue +│ │ │ ├ SVEFlagSpotRed +│ │ │ ├ SVETalismanPowerup +│ │ │ ├ SVETalismanRed +│ │ │ │ ├ SVETalismanBlue +│ │ │ │ └ SVETalismanGreen +│ │ │ ├ TeleporterBeacon +│ │ │ ├ WeaponHolder +│ │ │ └ WeaponPiece +│ │ │ ├ ClericWeaponPiece +│ │ │ │ ├ CWeaponPiece1 +│ │ │ │ ├ CWeaponPiece2 +│ │ │ │ └ CWeaponPiece3 +│ │ │ ├ FighterWeaponPiece +│ │ │ │ ├ FWeaponPiece1 +│ │ │ │ ├ FWeaponPiece2 +│ │ │ │ └ FWeaponPiece3 +│ │ │ └ MageWeaponPiece +│ │ │ ├ MWeaponPiece1 +│ │ │ ├ MWeaponPiece2 +│ │ │ └ MWeaponPiece3 +│ │ ├ InvisibleBridge +│ │ │ ├ InvisibleBridge16 +│ │ │ ├ InvisibleBridge32 +│ │ │ └ InvisibleBridge8 +│ │ ├ Ironlich +│ │ ├ ItemFog +│ │ ├ KlaxonWarningLight +│ │ ├ KneelingGuy +│ │ ├ Knight +│ │ │ └ KnightGhost +│ │ ├ KnightAxe +│ │ │ └ RedAxe +│ │ ├ Korax +│ │ ├ KoraxBolt +│ │ ├ KoraxSpirit +│ │ ├ LargeTorch +│ │ ├ LavaSmoke +│ │ ├ LavaSplash +│ │ ├ Leaf1 +│ │ │ └ Leaf2 +│ │ ├ LeafSpawner +│ │ ├ LightBrownFluorescent +│ │ ├ LightGlobe +│ │ ├ LightGoldFluorescent +│ │ ├ Lightning +│ │ │ └ LightningCeiling +│ │ │ └ LightningFloor +│ │ ├ LightningZap +│ │ ├ LightSilverFluorescent +│ │ ├ LittleFly +│ │ ├ LiveStick +│ │ ├ Loremaster +│ │ ├ LoreShot +│ │ ├ LoreShot2 +│ │ ├ LostSoul +│ │ │ ├ BetaSkull +│ │ │ ├ ChexSoul +│ │ │ └ DeadLostSoul +│ │ ├ MaceFX1 +│ │ │ ├ MaceFX2 +│ │ │ └ MaceFX3 +│ │ ├ MaceFX4 +│ │ ├ Macil1 +│ │ │ └ Macil2 +│ │ ├ MageBoss +│ │ ├ MageStaffFX2 +│ │ ├ MageWandSmoke +│ │ ├ MapMarker +│ │ ├ MapSpot +│ │ │ ├ FS_Mapspot +│ │ │ └ MapSpotGravity +│ │ ├ MaulerPuff +│ │ ├ MaulerTorpedo +│ │ ├ MaulerTorpedoWave +│ │ ├ MBFHelperDog +│ │ ├ Meat +│ │ │ └ Junk +│ │ ├ Meat2 +│ │ │ └ NonsolidMeat2 +│ │ ├ Meat3 +│ │ │ └ NonsolidMeat3 +│ │ ├ Meat4 +│ │ │ └ NonsolidMeat4 +│ │ ├ Meat5 +│ │ │ └ NonsolidMeat5 +│ │ ├ MediumTorch +│ │ ├ Merchant +│ │ │ ├ Armorer +│ │ │ ├ BarKeep +│ │ │ ├ Medic +│ │ │ └ WeaponSmith +│ │ ├ MetalPot +│ │ ├ MiniMissile +│ │ ├ Minotaur +│ │ │ └ MinotaurFriend +│ │ ├ MinotaurFX1 +│ │ │ └ MinotaurFX2 +│ │ │ └ MinotaurFX3 +│ │ ├ MinotaurSmoke +│ │ ├ MinotaurSmokeExit +│ │ ├ MorphedMonster +│ │ │ ├ Chicken +│ │ │ └ Pig +│ │ ├ MorphProjectile +│ │ │ ├ EggFX +│ │ │ └ PorkFX +│ │ ├ Mug +│ │ ├ Mummy +│ │ │ ├ MummyGhost +│ │ │ └ MummyLeader +│ │ │ └ MummyLeaderGhost +│ │ ├ MummyFX1 +│ │ ├ MummySoul +│ │ ├ Oracle +│ │ ├ OutsideLamp +│ │ ├ PainElemental +│ │ ├ PalmTree +│ │ ├ ParticleFountain +│ │ │ ├ BlackParticleFountain +│ │ │ ├ BlueParticleFountain +│ │ │ ├ GreenParticleFountain +│ │ │ ├ PurpleParticleFountain +│ │ │ ├ RedParticleFountain +│ │ │ ├ WhiteParticleFountain +│ │ │ └ YellowParticleFountain +│ │ ├ PathFollower +│ │ │ ├ ActorMover +│ │ │ └ MovingCamera +│ │ ├ PatrolPoint +│ │ ├ PatrolSpecial +│ │ ├ PhoenixFX1 +│ │ ├ PhoenixFX2 +│ │ ├ PhoenixPuff +│ │ ├ PhosphorousFire +│ │ ├ PhosphorousGrenade +│ │ ├ PickupFlash +│ │ ├ PileOfGuts +│ │ ├ PillarAlienPower +│ │ ├ PillarAztec +│ │ ├ PillarAztecDamaged +│ │ ├ PillarAztecRuined +│ │ ├ PillarHugeTech +│ │ ├ PillarTechno +│ │ ├ Piston +│ │ ├ Pitcher +│ │ ├ PlasmaBall +│ │ │ ├ PhaseZorchMissile +│ │ │ └ PlasmaBall1 +│ │ │ └ PlasmaBall2 +│ │ ├ PlayerPawn +│ │ │ ├ ChickenPlayer +│ │ │ ├ ClericPlayer +│ │ │ ├ DoomPlayer +│ │ │ │ └ ChexPlayer +│ │ │ ├ FighterPlayer +│ │ │ ├ HereticPlayer +│ │ │ ├ MagePlayer +│ │ │ ├ PigPlayer +│ │ │ ├ PlayerChunk +│ │ │ │ ├ BloodyFighterSkull +│ │ │ │ ├ BloodySkull +│ │ │ │ └ IceChunkHead +│ │ │ └ StrifePlayer +│ │ ├ PlayerSpeedTrail +│ │ ├ Pod +│ │ ├ PodGenerator +│ │ ├ PodGoo +│ │ ├ PointPuller +│ │ ├ PointPusher +│ │ ├ PoisonBag +│ │ │ └ ZPoisonShroom +│ │ ├ PoisonBolt +│ │ ├ PoisonCloud +│ │ ├ PoleLantern +│ │ ├ Pot +│ │ ├ PottedTree +│ │ ├ Pottery1 +│ │ │ ├ Pottery2 +│ │ │ └ Pottery3 +│ │ ├ PotteryBit +│ │ ├ PowerCoupling +│ │ ├ PowerCrystal +│ │ ├ Programmer +│ │ ├ ProgrammerBase +│ │ ├ ProjectileBlade +│ │ ├ Puffy +│ │ ├ PunchPuff +│ │ ├ QuietusDrop +│ │ ├ RainPillar +│ │ ├ RandomSpawner +│ │ ├ RatBuddy +│ │ ├ RealGibs +│ │ │ └ Gibs +│ │ ├ Reaver +│ │ ├ RebelBoots +│ │ ├ RebelHelmet +│ │ ├ RebelShirt +│ │ ├ RedTorch +│ │ ├ Revenant +│ │ │ └ StealthRevenant +│ │ ├ RevenantTracer +│ │ ├ RevenantTracerSmoke +│ │ ├ Ripper +│ │ ├ RipperBall +│ │ ├ Rock1 +│ │ ├ Rock2 +│ │ ├ Rock3 +│ │ ├ Rocket +│ │ │ └ PropulsorMissile +│ │ ├ RocketSmokeTrail +│ │ ├ RocketTrail +│ │ ├ Rubble1 +│ │ ├ Rubble2 +│ │ ├ Rubble3 +│ │ ├ Rubble4 +│ │ ├ Rubble5 +│ │ ├ Rubble6 +│ │ ├ Rubble7 +│ │ ├ Rubble8 +│ │ ├ SacrificedGuy +│ │ ├ ScriptedMarine +│ │ │ ├ MarineBFG +│ │ │ ├ MarineChaingun +│ │ │ ├ MarineChainsaw +│ │ │ ├ MarineFist +│ │ │ │ ├ MarineBerserk +│ │ │ │ └ MarineRocket +│ │ │ ├ MarinePistol +│ │ │ ├ MarinePlasma +│ │ │ ├ MarineRailgun +│ │ │ ├ MarineShotgun +│ │ │ └ MarineSSG +│ │ ├ SecretTrigger +│ │ ├ SectorAction +│ │ │ ├ MusicChanger +│ │ │ ├ SecActEnter +│ │ │ ├ SecActExit +│ │ │ ├ SecActEyesAboveC +│ │ │ ├ SecActEyesBelowC +│ │ │ ├ SecActEyesDive +│ │ │ ├ SecActEyesSurface +│ │ │ ├ SecActHitCeil +│ │ │ ├ SecActHitFakeFloor +│ │ │ ├ SecActHitFloor +│ │ │ ├ SecActUse +│ │ │ └ SecActUseWall +│ │ ├ SectorFlagSetter +│ │ ├ SectorSilencer +│ │ ├ SecurityCamera +│ │ │ └ AimingCamera +│ │ ├ Sentinel +│ │ ├ SentinelFX1 +│ │ │ └ SentinelFX2 +│ │ ├ Serpent +│ │ │ └ SerpentLeader +│ │ ├ SerpentFX +│ │ ├ SerpentGib1 +│ │ │ ├ SerpentGib2 +│ │ │ └ SerpentGib3 +│ │ ├ SerpentHead +│ │ ├ ShortBlueTorch +│ │ │ └ ChexLightColumn +│ │ ├ ShortBush +│ │ ├ ShortGreenColumn +│ │ │ └ ChexSubmergedPlant +│ │ ├ ShortGreenTorch +│ │ │ └ ChexCivilian2 +│ │ ├ ShortRedColumn +│ │ │ └ ChexMineCart +│ │ ├ ShortRedTorch +│ │ │ └ ChexCivilian3 +│ │ ├ ShotgunGuy +│ │ │ ├ DeadShotgunGuy +│ │ │ ├ FlemoidusBipedicus +│ │ │ └ StealthShotgunGuy +│ │ ├ SigilBanner +│ │ ├ SkullColumn +│ │ │ └ ChexFlagOnPole +│ │ ├ SkyPicker +│ │ ├ SkyViewpoint +│ │ │ ├ SkyCamCompat +│ │ │ └ StackPoint +│ │ │ ├ LowerStackLookOnly +│ │ │ └ UpperStackLookOnly +│ │ ├ SlimeChunk +│ │ ├ SlimeSplash +│ │ ├ SludgeChunk +│ │ ├ SludgeSplash +│ │ ├ SmallBloodPool +│ │ ├ SmallTorchLit +│ │ ├ SmallTorchUnlit +│ │ ├ Snake +│ │ ├ SnakeProjA +│ │ │ └ SnakeProjB +│ │ ├ SnoutPuff +│ │ ├ SorcBall +│ │ │ ├ SorcBall1 +│ │ │ ├ SorcBall2 +│ │ │ └ SorcBall3 +│ │ ├ Sorcerer1 +│ │ ├ Sorcerer2 +│ │ ├ Sorcerer2FX1 +│ │ ├ Sorcerer2FX2 +│ │ ├ Sorcerer2FXSpark +│ │ ├ Sorcerer2Telefade +│ │ ├ SorcererFX1 +│ │ ├ SorcFX1 +│ │ ├ SorcFX2 +│ │ │ └ SorcFX2T1 +│ │ ├ SorcFX3 +│ │ ├ SorcFX3Explosion +│ │ ├ SorcFX4 +│ │ ├ SorcSpark1 +│ │ ├ SoundEnvironment +│ │ ├ SoundSequence +│ │ │ ├ HereticSoundSequence1 +│ │ │ ├ HereticSoundSequence10 +│ │ │ ├ HereticSoundSequence2 +│ │ │ ├ HereticSoundSequence3 +│ │ │ ├ HereticSoundSequence4 +│ │ │ ├ HereticSoundSequence5 +│ │ │ ├ HereticSoundSequence6 +│ │ │ ├ HereticSoundSequence7 +│ │ │ ├ HereticSoundSequence8 +│ │ │ └ HereticSoundSequence9 +│ │ ├ SoundSequenceSlot +│ │ ├ SoundWaterfall +│ │ ├ SoundWind +│ │ │ └ SoundWindHexen +│ │ ├ Spark +│ │ ├ SpawnFire +│ │ ├ SpawnShot +│ │ ├ SpecialSpot +│ │ │ ├ BossSpot +│ │ │ ├ BossTarget +│ │ │ └ MaceSpawner +│ │ ├ SpectralLightningBase +│ │ │ ├ SpectralLightningBall1 +│ │ │ │ └ SpectralLightningBall2 +│ │ │ ├ SpectralLightningDeath1 +│ │ │ │ ├ SpectralLightningBigV1 +│ │ │ │ │ └ SpectralLightningBigV2 +│ │ │ │ └ SpectralLightningSpot +│ │ │ ├ SpectralLightningDeath2 +│ │ │ │ └ SpectralLightningBigBall1 +│ │ │ │ └ SpectralLightningBigBall2 +│ │ │ ├ SpectralLightningDeathShort +│ │ │ │ └ SpectralLightningV1 +│ │ │ │ └ SpectralLightningV2 +│ │ │ └ SpectralLightningH1 +│ │ │ ├ SpectralLightningH2 +│ │ │ └ SpectralLightningH3 +│ │ ├ SpectralLightningHTail +│ │ ├ SpectralMonster +│ │ │ ├ AlienSpectre1 +│ │ │ │ ├ AlienSpectre2 +│ │ │ │ ├ AlienSpectre3 +│ │ │ │ ├ AlienSpectre4 +│ │ │ │ └ AlienSpectre5 +│ │ │ ├ EntityBoss +│ │ │ └ EntitySecond +│ │ ├ SpiderMastermind +│ │ ├ SRock1 +│ │ ├ SRock2 +│ │ ├ SRock3 +│ │ ├ SRock4 +│ │ ├ SStalactiteBig +│ │ ├ SStalactiteSmall +│ │ ├ SStalagmiteBig +│ │ ├ SStalagmiteSmall +│ │ ├ StaffPuff +│ │ │ └ BeakPuff +│ │ ├ StaffPuff2 +│ │ ├ Stalagmite +│ │ ├ Stalagtite +│ │ │ └ ChexAppleTree +│ │ ├ Stalker +│ │ ├ Statue +│ │ ├ StatueRuined +│ │ ├ StickInWater +│ │ ├ Stool +│ │ ├ StrifeBishop +│ │ ├ StrifeBurningBarrel +│ │ ├ StrifeCandelabra +│ │ ├ StrifeHumanoid +│ │ │ ├ Acolyte +│ │ │ │ ├ AcolyteBlue +│ │ │ │ ├ AcolyteDGreen +│ │ │ │ ├ AcolyteGold +│ │ │ │ ├ AcolyteGray +│ │ │ │ ├ AcolyteLGreen +│ │ │ │ ├ AcolyteRed +│ │ │ │ ├ AcolyteRust +│ │ │ │ ├ AcolyteShadow +│ │ │ │ ├ AcolyteTan +│ │ │ │ └ AcolyteToBe +│ │ │ ├ Beggar +│ │ │ │ ├ Beggar1 +│ │ │ │ ├ Beggar2 +│ │ │ │ ├ Beggar3 +│ │ │ │ ├ Beggar4 +│ │ │ │ └ Beggar5 +│ │ │ ├ Peasant +│ │ │ │ ├ Peasant1 +│ │ │ │ ├ Peasant10 +│ │ │ │ ├ Peasant11 +│ │ │ │ ├ Peasant12 +│ │ │ │ ├ Peasant13 +│ │ │ │ ├ Peasant14 +│ │ │ │ ├ Peasant15 +│ │ │ │ ├ Peasant16 +│ │ │ │ ├ Peasant17 +│ │ │ │ ├ Peasant18 +│ │ │ │ ├ Peasant19 +│ │ │ │ ├ Peasant2 +│ │ │ │ ├ Peasant20 +│ │ │ │ ├ Peasant21 +│ │ │ │ ├ Peasant22 +│ │ │ │ ├ Peasant3 +│ │ │ │ ├ Peasant4 +│ │ │ │ ├ Peasant5 +│ │ │ │ ├ Peasant6 +│ │ │ │ ├ Peasant7 +│ │ │ │ ├ Peasant8 +│ │ │ │ └ Peasant9 +│ │ │ ├ Rebel +│ │ │ │ ├ Rebel1 +│ │ │ │ ├ Rebel2 +│ │ │ │ ├ Rebel3 +│ │ │ │ ├ Rebel4 +│ │ │ │ ├ Rebel5 +│ │ │ │ └ Rebel6 +│ │ │ └ Zombie +│ │ ├ StrifePuff +│ │ │ ├ MiniMissilePuff +│ │ │ └ StrifeSpark +│ │ ├ SummoningDoll +│ │ ├ SurgeryCrab +│ │ ├ SVEOreSpawner +│ │ ├ SwitchableDecoration +│ │ │ ├ BatSpawner +│ │ │ ├ FlameLarge +│ │ │ │ └ FlameLarge2 +│ │ │ ├ FlameSmall +│ │ │ │ └ FlameSmall2 +│ │ │ ├ SwitchingDecoration +│ │ │ │ ├ ZGemPedestal +│ │ │ │ └ ZWingedStatueNoSkull +│ │ │ ├ ZCauldron +│ │ │ │ └ ZCauldronUnlit +│ │ │ ├ ZFireBull +│ │ │ │ └ ZFireBullUnlit +│ │ │ ├ ZTwinedTorch +│ │ │ │ └ ZTwinedTorchUnlit +│ │ │ └ ZWallTorch +│ │ │ └ ZWallTorchUnlit +│ │ ├ TableShit1 +│ │ ├ TableShit10 +│ │ ├ TableShit2 +│ │ ├ TableShit3 +│ │ ├ TableShit4 +│ │ ├ TableShit5 +│ │ ├ TableShit6 +│ │ ├ TableShit7 +│ │ ├ TableShit8 +│ │ ├ TableShit9 +│ │ ├ TallBush +│ │ ├ TallGreenColumn +│ │ │ └ ChexCavernStalagmite +│ │ ├ TallRedColumn +│ │ │ └ ChexCavernColumn +│ │ ├ Tank1 +│ │ ├ Tank2 +│ │ ├ Tank3 +│ │ ├ Tank4 +│ │ ├ Tank5 +│ │ ├ Tank6 +│ │ ├ TargetPractice +│ │ ├ TechLamp +│ │ ├ TechLamp2 +│ │ ├ TechLampBrass +│ │ ├ TechLampSilver +│ │ ├ TechPillar +│ │ │ └ ChexSpaceship +│ │ ├ TeleGlitter1 +│ │ │ └ TeleGlitter2 +│ │ ├ TeleGlitterGenerator1 +│ │ ├ TeleGlitterGenerator2 +│ │ ├ TeleportDest +│ │ │ └ TeleportDest2 +│ │ │ └ TeleportDest3 +│ │ ├ TeleportFog +│ │ ├ TeleportSwirl +│ │ ├ TeleSmoke +│ │ ├ TelOtherFX1 +│ │ │ ├ TelOtherFX2 +│ │ │ ├ TelOtherFX3 +│ │ │ ├ TelOtherFX4 +│ │ │ └ TelOtherFX5 +│ │ ├ Templar +│ │ ├ ThrowingBomb +│ │ ├ ThrustFloor +│ │ │ ├ ThrustFloorDown +│ │ │ └ ThrustFloorUp +│ │ ├ TorchTree +│ │ │ └ ChexOrangeTree +│ │ ├ Tray +│ │ ├ TreeDestructible +│ │ ├ TreeStub +│ │ ├ Tub +│ │ ├ Unknown +│ │ │ └ SpeakerIcon +│ │ ├ Volcano +│ │ ├ VolcanoBlast +│ │ ├ VolcanoTBlast +│ │ ├ WaterBottle +│ │ ├ WaterDrip +│ │ ├ WaterDropOnFloor +│ │ ├ WaterfallSplash +│ │ ├ WaterFountain +│ │ ├ WaterSplash +│ │ ├ WaterSplashBase +│ │ ├ WaterZone +│ │ ├ Whirlwind +│ │ ├ Wizard +│ │ ├ WizardFX1 +│ │ ├ WolfensteinSS +│ │ ├ WoodenBarrel +│ │ ├ Wraith +│ │ │ └ WraithBuried +│ │ ├ WraithFX1 +│ │ ├ WraithFX2 +│ │ ├ WraithFX3 +│ │ ├ WraithFX4 +│ │ │ └ WraithFX5 +│ │ ├ WraithvergeDrop +│ │ ├ ZArmorChunk +│ │ ├ ZBannerTattered +│ │ ├ ZBarrel +│ │ ├ ZBell +│ │ ├ ZBlueCandle +│ │ ├ ZBucket +│ │ ├ ZCandle +│ │ ├ ZChainBit32 +│ │ ├ ZChainBit64 +│ │ ├ ZChainEndHeart +│ │ ├ ZChainEndHook1 +│ │ ├ ZChainEndHook2 +│ │ ├ ZChainEndSkull +│ │ ├ ZChainEndSpike +│ │ ├ ZChandelier +│ │ ├ ZChandelierUnlit +│ │ ├ ZCorpseHanging +│ │ ├ ZCorpseKabob +│ │ ├ ZCorpseLynched +│ │ ├ ZCorpseLynchedNoHeart +│ │ ├ ZCorpseSitting +│ │ ├ ZCorpseSleeping +│ │ ├ ZIronMaiden +│ │ ├ ZLog +│ │ ├ ZMossCeiling1 +│ │ ├ ZMossCeiling2 +│ │ ├ ZombieMan +│ │ │ ├ DeadZombieMan +│ │ │ ├ FlemoidusCommonus +│ │ │ └ StealthZombieMan +│ │ ├ ZombieSpawner +│ │ ├ ZRock1 +│ │ ├ ZRock2 +│ │ ├ ZRock3 +│ │ ├ ZRock4 +│ │ ├ ZRockBlack +│ │ ├ ZRockBrown1 +│ │ ├ ZRockBrown2 +│ │ ├ ZRubble1 +│ │ ├ ZRubble2 +│ │ ├ ZRubble3 +│ │ ├ ZShroomLarge1 +│ │ ├ ZShroomLarge2 +│ │ ├ ZShroomLarge3 +│ │ ├ ZShroomSmall1 +│ │ ├ ZShroomSmall2 +│ │ ├ ZShroomSmall3 +│ │ ├ ZShroomSmall4 +│ │ ├ ZShroomSmall5 +│ │ ├ ZShrub1 +│ │ ├ ZShrub2 +│ │ ├ ZStalactiteIceLarge +│ │ ├ ZStalactiteIceMedium +│ │ ├ ZStalactiteIceSmall +│ │ ├ ZStalactiteIceTiny +│ │ ├ ZStalactiteLarge +│ │ ├ ZStalactiteMedium +│ │ ├ ZStalactiteSmall +│ │ ├ ZStalagmiteIceLarge +│ │ ├ ZStalagmiteIceMedium +│ │ ├ ZStalagmiteIceSmall +│ │ ├ ZStalagmiteIceTiny +│ │ ├ ZStalagmiteLarge +│ │ ├ ZStalagmiteMedium +│ │ ├ ZStalagmitePillar +│ │ ├ ZStalagmiteSmall +│ │ ├ ZStatueGargoyleBlueShort +│ │ ├ ZStatueGargoyleBlueTall +│ │ ├ ZStatueGargoyleDarkRedShort +│ │ ├ ZStatueGargoyleDarkRedTall +│ │ ├ ZStatueGargoyleGreenShort +│ │ ├ ZStatueGargoyleGreenTall +│ │ ├ ZStatueGargoyleRedShort +│ │ ├ ZStatueGargoyleRedTall +│ │ ├ ZStatueGargoyleRustShort +│ │ ├ ZStatueGargoyleRustTall +│ │ ├ ZStatueGargoyleStripeTall +│ │ ├ ZStatueGargoyleTanShort +│ │ ├ ZStatueGargoyleTanTall +│ │ ├ ZStumpBare +│ │ ├ ZStumpBurned +│ │ ├ ZStumpSwamp1 +│ │ ├ ZStumpSwamp2 +│ │ ├ ZSuitOfArmor +│ │ ├ ZSwampVine +│ │ ├ ZTombstoneBigCross +│ │ ├ ZTombstoneBrianP +│ │ ├ ZTombstoneBrianR +│ │ ├ ZTombstoneCrossCircle +│ │ ├ ZTombstoneRIP +│ │ ├ ZTombstoneShane +│ │ ├ ZTombstoneSmallCross +│ │ ├ ZTree +│ │ ├ ZTreeDead +│ │ ├ ZTreeGnarled1 +│ │ ├ ZTreeGnarled2 +│ │ ├ ZTreeLarge1 +│ │ ├ ZTreeLarge2 +│ │ ├ ZTreeSwamp120 +│ │ ├ ZTreeSwamp150 +│ │ ├ ZVasePillar +│ │ ├ ZWingedStatue +│ │ └ ZXmasTree +│ └ SectorEffect +│ ├ Lighting +│ └ Mover +│ ├ MovingCeiling +│ │ └ Ceiling +│ └ MovingFloor +│ └ Floor +└ ThinkerIterator +``` + +Structure List +-------------- + +Here is a full list of all structures in ZScript as of GZDoom 3.6.0. There are 70 structures total. Note that some of these are merely implementation details and should not be used in code. + +``` +Struct +├ Console +├ ConsoleEvent +├ CVar +├ DamageTypeDefinition +├ DehInfo +├ DropItem +├ DynArray_F32 +├ DynArray_F64 +├ DynArray_I16 +├ DynArray_I32 +├ DynArray_I8 +├ DynArray_Obj +├ DynArray_Ptr +├ DynArray_String +├ F3DFloor +├ FCheckPosition +├ FColormap +├ FLineTraceData +├ Font +├ FOptionMenuSettings +├ FStateParamInfo +├ FTranslatedLineTarget +├ GameInfoStruct +├ GIFont +├ InputEvent +├ JoystickConfig +├ KeyBindings +├ LevelLocals +├ Line +├ LinkContext +├ LookExParams +├ MugShot +├ OptionValues +├ PatchInfo +├ PlayerClass +├ PlayerEvent +├ PlayerInfo +├ PlayerSkin +├ RenderEvent +├ ReplaceEvent +├ SavegameManager +├ SaveGameNode +├ SBarInfo +├ Screen +├ SecPlane +├ SecSpecial +├ Sector +├ SectorPortal +├ Shader +├ Side +├ State +├ StrifeDialogueNode +├ StrifeDialogueReply +├ StringStruct +├ StringTable +├ Team +├ TerrainDef +├ TexMan +├ TraceResults +├ Translation +├ UiEvent +├ UserCmd +├ Vertex +├ VisStyle +├ Wads +├ WBPlayerStruct +├ WBStartStruct +├ WeaponSlots +├ WorldEvent +└ _ +``` + +