style changes

pull/1/head
an 2019-08-14 06:31:41 -04:00
parent 6a1c2320a6
commit c88d002505
70 changed files with 1726 additions and 1716 deletions

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@ -33,90 +33,87 @@ struct State
}
```
- `Frame`
### `Frame`
The sprite frame of this state.
- `NextState`
### `NextState`
A pointer to the next state in the global state table.
- `Sprite`
### `Sprite`
The sprite ID of this state.
- `Tics`
### `Tics`
The number of game ticks this state lasts.
- `Misc1`
- `Misc2`
### `Misc1`, `Misc2`
Primarily used in DeHackEd compatibility. Don't use this.
- `TicRange`
### `TicRange`
The maximum amount of tics to add for random tic durations, or `0` if the
duration is not random. For example, `TNT1 A random(5, 7)` would have a
`Tics` value of `5` and a `TicRange` of `2`.
duration is not random. For example, `TNT1 A random(5, 7)` would have a `Tics`
value of `5` and a `TicRange` of `2`.
- `UseFlags`
### `UseFlags`
The scope of this state. See *Action Scoping*. Can have any of the
`DefaultStateUsage` flags.
- `bCanRaise`
### `bCanRaise`
State has the `CanRaise` flag, allowing `A_VileChase` to target this actor
for healing without entering an infinitely long state.
State has the `CanRaise` flag, allowing `A_VileChase` to target this actor for
healing without entering an infinitely long state.
- `bDeHackEd`
### `bDeHackEd`
`true` if the state has been modified by DeHackEd.
- `bFast`
### `bFast`
State has the `Fast` flag, halving the duration when fast monsters is
enabled.
State has the `Fast` flag, halving the duration when fast monsters is enabled.
- `bFullBright`
### `bFullBright`
State has the `Bright` flag, making it fully bright regardless of other
lighting conditions.
- `bNoDelay`
### `bNoDelay`
State has the `NoDelay` flag, forcing the associated action function to be
run if the actor is in its first tic.
State has the `NoDelay` flag, forcing the associated action function to be run
if the actor is in its first tic.
- `bSameFrame`
### `bSameFrame`
`true` if the state's frame is to be kept from the last frame used, i.e., is
`#`.
- `bSlow`
### `bSlow`
State has the `Slow` flag, doubling the duration when slow monsters is
enabled.
State has the `Slow` flag, doubling the duration when slow monsters is enabled.
- `DistanceTo`
### `DistanceTo`
Returns the offset between this state and `other` in the global frame table.
Only works if both states are owned by the same actor.
- `InStateSequence`
### `InStateSequence`
Returns `true` if this state is within a contiguous state sequence beginning
with `base`.
- `ValidateSpriteFrame`
### `ValidateSpriteFrame`
Returns `true` if the sprite frame actually exists.
- `GetSpriteTexture`
### `GetSpriteTexture`
Returns the texture, if the texture should be flipped horizontally, and
scaling of this state's sprite. Scaling will return `scale` unless `skin` is
nonzero. `skin` determines the player skin used.
Returns the texture, if the texture should be flipped horizontally, and scaling
of this state's sprite. Scaling will return `scale` unless `skin` is nonzero.
`skin` determines the player skin used.
<!-- EOF -->

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@ -30,74 +30,74 @@ struct Array<Type>
}
```
- `Max`
### `Max`
Returns the amount of allocated objects in the array.
- `Size`
### `Size`
Returns the amount of constructed objects in the array.
- `Clear`
### `Clear`
Clears out the entire array, possibly destroying all objects in it.
- `Delete`
### `Delete`
Removes `count` objects starting at `index`, possibly destroying them. Moves
objects after `index + count` to the left.
- `Pop`
### `Pop`
Removes the last item in the array, possibly destroying it. Returns `false`
if there are no items in the array to begin with.
Removes the last item in the array, possibly destroying it. Returns `false` if
there are no items in the array to begin with.
- `Append`
### `Append`
Value-copies another array's contents and places them into this array at the
end.
- `Copy`
### `Copy`
Value-copies another array's contents into this array. The contents of
`other` are preserved. This operation can be extremely taxing in some cases.
Value-copies another array's contents into this array. The contents of `other`
are preserved. This operation can be extremely taxing in some cases.
- `Move`
### `Move`
Moves another array's contents into this array. The contents of `other` are
left indeterminate and shall not be used. This operation is extremely fast
as it only copies pointers but must be used carefully to avoid error.
- `Find`
### `Find`
Finds the index of `item` in the array, or `Size` if it couldn't be found.
- `Grow`
### `Grow`
Ensures the array can hold at least `amount` new members, growing the
allocated object amount if necessary.
Ensures the array can hold at least `amount` new members, growing the allocated
object amount if necessary.
- `Insert`
### `Insert`
Inserts `item` at `index`. Moves objects after `index` to the right.
- `Push`
### `Push`
Places `item` at the end of the array, calling `Grow` if necessary.
- `Reserve`
### `Reserve`
Adds `amount` new empty-constructed objects at the end of the array,
increasing `Size` and calling `Grow` if necessary. Value types are
initialized to zero and reference types to `null`.
Adds `amount` new empty-constructed objects at the end of the array, increasing
`Size` and calling `Grow` if necessary. Value types are initialized to zero and
reference types to `null`.
- `Resize`
### `Resize`
Adds or removes objects based on `amount`. If it is less than `Size` then
objects are destroyed, if it is more then objects are empty-constructed. New
objects follow the same initialization rules as `Reserve`.
- `ShrinkToFit`
### `ShrinkToFit`
Shrinks `Max` to `Size`. Does not mutate any objects in the array.

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@ -27,44 +27,41 @@ struct CVar
}
```
- `FindCVar`
### `FindCVar`
Returns a server CVar by name, or `null` if none is found.
- `GetCVar`
### `GetCVar`
Returns a user or server CVar by name, with `player` as the user if
applicable, or `null` if none is found.
Returns a user or server CVar by name, with `player` as the user if applicable,
or `null` if none is found.
- `GetBool`
### `GetBool`
Returns a boolean representing the value of the CVar, or `false` if it
cannot be represented.
- `GetFloat`
### `GetFloat`
Returns a float representing the value of the CVar, or `0.0` if it cannot be
represented.
- `GetInt`
### `GetInt`
Returns an integer representing the value of the CVar, or `0` if it cannot
be represented.
Returns an integer representing the value of the CVar, or `0` if it cannot be
represented.
- `GetString`
### `GetString`
Returns a string representing the value of the CVar. CVars can always be
represented as strings.
- `SetBool`
- `SetFloat`
- `SetInt`
- `SetString`
### `SetBool`, `SetFloat`, `SetInt`, `SetString`
Sets the representation of the CVar to `v`. May only be used on mod-defined
CVars.
- `GetRealType`
### `GetRealType`
Returns the type of the CVar as it was defined, which may be one of the
following:
@ -72,12 +69,12 @@ struct CVar
| Name |
| ---- |
| `CVar.CVAR_BOOL` |
| `CVar.CVAR_COLOR |
| `CVar.CVAR_COLOR` |
| `CVar.CVAR_FLOAT` |
| `CVar.CVAR_INT` |
| `CVar.CVAR_STRING` |
- `ResetToDefault`
### `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.

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@ -9,7 +9,7 @@ struct Type[N]
}
```
- `Size`
### `Size`
Returns the size of the array. This is a compile-time constant.

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@ -17,33 +17,33 @@ class Object
}
```
- `bDestroyed`
### `bDestroyed`
This object wants to be destroyed but has not yet been garbage collected.
- `GetClass`
### `GetClass`
Returns the class type of this object.
- `GetClassName`
### `GetClassName`
Returns a string representation of the class type of this object.
- `GetParentClass`
### `GetParentClass`
Returns the class type of this object's parent class.
- `Destroy`
### `Destroy`
Destroys this object. Do not use the object after calling this. References
to it will be invalidated.
Destroys this object. Do not use the object after calling this. References to
it will be invalidated.
- `OnDestroy`
### `OnDestroy`
Called just before the object is collected by the garbage collector. **Not
deterministic** unless the object is linked into the thinker list, in which
case it is destroyed earlier in a deterministic setting. Not all `Thinker`s
are linked into this list, so be careful when overriding this. Any `Actor`
will generally be safe.
case it is destroyed earlier in a deterministic setting. Not all `Thinker`s are
linked into this list, so be careful when overriding this. Any `Actor` will
generally be safe.
<!-- EOF -->

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@ -30,83 +30,81 @@ struct String
}
```
- `Format`
### `Format`
Creates a string using a format string and any amount of arguments.
- `AppendFormat`
### `AppendFormat`
Works like `Format`, but appends the result to the string.
- `CharAt`
### `CharAt`
Returns the character at `pos` as a new string.
- `CharCodeAt`
### `CharCodeAt`
Returns the character at `pos` as an integer.
- `Filter`
### `Filter`
Replaces escape sequences in a string with escaped characters as a new
string.
Replaces escape sequences in a string with escaped characters as a new string.
- `IndexOf`
### `IndexOf`
Returns the first index of `substr` starting from the left at `start`.
- `Left`
### `Left`
Returns the first `len` characters as a new string.
- `Length`
### `Length`
Returns the number of characters in this string.
- `Mid`
### `Mid`
Returns `len` characters starting at `pos` as a new string.
- `Remove`
### `Remove`
Removes `amount` characters starting at `index` in place.
- `Replace`
### `Replace`
Replaces all instances of `pattern` with `replacement` in place.
- `RightIndexOf`
### `RightIndexOf`
Returns the first index of `substr` starting from the right at `end`.
- `Split`
### `Split`
Splits the string by each `delimiter` into `tokens`. `keepEmpty` may be
either `TOK_SKIPEMPTY` (the default) or `TOK_KEEPEMPTY`, which will keep or
discard empty strings found while splitting.
Splits the string by each `delimiter` into `tokens`. `keepEmpty` may be either
`TOK_SKIPEMPTY` (the default) or `TOK_KEEPEMPTY`, which will keep or discard
empty strings found while splitting.
- `ToDouble`
### `ToDouble`
Interprets the string as a double precision floating point number.
- `ToInt`
### `ToInt`
Interprets the string as a base `base` integer, guessing the base if it is
`0`.
Interprets the string as a base `base` integer, guessing the base if it is `0`.
- `ToLower`
### `ToLower`
Converts all characters in the string to lowercase in place.
- `ToUpper`
### `ToUpper`
Converts all characters in the string to uppercase in place.
- `Truncate`
### `Truncate`
Truncates the string to `len` characters in place.
- `LastIndexOf`
### `LastIndexOf`
Broken. Use `RightIndexOf` instead.

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@ -9,12 +9,11 @@ struct StringTable
}
```
- `Localize`
### `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.
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.
<!-- EOF -->

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@ -65,30 +65,30 @@ class Thinker : Object play
}
```
- `TICRATE`
### `TICRATE`
The number of game ticks in a second. This value is always `int(35)`.
- `Level`
### `Level`
The level this `Thinker` is in, which may differ from another one's.
- `ChangeStatNum`
### `ChangeStatNum`
Changes the statnum of this `Thinker`.
- `PostBeginPlay`
### `PostBeginPlay`
Called at the very end of this Thinker's initialization.
- `Tick`
### `Tick`
Called every game tick. The order between this thinker's `Tick` and every
other thinker in the same statnum is unspecified.
Called every game tick. The order between this thinker's `Tick` and every other
thinker in the same statnum is unspecified.
- `Tics2Seconds`
### `Tics2Seconds`
Roughly converts a number of tics to an integral amount of seconds.
Equivalent to `tics / TICRATE`.
Roughly converts a number of tics to an integral amount of seconds. Equivalent
to `tics / TICRATE`.
<!-- EOF -->

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@ -22,11 +22,11 @@ struct Vector3
}
```
- `Length`
### `Length`
Returns the length (magnitude) of the vector.
- `Unit`
### `Unit`
Returns a normalized vector. Equivalent to `vec / vec.Length()`.

View File

@ -12,15 +12,15 @@ class BrokenLines : Object
}
```
- `Count`
### `Count`
Returns the amount of lines in this container.
- `StringAt`
### `StringAt`
Returns the text of line `line`.
- `StringWidth`
### `StringWidth`
Returns the width (in pixels) of line `line`.

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@ -11,21 +11,20 @@ struct Console
}
```
- `HideConsole`
### `HideConsole`
Hides the console if it is open and `GameState` is not `GS_FULLCONSOLE`.
- `MidPrint`
### `MidPrint`
Prints `text` (possibly a `LANGUAGE` string if prefixed with `$`) in `font`
to the middle of the screen for 1½ seconds. Will print even if the player is
a spectator if `bold` is `true`. Uses the `msgmidcolor` CVar for non-bold
Prints `text` (possibly a `LANGUAGE` string if prefixed with `$`) 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.
This is the function used internally by ACS' `Print` and `PrintBold`
functions.
This is the function used internally by ACS' `Print` and `PrintBold` functions.
- `PrintF`
### `PrintF`
Prints a formatted string to the console.

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@ -20,42 +20,42 @@ struct Font
}
```
- `FindFont`
### `FindFont`
Gets a font as defined in `FONTDEFS`.
- `FindFontColor`
### `FindFontColor`
Returns the color range enumeration for a named color.
- `GetFont`
### `GetFont`
Gets a font either as defined in `FONTDEFS` or a ZDoom/bitmap font.
- `GetBottomAlignOffset`
### `GetBottomAlignOffset`
Returns the baseline for the character `code`.
- `GetCharWidth`
### `GetCharWidth`
Returns the width in pixels of a character code.
- `GetCursor`
### `GetCursor`
Returns the string used as a blinking cursor graphic for this font.
- `GetHeight`
### `GetHeight`
Returns the line height of the font.
- `StringWidth`
### `StringWidth`
Returns the width in pixels of the string.
- `BreakLines`
### `BreakLines`
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`.
clip region, as well as appropriately accounting for a maximum width in pixels
of `maxlen`.
<!-- EOF -->

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@ -10,11 +10,11 @@ struct GIFont
}
```
- `Color`
### `Color`
The color of the font.
- `FontName`
### `FontName`
The name of the font.

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@ -32,30 +32,29 @@ struct Screen
}
```
- `DrawChar`
### `DrawChar`
The same as `DrawTexture`, but draws the texture of character code
`character` from `font`. The output color may be modified by the font color
`cr`.
The same as `DrawTexture`, but draws the texture of character code `character`
from `font`. The output color may be modified by the font color `cr`.
- `DrawShape`
### `DrawShape`
TODO
- `DrawText`
### `DrawText`
TODO
- `DrawTexture`
### `DrawTexture`
Draws texture `tex`, possibly animated by the animation ticker if `animate`
is `true`, at horizontal position `x` and vertical position `y`.
Draws texture `tex`, possibly animated by the animation ticker if `animate` is
`true`, at horizontal position `x` and vertical position `y`.
Various properties of this drawing process can be changed by passing extra
arguments to this function. After all arguments are parsed, the
"`CleanMode`" internal variable is used along with the specified virtual
width/height to determine how to finally transform positions. `CleanMode`
may be one of the following:
arguments to this function. After all arguments are parsed, the "`CleanMode`"
internal variable is used along with the specified virtual width/height to
determine how to finally transform positions. `CleanMode` may be one of the
following:
| Name | Description |
| ---- | ----------- |
@ -104,73 +103,73 @@ struct Screen
| `DTA_WINDOWLEFTF`, `DTA_WINDOWRIGHTF` | `double size` | Same as `DTA_WINDOWLEFT`/`DTA_WINDOWRIGHT`, but with decimal arguments. |
| `DTA_WINDOWLEFT`, `DTA_WINDOWRIGHT` | `int size` | Crops `size` pixels from the left or right. |
- `Clear`
### `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.
`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`
### `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.
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`
### `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.
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`
### `DrawLine`
Draws a one pixel wide line from `x0 y0` to `x1 y1` in screen coordinates of
color `cr` with alpha `alpha` (range 0-255.)
- `DrawThickLine`
### `DrawThickLine`
Draws a `thickness` pixel wide line from `x0 y0` to `x1 y1` in screen
coordinates of color `cr` with alpha `alpha` (range 0-255.)
- `GetAspectRatio`
### `GetAspectRatio`
Returns the aspect ratio of the screen.
- `GetHeight`
### `GetHeight`
Returns the height of the screen.
- `GetWidth`
### `GetWidth`
Returns the width of the screen.
- `PaletteColor`
### `PaletteColor`
Returns a `color` for a given palette index.
- `VirtualToRealCoords`
### `VirtualToRealCoords`
Converts virtual coordinates `pos` from virtual coordinate space `vsize` to
screen coordinate space `size`, possibly accounting for aspect ratio
differences if `handleaspect` is true. If the ratio is 5:4, `vbottom` will
account for the higher-than-wide conversion by repositioning vertically.
- `ClearClipRect`
### `ClearClipRect`
Clears the clipping rectangle if there is one.
- `GetClipRect`
### `GetClipRect`
Returns the clipping rectangle's `x`/`y`/`w`/`h`.
- `GetViewWindow`
### `GetViewWindow`
Returns the 3D viewing window, which may be smaller than the screen size
with any given `screenblocks` setting.
Returns the 3D viewing window, which may be smaller than the screen size with
any given `screenblocks` setting.
- `SetClipRect`
### `SetClipRect`
Sets the clipping rectangle to restrict further drawing to the region
starting at `x y` of size `w h` in screen coordinates.
Sets the clipping rectangle to restrict further drawing to the region starting
at `x y` of size `w h` in screen coordinates.
<!-- EOF -->

View File

@ -12,7 +12,7 @@ class Shape2D : Object
}
```
- `Clear`
### `Clear`
Clears data out of a shape. Uses these as a bit flag:
@ -22,15 +22,15 @@ class Shape2D : Object
| `Shape2D.C_Indices` | Clears vertex indices. |
| `Shape2D.C_Verts` | Clears vertices. |
- `PushCoord`
### `PushCoord`
Pushes a texture coordinate into the shape buffer.
- `PushTriangle`
### `PushTriangle`
Pushes the indices of a triangle into the shape buffer.
- `PushVertex`
### `PushVertex`
Pushes a vertex into the shape buffer.

View File

@ -19,10 +19,10 @@ struct TexMan
}
```
- `CheckForTexture`
### `CheckForTexture`
Returns a `textureid` for the texture named `name`. `usetype` may be one of
the following, which selects what kind of texture to find:
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 |
| ---- | ----------- |
@ -55,46 +55,45 @@ struct TexMan
| `TexMan.SHORTNAMEONLY` | Will force use of a short name when searching. |
| `TexMan.TRYANY` | Returns any other type of texture if one is not found in the specified use type. Default. |
- `CheckRealHeight`
### `CheckRealHeight`
Returns the height in pixels of the texture down to the last scanline which
has actual pixel data. Note that this operation is extremely slow and should
be used sparingly.
Returns the height in pixels of the texture down to the last scanline which has
actual pixel data. Note that this operation is extremely slow and should be
used sparingly.
- `GetName`
### `GetName`
Returns the original name of a `textureid`.
- `GetScaledOffset`
### `GetScaledOffset`
Returns the offsets for this texture used to display it (rather than the
original offsets.)
- `GetScaledSize`
### `GetScaledSize`
Returns the size used to display this texture (rather than the physical
size.)
Returns the size used to display this texture (rather than the physical size.)
- `GetSize`
### `GetSize`
Returns the width and height of a `textureid`.
- `SetCameraToTexture`
### `SetCameraToTexture`
Sets the camera texture (as defined in `ANIMDEFS`) `texture` to the
viewpoint of `viewpoint` with a fov of `fov`.
Sets the camera texture (as defined in `ANIMDEFS`) `texture` to the viewpoint
of `viewpoint` with a fov of `fov`.
- `OkForLocalization`
### `OkForLocalization`
TODO
- `ReplaceTextures`
### `ReplaceTextures`
Note: This function is deprecated and `LevelLocals::ReplaceTextures` should
be used instead.
Note: This function is deprecated and `LevelLocals::ReplaceTextures` should be
used instead.
Replaces textures named `from` with `to` within the map. `flags` may be used
to filter out certain textures from being replaced:
Replaces textures named `from` with `to` within the map. `flags` may be used to
filter out certain textures from being replaced:
| Name | Description |
| ---- | ----------- |

View File

@ -15,23 +15,23 @@ struct TextureID
}
```
- `Exists`
### `Exists`
Checks if the texture exists within the texture manager at all.
- `IsNull`
### `IsNull`
Checks if the texture is the null index (`0`.)
- `IsValid`
### `IsValid`
Checks if the texture index is not the invalid index (`-1`.)
- `SetInvalid`
### `SetInvalid`
Sets the texture index to `-1`.
- `SetNull`
### `SetNull`
Sets the texture index to `0`.

View File

@ -12,23 +12,23 @@ struct ConsoleEvent
}
```
- `Player`
### `Player`
The player who created this event, or `-1` if there was no activator. This
will always be positive for `NetworkProcess` events and always `-1` for
The player who created this event, or `-1` if there was no activator. This will
always be positive for `NetworkProcess` events and always `-1` for
`ConsoleProcess` events.
- `Name`
### `Name`
The name as provided to `SendNetworkEvent`. Use this to distinguish between
event types. It is favorable to prefix names with the name of your mod or
game so that it will not potentially conflict with other mods.
event types. It is favorable to prefix names with the name of your mod or game
so that it will not potentially conflict with other mods.
- `Args`
### `Args`
The arguments as provided to `SendNetworkEvent`.
- `IsManual`
### `IsManual`
`true` if this event was created manually, for instance through a console
command.

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@ -20,14 +20,14 @@ class EventHandler : StaticEventHandler
}
```
- `Find`
### `Find`
Finds and returns the `StaticEventHandler` type `type` if it is registered,
or `null` if it does not exist. It should be noted that this is exactly the
same as `StaticEventHandler`'s, and does not actually check for
`EventHandlers`, although due to inheritance will return them correctly.
Finds and returns the `StaticEventHandler` type `type` if it is registered, or
`null` if it does not exist. It should be noted that this is exactly the same
as `StaticEventHandler`'s, and does not actually check for `EventHandlers`,
although due to inheritance will return them correctly.
- `SendNetworkEvent`
### `SendNetworkEvent`
Sends a network event with no activator.

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@ -14,30 +14,30 @@ struct RenderEvent
}
```
- `ViewPos`
### `ViewPos`
The position at which the camera is at.
- `ViewAngle`
### `ViewAngle`
The yaw angle of the camera.
- `ViewPitch`
### `ViewPitch`
The pitch angle of the camera.
- `ViewRoll`
### `ViewRoll`
The roll angle of the camera.
- `FracTic`
### `FracTic`
A value between 0 and 1 (exclusive) representing the time between the last
game tick and the next game tick. This is most useful for interpolation, and
you can add it to the current game tick to get the real time at which this
event has been called. Precision is not specified.
A value between 0 and 1 (exclusive) representing the time between the last game
tick and the next game tick. This is most useful for interpolation, and you can
add it to the current game tick to get the real time at which this event has
been called. Precision is not specified.
- `Camera`
### `Camera`
The actor which is acting as the camera for the player's view.

View File

@ -12,19 +12,19 @@ struct ReplaceEvent
}
```
- `Replacee`
### `Replacee`
The actor class which is being replaced.
- `Replacement`
### `Replacement`
What to replace it with. This class type is already effected by skill and
actor definition replacements, so it may be useful to read it. Modify this
to change what the resulting replacement class ends up being.
What to replace it with. This class type is already effected by skill and actor
definition replacements, so it may be useful to read it. Modify this to change
what the resulting replacement class ends up being.
- `IsFinal`
### `IsFinal`
If `true`, the engine will not attempt to continue going down the
replacement chain, and will directly replace the actor with `Replacement`.
If `true`, the engine will not attempt to continue going down the replacement
chain, and will directly replace the actor with `Replacement`.
<!-- EOF -->

View File

@ -64,81 +64,81 @@ class StaticEventHandler : Object play
}
```
- `Find`
### `Find`
Finds and returns the `StaticEventHandler` type `type` if it is registered,
or `null` if it does not exist.
Finds and returns the `StaticEventHandler` type `type` if it is registered, or
`null` if it does not exist.
- `OnRegister`
### `OnRegister`
Called when this type is registered. This is where you should set `Order`,
`IsUiProcessor` and `RequireMouse`.
- `OnUnregister`
### `OnUnregister`
Called when this type is un-registered. With `StaticEventHandler`s this is
called when the engine shuts down, so it isn't particularly useful.
- `WorldLoaded`
### `WorldLoaded`
Called directly after the status bar is attached to the player and after
`REOPEN` ACS scripts are called, just before the display is flushed and
auto-save is done.
- `WorldUnloaded`
### `WorldUnloaded`
Called directly after `UNLOADING` ACS scripts, just before the level is
changed.
- `WorldThingSpawned`
### `WorldThingSpawned`
Called directly after an actor's `PostBeginPlay` function.
- `WorldThingDied`
### `WorldThingDied`
Called after `MorphedDeath`, inventory items have called `OwnerDied`, and
the target is set to the damage source, just before `KILL` ACS scripts are
called and the rest of the death handling is done.
Called after `MorphedDeath`, inventory items have called `OwnerDied`, and the
target is set to the damage source, just before `KILL` ACS scripts are called
and the rest of the death handling is done.
- `WorldThingRevived`
### `WorldThingRevived`
Called when an actor is revived, after everything is finished.
- `WorldThingDamaged`
### `WorldThingDamaged`
Called directly before `Die`, or directly after after `DamageMobj` finishes.
- `WorldThingDestroyed`
### `WorldThingDestroyed`
Called at the beginning of an actor's `OnDestroy` function.
- `WorldLinePreActivated`
### `WorldLinePreActivated`
Called directly after a line is tested for activation, before any other
activation specials are called (such as checking for keys, executing the
line special, etc.)
activation specials are called (such as checking for keys, executing the line
special, etc.)
- `WorldLineActivated`
### `WorldLineActivated`
Called directly after a line's special is executed, if it succeeded, before
any other handling (such as changing a switch's texture) is completed.
Called directly after a line's special is executed, if it succeeded, before any
other handling (such as changing a switch's texture) is completed.
- `WorldSectorDamaged`
### `WorldSectorDamaged`
Called when a sector is damaged if it has any health groups, before any
other handling is done.
Called when a sector is damaged if it has any health groups, before any other
handling is done.
- `WorldLineDamaged`
### `WorldLineDamaged`
Called when a line is damaged if it has any health groups, before any other
handling is done.
- `WorldLightning`
### `WorldLightning`
Called when lightning strikes, directly after the sound is played, just
before `LIGHTNING` ACS scripts are called.
Called when lightning strikes, directly after the sound is played, just before
`LIGHTNING` ACS scripts are called.
- `WorldTick`
### `WorldTick`
Called on every world tick, after interpolators are updated, world freeze is
updated, sight counters are reset, particles have run their thinkers, and
@ -147,101 +147,100 @@ class StaticEventHandler : Object play
called when the game is paused, and its execution is entirely deterministic
regardless of how this event handler is applied.
- `RenderOverlay`
### `RenderOverlay`
Despite the name, this is actually run on the status bar, specifically in
`BaseStatusBar::DrawTopStuff`. It is run after `HudMessage`s are drawn and
power-ups are drawn, just before ゴゴゴ「The Log」ゴゴゴ is drawn. You may
use `Screen` functions in this function.
power-ups are drawn, just before ゴゴゴ「The Log」ゴゴゴ is drawn. You may use
`Screen` functions in this function.
- `PlayerEntered`
### `PlayerEntered`
Called during level load when each player enters the game, after the camera
is set but just before `RETURN` ACS scripts are called.
Called during level load when each player enters the game, after the camera is
set but just before `RETURN` ACS scripts are called.
- `PlayerRespawned`
### `PlayerRespawned`
Called when a player spawns, directly after the teleport fog is spanwed and
just before `RESPAWN` ACS scripts are called. Also called similarly at the
end of the `Respawn` function, for example when the `resurrect` cheat is
used.
just before `RESPAWN` ACS scripts are called. Also called similarly at the end
of the `Respawn` function, for example when the `resurrect` cheat is used.
- `PlayerDied`
### `PlayerDied`
Called after `WorldThingDied` and `GetDeathHeight`, and after the actor's
thing special is activated, when the obituary has been displayed, just
before `DEATH` ACS scripts have been called.
Called after `WorldThingDied` and `GetDeathHeight`, and after the actor's thing
special is activated, when the obituary has been displayed, just before `DEATH`
ACS scripts have been called.
- `PlayerDisconnected`
### `PlayerDisconnected`
Called when a bot is removed and when a player disconnects from the game,
just before `DISCONNECT` ACS scripts are called.
Called when a bot is removed and when a player disconnects from the game, just
before `DISCONNECT` ACS scripts are called.
- `UiProcess`
### `UiProcess`
Called only if `IsUiProcessor` is `true`. Called when a GUI event is
dispatched by the engine, for example when the UI is active and the player
has pressed a key or moved the mouse. Mouse movements will only be captured
if `RequireMouse` is `true`. Because this interacts directly with the OS it
is not part of the game simulation, therefore has `ui` scope and must
dispatch commands to the game as networked events. If the return value is
`true`, the function will block any further handlers from processing this
event, essentially "eating" it. If the return value is `false`, other
handlers will continue to be called as normal.
Called only if `IsUiProcessor` is `true`. Called when a GUI event is dispatched
by the engine, for example when the UI is active and the player has pressed a
key or moved the mouse. Mouse movements will only be captured if `RequireMouse`
is `true`. Because this interacts directly with the OS it is not part of the
game simulation, therefore has `ui` scope and must dispatch commands to the
game as networked events. If the return value is `true`, the function will
block any further handlers from processing this event, essentially "eating"
it. If the return value is `false`, other handlers will continue to be called
as normal.
- `UiTick`
### `UiTick`
Despite what it may seem, this function is actually called deterministically
within the game loop, just before the level is ticked and after the player's
network commands are created. Albeit this, it is `ui` scope, so it should
be used to process UI code.
network commands are created. Albeit this, it is `ui` scope, so it should be
used to process UI code.
- `PostUiTick`
### `PostUiTick`
Similar to `UiTick`, this is also deterministic, but called after all other
tickers.
- `InputProcess`
### `InputProcess`
The same as `UiProcess`, but this is only called when inputs are being
directed to the game, rather than to the GUI. All of the same restrictions
apply to this as they do to `UiProcess`, and the return value acts the same.
The same as `UiProcess`, but this is only called when inputs are being directed
to the game, rather than to the GUI. All of the same restrictions apply to this
as they do to `UiProcess`, and the return value acts the same.
- `ConsoleProcess`
### `ConsoleProcess`
Called when network events which have no player activator are received.
- `NetworkProcess`
### `NetworkProcess`
Called when network events which have a player activator are received.
- `CheckReplacement`
### `CheckReplacement`
Called during actor replacement, after skill replacement is done, but before
any other replacement (such as actor replacements done in ZScript actor
definitions.)
- `NewGame`
### `NewGame`
Called on a new game, directly after level data is reset and right before
the level is set up.
Called on a new game, directly after level data is reset and right before the
level is set up.
- `SetOrder`
### `SetOrder`
Sets the ordering of this event handler, which can be read from `Order`.
- `Order`
### `Order`
The arbitrary ordering of this event handler relative to other ones. Event
handlers with lower ordering numbers have their functions executed first.
You can set this variable with `SetOrder`.
handlers with lower ordering numbers have their functions executed first. You
can set this variable with `SetOrder`.
- `IsUiProcessor`
### `IsUiProcessor`
If `true`, GUI events will be sent to this event handler through
`UiProcess`. This is mainly for optimization purposes.
If `true`, GUI events will be sent to this event handler through `UiProcess`.
This is mainly for optimization purposes.
- `RequireMouse`
### `RequireMouse`
If `true`, mouse events will be sent to this event handler through
`InputProcess` and/or `UiProcess`. This is mainly for optimization purposes.

View File

@ -22,11 +22,11 @@ Single files can also be loaded as archives, containing only themselves.
In short:
- *Lump* refers to an object from any archive type with an 8 character filename (extension removed.)
- *File* refers to fully qualified object from a resource archive, which can also be used as a lump through its truncated name.
- *Archives* are real files or folders which hold *lumps*.
- *Resource archives* are archives with a folder structure for determining lump namespaces, and also store fully qualified paths for files.
- *Wad files* are archives which hold only lumps, and use markers for determining lump namespaces.
* *Lump* refers to an object from any archive type with an 8 character filename (extension removed.)
* *File* refers to fully qualified object from a resource archive, which can also be used as a lump through its truncated name.
* *Archives* are real files or folders which hold *lumps*.
* *Resource archives* are archives with a folder structure for determining lump namespaces, and also store fully qualified paths for files.
* *Wad files* are archives which hold only lumps, and use markers for determining lump namespaces.
| Name | Description | Resource path | Wad file marker |
| ---- | ----------- | ------------- | --------------- |
@ -61,37 +61,37 @@ struct Wads
}
```
- `CheckNumForFullName`
### `CheckNumForFullName`
Returns the handle of the first file named `name`, matching only the full
path to it, including the extension, or `-1` if the file was not found. Only
works with files defined in resource archives.
Returns the handle of the first file named `name`, matching only the full path
to it, including the extension, or `-1` if the file was not found. Only works
with files defined in resource archives.
- `CheckNumForName`
### `CheckNumForName`
Returns the handle of the first lump named `name` within namespace `ns`. If
`wadnum` is not `-1`, then it signifies, if `exact` is false, the number of
the last archive to search in, or the only archive to search in if `exact`
is `true`.
`wadnum` is not `-1`, then it signifies, if `exact` is false, the number of the
last archive to search in, or the only archive to search in if `exact` is
`true`.
Note there is currently no way to actually *get* the number of an archive,
even the current one. The only guarantee is that archive `0` will be the
base archive (`gzdoom.pk3`.)
Note there is currently no way to actually *get* the number of an archive, even
the current one. The only guarantee is that archive `0` will be the base
archive (`gzdoom.pk3`.)
- `FindLump`
### `FindLump`
Returns the handle of the first lump named `name` starting at `startlump`
(zero indicates the first lump) in either the global namespace or any
namespace. `ns` can be either `Wads.GLOBALNAMESPACE` or `Wads.ANYNAMESPACE`
to specify this. Returns `-1` if there are no lumps with that name left.
Returns the handle of the first lump named `name` starting at `startlump` (zero
indicates the first lump) in either the global namespace or any namespace. `ns`
can be either `Wads.GLOBALNAMESPACE` or `Wads.ANYNAMESPACE` to specify this.
Returns `-1` if there are no lumps with that name left.
This function can be used in a loop to find all lumps with a specified name.
- `ReadLump`
### `ReadLump`
Reads the whole contents of `lump` into a string and returns the result. If
`lump` is not valid, returns an empty string. Note that binary lumps can be
loaded this way and the string's length will be correct according to the
lump's size even if null characters are present in the lump.
loaded this way and the string's length will be correct according to the lump's
size even if null characters are present in the lump.
<!-- EOF -->

View File

@ -32,89 +32,89 @@ readonly ui bool NetGame;
int LocalViewPitch;
```
- `AutomapBindings`
### `AutomapBindings`
TODO
- `Bindings`
### `Bindings`
TODO
- `BigFont`
### `BigFont`
The `bigfont` for the current game.
- `CleanHeight`
### `CleanHeight`
The current screen height divided by `CleanYFac`. **Not deterministic.**
- `CleanHeight_1`
### `CleanHeight_1`
The current screen height divided by `CleanYFac_1`. **Not deterministic.**
- `CleanWidth`
### `CleanWidth`
The current screen width divided by `CleanXFac`. **Not deterministic.**
- `CleanWidth_1`
### `CleanWidth_1`
The current screen width divided by `CleanYFac_1`. **Not deterministic.**
- `CleanXFac`
### `CleanXFac`
Integral scaling factor for horizontal positions to scale from 320x200 to
the current virtual resolution. **Not deterministic.**
Integral scaling factor for horizontal positions to scale from 320x200 to the
current virtual resolution. **Not deterministic.**
- `CleanXFac_1`
### `CleanXFac_1`
Integral scaling factor for horizontal positions to scale from 320x200 to
the current virtual resolution, accounting for aspect ratio differences.
**Not deterministic.**
Integral scaling factor for horizontal positions to scale from 320x200 to the
current virtual resolution, accounting for aspect ratio differences. **Not
deterministic.**
- `CleanYFac`
### `CleanYFac`
Integral scaling factor for vertical positions to scale from 320x200 to the
current virtual resolution. **Not deterministic.**
- `CleanYFac_1`
### `CleanYFac_1`
Integral scaling factor for vertical positions to scale from 320x200 to the
current virtual resolution, accounting for aspect ratio differences. **Not
deterministic.**
- `ConFont`
### `ConFont`
The console font.
- `IntermissionFont`
### `IntermissionFont`
The font used in intermission screens.
- `SmallFont`
### `SmallFont`
The `smallfnt` for the current game.
- `SmallFont2`
### `SmallFont2`
The alternate `smallfnt`.
- `NewConsoleFont`
### `NewConsoleFont`
TODO
- `NewSmallFont`
### `NewSmallFont`
TODO
- `BackbuttonAlpha`
### `BackbuttonAlpha`
Alpha of the back button in menus.
- `BackbuttonTime`
### `BackbuttonTime`
The time until the back button starts fading out in menus.
- `MenuActive`
### `MenuActive`
The current active menu state. One of:
@ -125,15 +125,15 @@ int LocalViewPitch;
| `Menu.On` | Menu is open, game is paused. |
| `Menu.WaitKey` | Menu is opened, waiting for a key for a controls menu binding. |
- `StatusBar`
### `StatusBar`
TODO
- `NetGame`
### `NetGame`
Whether this is a networked game or not.
- `LocalViewPitch`
### `LocalViewPitch`
The pitch angle (in degrees) of `ConsolePlayer`'s view. **Not deterministic.**

View File

@ -12,28 +12,28 @@ const PLAYERMISSILERANGE;
const SAWRANGE;
```
- `MAXPLAYERNAME`
### `MAXPLAYERNAME`
The maximum length of a player name.
- `MAXPLAYERS`
### `MAXPLAYERS`
The maximum amount of players in game.
- `DEFMELEERANGE`
### `DEFMELEERANGE`
The range where melee will be used for monsters, and the range for the
player's melee attacks.
The range where melee will be used for monsters, and the range for the player's
melee attacks.
- `MISSILERANGE`
### `MISSILERANGE`
The maximum range for monster missile/hit-scan attacks.
- `PLAYERMISSILERANGE`
### `PLAYERMISSILERANGE`
The maximum range for player missile/hit-scan attacks.
- `SAWRANGE`
### `SAWRANGE`
The range of Doom's Chainsaw weapon.

View File

@ -15,15 +15,15 @@ deprecated("3.8") readonly bool GlobalFreeze;
int ValidCount;
```
- `AutomapActive`
### `AutomapActive`
`true` if the auto-map is currently open on the client. **Not deterministic.**
- `DemoPlayback`
### `DemoPlayback`
User is watching a demo.
- `GameAction`
### `GameAction`
Current global game action. May be one of:
@ -48,7 +48,7 @@ int ValidCount;
| `ga_togglemap` | Toggles the auto-map. |
| `ga_worlddone` | Don't use this. |
- `GameState`
### `GameState`
Current global game state. May be one of:
@ -63,23 +63,23 @@ int ValidCount;
| `GS_STARTUP` | Game not yet initialized. |
| `GS_TITLELEVEL` | Watching a `TITLEMAP` in the main menu. |
- `GameTic`
### `GameTic`
Number of game tics passed since engine initialization. **Not deterministic.**
- `Level`
### `Level`
All level info as defined in `LevelLocals`.
- `MusPlaying`
### `MusPlaying`
TODO
- `GlobalFreeze`
### `GlobalFreeze`
Deprecated. Don't use.
- `ValidCount`
### `ValidCount`
Don't use this.

View File

@ -16,47 +16,46 @@ readonly textureid SkyFlatNum;
readonly Weapon WP_NOCHANGE;
```
- `AllActorClasses`
### `AllActorClasses`
An array of every actor class type reference.
- `AllClasses`
### `AllClasses`
An array of every class type reference.
- `PlayerClasses`
### `PlayerClasses`
An array of all player classes as defined in `MAPINFO`/GameInfo and
`KEYCONF`.
An array of all player classes as defined in `MAPINFO`/GameInfo and `KEYCONF`.
- `PlayerSkins`
### `PlayerSkins`
An array of all player skins as defined in `SKININFO` and `S_SKIN`.
- `Teams`
### `Teams`
An array of all teams. Maximum index is `Team.Max`.
- `Deh`
### `Deh`
Static DeHackEd information.
- `GameInfo`
### `GameInfo`
Static information from `MAPINFO`/GameInfo.
- `OptionMenuSettings`
### `OptionMenuSettings`
Defaults for `OptionMenu`s as defined in `MENUDEF`'s `OptionMenuSettings`
block and `MAPINFO`/GameInfo.
Defaults for `OptionMenu`s as defined in `MENUDEF`'s `OptionMenuSettings` block
and `MAPINFO`/GameInfo.
- `SkyFlatNum`
### `SkyFlatNum`
The texture ID for sky flats. `F_SKY1` by default in Doom.
- `WP_NOCHANGE`
### `WP_NOCHANGE`
A constant denoting that the weapon the player is currently holding
shouldn't be switched from.
A constant denoting that the weapon the player is currently holding shouldn't
be switched from.
<!-- EOF -->

View File

@ -10,23 +10,23 @@ readonly bool PlayerInGame[MAXPLAYERS];
play PlayerInfo Players[MAXPLAYERS];
```
- `ConsolePlayer`
### `ConsolePlayer`
Number of the player running the client. **Not deterministic.**
- `Multiplayer`
### `Multiplayer`
Game is networked.
- `Net_Arbitrator`
### `Net_Arbitrator`
Number of the player who initiated or currently hosts the game.
- `PlayerInGame`
### `PlayerInGame`
`true` if the player is currently in-game.
- `Players`
### `Players`
`PlayerInfo` structures for each player.

View File

@ -7,15 +7,14 @@ Type GetDefaultByType(class<Actor> type);
Type New(class typename = ThisClass);
```
- `GetDefaultByType`
### `GetDefaultByType`
Returns an object containing the default values for each member of the
`Actor` type provided as they would be set in `BeginPlay`. **Note that the
return value cannot be serialized and if stored must be marked as
`transient`.** The returned object is a pseudo-object which is stored only
in-memory.
Returns an object containing the default values for each member of the `Actor`
type provided as they would be set in `BeginPlay`. **Note that the return value
cannot be serialized and if stored must be marked as `transient`.** The
returned object is a pseudo-object which is stored only in-memory.
- `New`
### `New`
Typically spelled lowercase (`new`), creates an object with type `typename`.
Defaults to using the class of the calling object.

View File

@ -11,11 +11,11 @@ deprecated("3.8") vector3, int G_PickDeathmatchStart();
deprecated("3.8") vector3, int G_PickPlayerStart(int pnum, int flags = 0);
```
- `G_SkillName`
### `G_SkillName`
The name of the skill in play.
- `G_SkillPropertyInt`
### `G_SkillPropertyInt`
Returns a skill property. `p` may be:
@ -35,7 +35,7 @@ deprecated("3.8") vector3, int G_PickPlayerStart(int pnum, int flags = 0);
| `SKILLP_SLOWMONSTERS` |
| `SKILLP_SPAWNFILTER` |
- `G_SkillPropertyFloat`
### `G_SkillPropertyFloat`
Returns a skill property. `p` may be:
@ -51,20 +51,20 @@ deprecated("3.8") vector3, int G_PickPlayerStart(int pnum, int flags = 0);
| `SKILLP_MONSTERHEALTH` |
| `SKILLP_KICKBACKFACTOR` |
- `G_PickDeathmatchStart`
### `G_PickDeathmatchStart`
Note: This function is deprecated and `LevelLocals::PickDeathmatchStart`
should be used instead.
Note: This function is deprecated and `LevelLocals::PickDeathmatchStart` should
be used instead.
Returns the position and angle of a random death-match start location.
- `G_PickPlayerStart`
### `G_PickPlayerStart`
Note: This function is deprecated and `LevelLocals::PickPlayerStart` should
be used instead.
Note: This function is deprecated and `LevelLocals::PickPlayerStart` should be
used instead.
Returns the position and angle of a player start for player `pnum`. `flags`
may be:
Returns the position and angle of a player start for player `pnum`. `flags` may
be:
| Name | Description |
| ---- | ----------- |

View File

@ -28,96 +28,96 @@ double TanH(double n);
double VectorAngle(double x, double y);
```
- `Abs`
### `Abs`
Returns `|n|` (absolute of `n`.)
- `ACos`
### `ACos`
Returns the arc-cosine of `n`.
- `ASin`
### `ASin`
Returns the arc-sine of `n`.
- `ATan`
### `ATan`
Returns the arc-tangent of `n`.
- `ATan2`
### `ATan2`
Returns the arc-tangent of `y / x` using the arguments' signs to determine
the correct quadrant.
Returns the arc-tangent of `y / x` using the arguments' signs to determine the
correct quadrant.
- `BAM`
### `BAM`
Returns a byte angle of `angle` (`degrees * (0x40000000 / 90.0)`.)
- `Ceil`
### `Ceil`
Returns the integral portion of `n`, rounded up.
- `Clamp`
### `Clamp`
Returns `n` if `n` is more than `minimum` and less than `maximum`, or either
of those values if it is not.
Returns `n` if `n` is more than `minimum` and less than `maximum`, or either of
those values if it is not.
- `Cos`
### `Cos`
Returns the cosine of `n`.
- `CosH`
### `CosH`
Returns the hyperbolic cosine of `n`.
- `Exp`
### `Exp`
Returns euler's number raised to the power `n`. Note that you probably want
instead the `**` binary operator, as in `a ** b`, since euler's number is
generally not a very useful constant when programming games.
- `Floor`
### `Floor`
Returns the integral portion of `n`, rounded down.
- `Log`
### `Log`
Returns the natural (base of euler's number) logarithm of `n`.
- `Log10`
### `Log10`
Returns the common (base 10) logarithm of `n`. Note that this is useful for
instance when calculating the number of decimal digits in a number.
- `Max`
### `Max`
Returns `n` if `n` is less than `maximum`, or `maximum`.
- `Min`
### `Min`
Returns `n` if `n` is more than `minimum`, or `minimum`.
- `Sin`
### `Sin`
Returns the sine of `n`.
- `SinH`
### `SinH`
Returns the hyperbolic sine of `n`.
- `Sqrt`
### `Sqrt`
Returns the square root of `n`.
- `Tan`
### `Tan`
Returns the tangent of `n`.
- `TanH`
### `TanH`
Returns the hyperbolic tangent of `n`.
- `VectorAngle`
### `VectorAngle`
Same as `ATan2`, but with arguments reversed.

View File

@ -13,29 +13,29 @@ int RandomPick(int...);
void SetRandomSeed(uint num);
```
- `FRandom`
### `FRandom`
Returns a random float between `min` and `max`.
- `FRandomPick`
### `FRandomPick`
Same as `RandomPick`, but with floats.
- `Random`
### `Random`
Returns a random integer between `min` and `max`.
- `Random2`
### `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 (i.e. 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`
### `RandomPick`
Returns one of the provided parameters randomly.
- `SetRandomSeed`
### `SetRandomSeed`
Sets the seed of the RNG table to `num`.

View File

@ -12,20 +12,20 @@ void S_ResumeSound(bool notsfx);
void S_Sound(sound id, int channel, float volume = 1, float attenuation = ATTN_NORM);
```
- `MarkSound`
### `MarkSound`
Marks `snd` to be pre-cached (loaded into memory early.)
- `SetMusicVolume`
### `SetMusicVolume`
Sets the volume of the music relative to the user's volume. Range is 0-1,
inclusive.
- `S_ChangeMusic`
### `S_ChangeMusic`
Changes the music to `name`. If `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
Changes the music to `name`. If `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:
@ -36,24 +36,24 @@ void S_Sound(sound id, int channel, float volume = 1, float attenuation = ATTN_
| Multi-track `.ogg`, `.flac`, etc. | Specifies the track to begin playing at. |
| Any other format | No meaning, will be ignored. |
- `S_GetLength`
### `S_GetLength`
Returns the length of a sound in seconds. **Potentially non-deterministic if
all users in a networked game are not using the same sounds.**
- `S_PauseSound`
### `S_PauseSound`
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`
### `S_ResumeSound`
Resumes playing music and, if `notsfx` is `false`, all game sounds as well.
- `S_Sound`
### `S_Sound`
Plays a sound (as defined in `SNDINFO`) from the calling object if it has
world presence (is an actor or sector etc.)
Plays a sound (as defined in `SNDINFO`) from the calling object if it has world
presence (is an actor or sector etc.)
`channel` may be:

View File

@ -7,11 +7,12 @@ uint MSTime();
vararg void ThrowAbortException(string format, ...);
```
- `MSTime`
### `MSTime`
Returns the number of milliseconds since the engine was started. **Not deterministic.**
Returns the number of milliseconds since the engine was started. **Not
deterministic.**
- `ThrowAbortException`
### `ThrowAbortException`
Kills the VM and ends the game (without exiting) with a formatted error.

View File

@ -15,36 +15,36 @@ struct DehInfo
}
```
- `BfgCells`
### `BfgCells`
The amount of ammunition `A_FireBfg` will deplete. Default is 40.
- `BlueAC`
### `BlueAC`
Multiple of 100 for `BlueArmor`'s `Armor.SaveAmount`. Default is 2 for 200
armor.
- `ExplosionAlpha`
### `ExplosionAlpha`
For actors with the `DEHEXPLOSION` flag, the alpha to set the actor to on
explosion.
- `ExplosionStyle`
### `ExplosionStyle`
For actors with the `DEHEXPLOSION` flag, the render style to be applied on
explosion.
- `MaxHealth`
### `MaxHealth`
TODO
- `MaxSoulsphere`
### `MaxSoulsphere`
The `Inventory.MaxAmount` for `Soulsphere`. Default is 200.
- `NoAutofreeze`
### `NoAutofreeze`
Overrides generic freezing deaths if not zero, making all actors act as if
they had the `NOICEDEATH` flag.
Overrides generic freezing deaths if not zero, making all actors act as if they
had the `NOICEDEATH` flag.
<!-- EOF -->

View File

@ -17,35 +17,35 @@ struct FOptionMenuSettings
}
```
- `mTitleColor`
### `mTitleColor`
TODO
- `mFontColor`
### `mFontColor`
TODO
- `mFontColorValue`
### `mFontColorValue`
TODO
- `mFontColorMore`
### `mFontColorMore`
TODO
- `mFontColorHeader`
### `mFontColorHeader`
TODO
- `mFontColorHighlight`
### `mFontColorHighlight`
TODO
- `mFontColorSelection`
### `mFontColorSelection`
TODO
- `mLineSpacing`
### `mLineSpacing`
The spacing in virtual pixels between two lines in an `OptionMenu`.

View File

@ -53,7 +53,7 @@ struct LevelLocals
float SkySpeed2;
// Physics
play double AirControl
play double AirControl;
play double AirFriction;
play int AirSupply;
play double Gravity;
@ -149,7 +149,7 @@ struct LevelLocals
TODO
- `ClusterFlags`
### `ClusterFlags`
Flags for this cluster. May contain any of the following bit flags:

View File

@ -13,19 +13,19 @@ class InterBackground : Object play
}
```
- `Create`
### `Create`
TODO
- `DrawBackground`
### `DrawBackground`
TODO
- `LoadBackground`
### `LoadBackground`
TODO
- `UpdateAnimatedBack`
### `UpdateAnimatedBack`
TODO

View File

@ -13,23 +13,23 @@ struct PatchInfo play
}
```
- `mColor`
### `mColor`
The color of the font, if this is a string.
- `mFont`
### `mFont`
The font, if this is a string, or `null`.
- `mPatch`
### `mPatch`
The patch, if this is a patch, or an invalid texture.
- `Init`
### `Init`
Initializes the structure. If `gifont.Color` is `'Null'`, and
`gifont.FontName` is a valid patch, `mPatch` will be set accordingly.
Otherwise, if the font has a color or the patch is invalid,
`gifont.FontName` is used to set `mFont` (or it is defaulted to `BigFont`.)
Initializes the structure. If `gifont.Color` is `'Null'`, and `gifont.FontName`
is a valid patch, `mPatch` will be set accordingly. Otherwise, if the font has
a color or the patch is invalid, `gifont.FontName` is used to set `mFont` (or
it is defaulted to `BigFont`.)
<!-- EOF -->

View File

@ -5,10 +5,10 @@ The base class for intermission status screens. Any status screen used by
Status screens have four stages:
- `STATCOUNT`, where the stats are counted and displayed.
- `SHOWNEXTLOC`, where the next map is shown as "ENTERING (map name)" and in episodic maps, the world map.
- `NOSTATE`, at the very end of this process, where the last frame is drawn and the intermission is exited.
- `LEAVINGINTERMISSION`, which is used only to signify that all stages are done and the status screen has been exited.
* `STATCOUNT`, where the stats are counted and displayed.
* `SHOWNEXTLOC`, where the next map is shown as "ENTERING (map name)" and in episodic maps, the world map.
* `NOSTATE`, at the very end of this process, where the last frame is drawn and the intermission is exited.
* `LEAVINGINTERMISSION`, which is used only to signify that all stages are done and the status screen has been exited.
These are provided as constants in `StatusScreen`. The starting stage is `STATCOUNT`.
@ -103,323 +103,321 @@ class StatusScreen : Object abstract play
}
```
- `NG_STATSY`
### `NG_STATSY`
TODO
- `SHOWNEXTLOCDELAY`
### `SHOWNEXTLOCDELAY`
TODO
- `SP_STATSX`
### `SP_STATSX`
TODO
- `SP_STATSY`
### `SP_STATSY`
TODO
- `SP_TIMEX`
### `SP_TIMEX`
TODO
- `SP_TIMEY`
### `SP_TIMEY`
TODO
- `TITLEY`
### `TITLEY`
The Y position (in 320x200 pixels) to draw the top of the "finished" and
"entering" texts. Used by `DrawEL` and `DrawLF`.
- `BG`
### `BG`
The `InterBackground` object for this intermission, set by `Start` with the
initial `Wbs` object.
- `Plrs`
### `Plrs`
The value of `Wbs.Plyr` when `Start` was called. Usually not changed, so
essentially equivalent to `Wbs.Plyr`.
- `Wbs`
### `Wbs`
The `WBStartStruct` passed to this class via the `Start` function.
- `AccelerateStage`
### `AccelerateStage`
Used to signify to the current stage that it should go quicker or be skipped
entirely.
- `BCnt`
### `BCnt`
TODO
- `Cnt`
### `Cnt`
TODO
- `Cnt_Deaths`
### `Cnt_Deaths`
TODO
- `Cnt_Frags`
### `Cnt_Frags`
TODO
- `Cnt_Items`
### `Cnt_Items`
TODO
- `Cnt_Kills`
### `Cnt_Kills`
TODO
- `Cnt_Par`
### `Cnt_Par`
TODO
- `Cnt_Pause`
### `Cnt_Pause`
TODO
- `Cnt_Secret`
### `Cnt_Secret`
TODO
- `Cnt_Time`
### `Cnt_Time`
TODO
- `Cnt_Total_Time`
### `Cnt_Total_Time`
TODO
- `CurState`
### `CurState`
The current stage the intermission is in.
- `DoFrags`
### `DoFrags`
TODO
- `Me`
### `Me`
The value of `Wbs.PNum` when `Start` was called. Usually not changed, so
essentially equivalent to `Wbs.PNum`.
- `NG_State`
### `NG_State`
TODO
- `NoAutoStartMap`
### `NoAutoStartMap`
TODO
- `PlayerReady`
### `PlayerReady`
Used in networked games to signify when each player is ready to continue to
the next map. Set by `CheckForAccelerate`.
Used in networked games to signify when each player is ready to continue to the
next map. Set by `CheckForAccelerate`.
- `Player_Deaths`
### `Player_Deaths`
TODO
- `Snl_PointerOn`
### `Snl_PointerOn`
TODO
- `SP_State`
### `SP_State`
Used in single-player status screens during the `STATCOUNT` stage for
indicating the current round of statistics to count up.
- `ShadowAlpha`
### `ShadowAlpha`
TODO
- `Total_Deaths`
### `Total_Deaths`
TODO
- `Total_Frags`
### `Total_Frags`
TODO
- `Entering`
### `Entering`
TODO
- `Finished`
### `Finished`
TODO
- `MapName`
### `MapName`
TODO
- `Items`
### `Items`
The "ITEMS" (default `WIOSTI`) graphic.
- `Kills`
### `Kills`
The "KILLS" (default `WIOSTK`) graphic.
- `P_Secret`
### `P_Secret`
The "SECRET" (default `WISCRT2`) graphic.
- `Par`
### `Par`
The "PAR" (default `WIPAR`) graphic.
- `Secret`
### `Secret`
The "SCRT" (default `WIOSTS`) graphic.
- `Sucks`
### `Sucks`
The "SUCKS" (default `WISUCKS`) graphic.
- `Timepic`
### `Timepic`
The "TIME" (default `WITIME`) graphic.
- `LNameTexts`
### `LNameTexts`
TODO
- `DrawCharPatch`
### `DrawCharPatch`
TODO
- `DrawEL`
### `DrawEL`
TODO
- `DrawLF`
### `DrawLF`
TODO
- `DrawName`
### `DrawName`
TODO
- `DrawNum`
### `DrawNum`
TODO
- `DrawPatchText`
### `DrawPatchText`
TODO
- `DrawPercent`
### `DrawPercent`
TODO
- `DrawTime`
### `DrawTime`
TODO
- `AutoSkip`
### `AutoSkip`
TODO
- `Drawer`
### `Drawer`
Called by `WI_Drawer`, which is called every frame when `GameState` is
`GS_INTERMISSION`.
- `End`
### `End`
Called when the intermission should end. Default behaviour is to set
`CurState` to `LEAVINGINTERMISSION` and remove bots in death-match.
Generally, `Level.WorldDone` should be called directly after this.
Called when the intermission should end. Default behaviour is to set `CurState`
to `LEAVINGINTERMISSION` and remove bots in death-match. Generally,
`Level.WorldDone` should be called directly after this.
- `Start`
### `Start`
Called by `WI_Start` after the `WBStartStruct` is populated, sounds are
stopped and the screen blend is set to black. Sets up initial values and
runs `InitStats`.
Called by `WI_Start` after the `WBStartStruct` is populated, sounds are stopped
and the screen blend is set to black. Sets up initial values and runs
`InitStats`.
- `StartMusic`
### `StartMusic`
Called in the first tick by `Ticker` to set the intermission music.
- `Ticker`
### `Ticker`
Called by `WI_Ticker`, which is called every game tick when `GameState` is
`GS_INTERMISSION`.
- `DrawNoState`
### `DrawNoState`
Called by `Drawer` when `CurState` is `NOSTATE` or any other non-state.
- `DrawShowNextLoc`
### `DrawShowNextLoc`
Called by `Drawer` when `CurState` is `SHOWNEXTLOC` and, by default,
`DrawNoState` after setting `Snl_PointerOn` to `true`.
- `DrawStats`
### `DrawStats`
Called by `Drawer` directly after drawing the animated background when
`CurState` is `STATCOUNT`.
- `InitNoState`
### `InitNoState`
Called by `UpdateShowNextLoc` to initiate the `NOSTATE` stage.
- `InitShowNextLoc`
### `InitShowNextLoc`
Called by `UpdateStats` to initiate the `SHOWNEXTLOC` stage.
- `InitStats`
### `InitStats`
Called by `Start` to initiate the `STATCOUNT` stage.
- `UpdateNoState`
### `UpdateNoState`
Called by `Ticker` when `CurState` is `NOSTATE` or any other non-state.
Exits the intermission by calling `End` and `Level.WorldDone` when
appropriate.
Called by `Ticker` when `CurState` is `NOSTATE` or any other non-state. Exits
the intermission by calling `End` and `Level.WorldDone` when appropriate.
- `UpdateShowNextLoc`
### `UpdateShowNextLoc`
Called by `Ticker` when `CurState` is `SHOWNEXTLOC`. Runs `InitNoState` when
appropriate and alternates `Snl_PointerOn`.
- `UpdateStats`
### `UpdateStats`
Called by `Ticker` when `CurState` is `STATCOUNT`. Runs `InitShowNextLoc`
when appropriate.
- `CheckForAccelerate`
### `CheckForAccelerate`
Updates the values of `AccelerateStage` and `PlayerReady` according to each
player's inputs.
- `FragSum`
### `FragSum`
Returns the number of frags player `playernum` has accumulated against all
currently in-game players. This is different from `WBPlayerStruct.FragCount`
because it is counted dynamically, i.e. if a player leaves the count will be
changed. This is only useful for game modes where frags do not count as
score.
changed. This is only useful for game modes where frags do not count as score.
- `GetPlayerWidths`
### `GetPlayerWidths`
TODO
- `GetRowColor`
### `GetRowColor`
TODO
- `GetSortedPlayers`
### `GetSortedPlayers`
TODO
- `PlaySound`
### `PlaySound`
Plays a UI sound at full volume using `S_Sound`.

View File

@ -15,28 +15,28 @@ struct WBPlayerStruct
}
```
- `SItems`
### `SItems`
The number of items this player acquired.
- `SKills`
### `SKills`
The number of monsters this player killed.
- `SSecret`
### `SSecret`
The number of secrets this player found.
- `STime`
### `STime`
The time this player finished the level at, in ticks. (This is the same for
all players.)
The time this player finished the level at, in ticks. (This is the same for all
players.)
- `FragCount`
### `FragCount`
The total amount of frags this player scored against all players.
- `Frags`
### `Frags`
The number of frags this player scored against each other player.

View File

@ -29,67 +29,67 @@ struct WBStartStruct
}
```
- `Plyr`
### `Plyr`
The `WBPlayerStruct` for each player.
- `PNum`
### `PNum`
The index of the player to show stats for.
- `Finished_Ep`
### `Finished_Ep`
The cluster of the finished map, minus one.
- `Next_Ep`
### `Next_Ep`
The cluster of the next map, minus one.
- `Current`
### `Current`
The name of the map that was finished.
- `Next`
### `Next`
The name of the next map.
- `NextName`
### `NextName`
The printable name of the next map.
- `LName0`
### `LName0`
Texture ID of the level name of the map that was finished.
- `LName1`
### `LName1`
Texture ID of the level name of the map being entered.
- `MaxFrags`
### `MaxFrags`
Unknown purpose, not actually used by any part of the engine.
- `MaxItems`
### `MaxItems`
The maximum number of acquired items in the map.
- `MaxKills`
### `MaxKills`
The maximum number of killed monsters in the map.
- `MaxSecret`
### `MaxSecret`
The maximum number of found secrets in the map.
- `ParTime`
### `ParTime`
The par time of the map, in ticks.
- `SuckTime`
### `SuckTime`
The suck time of the map, in minutes.
- `TotalTime`
### `TotalTime`
The total time for the whole game, in ticks.

View File

@ -12,20 +12,20 @@ struct FColorMap
}
```
- `BlendFactor`
### `BlendFactor`
TODO: "This is for handling Legacy-style color maps which use a different
formula to calculate how the color affects lighting."
- `Desaturation`
### `Desaturation`
How much to desaturate colors in this sector. Range is 0 to 255, inclusive.
- `FadeColor`
### `FadeColor`
The color of fog in this sector. None if all components are 0.
- `LightColor`
### `LightColor`
The color of the sector. Default if all components are 0.

View File

@ -44,48 +44,48 @@ struct Line play
}
```
- `BackSector`, `FrontSector`
### `BackSector`, `FrontSector`
The sector of the front and back sides of this line.
- `BBox`
### `BBox`
The top, bottom, left and right of the line, respective to array index.
- `Delta`
### `Delta`
Equivalent to `V2 - V1`.
- `V1`, `V2`
### `V1`, `V2`
Returns the start and end points of this line segment, respectively.
- `Sidedef`
### `Sidedef`
The front and back sides of this line, 0 and 1 respectively. The aliases
`Line.Front` and `Line.Back` are provided as well.
- `PortalIndex`
### `PortalIndex`
TODO
- `PortalTransferred`
### `PortalTransferred`
TODO
- `Health`
### `Health`
TODO
- `HealthGroup`
### `HealthGroup`
TODO
- `Alpha`
### `Alpha`
Alpha of the middle texture on both sides.
- `Flags`
### `Flags`
Any combination of the following bit flags:
@ -119,59 +119,59 @@ struct Line play
| `ML_WRAP_MIDTEX` | Applies `WALLF_WRAP_MIDTEX` to both sides. |
| `ML_ZONEBOUNDARY` | Reverb zone boundary. |
- `ValidCount`
### `ValidCount`
Don't use this.
- `Activation`
### `Activation`
TODO
- `Args`
### `Args`
Arguments of the line's special action.
- `LockNumber`
### `LockNumber`
TODO
- `Special`
### `Special`
Number of the special action to be executed when this line is activated.
- `Index`
### `Index`
Returns the index of this line.
- `Activate`
### `Activate`
TODO
- `RemoteActivate`
### `RemoteActivate`
TODO
- `GetPortalDestination`
### `GetPortalDestination`
TODO
- `IsLinePortal`
### `IsLinePortal`
TODO
- `IsVisualPortal`
### `IsVisualPortal`
TODO
- `GetHealth`
### `GetHealth`
TODO
- `SetHealth`
### `SetHealth`
TODO
- `GetUdmfFloat`, `GetUdmfInt`, `GetUdmfString`
### `GetUdmfFloat`, `GetUdmfInt`, `GetUdmfString`
Gets a named UDMF property attached to this linedef.

View File

@ -11,13 +11,13 @@ class LineIdIterator : Object
}
```
- `Create`
### `Create`
Creates a new iterator over lines with tag `tag`.
- `Next`
### `Next`
Returns the index of the current line and advances the iterator. Returns
`-1` when the list is exhausted.
Returns the index of the current line and advances the iterator. Returns `-1`
when the list is exhausted.
<!-- EOF -->

View File

@ -22,51 +22,51 @@ struct SecPlane play
}
```
- `D`
### `D`
TODO
- `NegiC`
### `NegiC`
TODO
- `Normal`
### `Normal`
TODO
- `ChangeHeight`
### `ChangeHeight`
TODO
- `GetChangedHeight`
### `GetChangedHeight`
TODO
- `HeightDiff`
### `HeightDiff`
TODO
- `IsEqual`
### `IsEqual`
TODO
- `IsSlope`
### `IsSlope`
TODO
- `PointOnSide`
### `PointOnSide`
TODO
- `PointToDist`
### `PointToDist`
TODO
- `ZAtPointDist`
### `ZAtPointDist`
TODO
- `ZAtPoint`
### `ZAtPoint`
TODO

View File

@ -14,27 +14,27 @@ struct SecSpecial play
}
```
- `DamageAmount`
### `DamageAmount`
TODO
- `DamageInterval`
### `DamageInterval`
TODO
- `DamageType`
### `DamageType`
TODO
- `Flags`
### `Flags`
TODO
- `LeakyDamage`
### `LeakyDamage`
TODO
- `Special`
### `Special`
TODO

View File

@ -11,11 +11,11 @@ class SectorEffect : Thinker
}
```
- `m_Sector`
### `m_Sector`
The sector this effect is attached to.
- `GetSector`
### `GetSector`
Returns the sector this effect is attached to.

View File

@ -12,20 +12,20 @@ class SectorTagIterator : Object
}
```
- `Create`
### `Create`
Creates a new iterator over sectors with tag `tag`. TODO: I can't find where
`defline` is actually used. It is a mystery.
- `Next`
### `Next`
Returns the index of the current sector and advances the iterator. Returns
`-1` when the list is exhausted.
Returns the index of the current sector and advances the iterator. Returns `-1`
when the list is exhausted.
- `NextCompat`
### `NextCompat`
If `compat` is `false`, acts exactly as `Next`. Otherwise, returns the
index of the current sector and advances the iterator in a manner
compatible with Doom's stair builders.
If `compat` is `false`, acts exactly as `Next`. Otherwise, returns the index of
the current sector and advances the iterator in a manner compatible with Doom's
stair builders.
<!-- EOF -->

View File

@ -61,15 +61,15 @@ struct Side play
}
```
- `Linedef`
### `Linedef`
The line this side belongs to.
- `Sector`
### `Sector`
The sector this side belongs to.
- `Flags`
### `Flags`
Any combination of the following bit flags:
@ -84,52 +84,52 @@ struct Side play
| `WALLF_SMOOTHLIGHTING` | Applies a unique contrast at all angles. |
| `WALLF_WRAP_MIDTEX` | Repeats the middle texture infinitely on the vertical axis. |
- `Light`
### `Light`
The light level of this side. Relative to the sector lighting unless
`WALLF_ABSLIGHTING`.
- `Index`
### `Index`
Returns the index of this side.
- `V1`, `V2`
### `V1`, `V2`
Returns the start and end points of this sidedef, respectively.
- `GetTexture`, `SetTexture`
### `GetTexture`, `SetTexture`
Gets or sets the texture of one portion of the sidedef.
- `GetTextureXOffset`, `SetTextureXOffset`, `AddTextureXOffset`
### `GetTextureXOffset`, `SetTextureXOffset`, `AddTextureXOffset`
Gets, sets or adds to the texture portion's horizontal offset.
- `GetTextureYOffset`, `SetTextureYOffset`, `AddTextureYOffset`
### `GetTextureYOffset`, `SetTextureYOffset`, `AddTextureYOffset`
Gets, sets or adds to the texture portion's vertical offset.
- `GetTextureXScale`, `SetTextureXScale`, `MultiplyTextureXScale`
### `GetTextureXScale`, `SetTextureXScale`, `MultiplyTextureXScale`
Gets, sets or multiplies the texture portion's horizontal scale.
- `GetTextureYScale`, `SetTextureYScale`, `MultiplyTextureYScale`
### `GetTextureYScale`, `SetTextureYScale`, `MultiplyTextureYScale`
Gets, sets or multiplies the texture portion's vertical scale.
- `SetSpecialColor`
### `SetSpecialColor`
TODO
- `GetAdditiveColor`, `SetAdditiveColor`
### `GetAdditiveColor`, `SetAdditiveColor`
TODO
- `EnableAdditiveColor`
### `EnableAdditiveColor`
TODO
- `GetUdmfFloat`, `GetUdmfInt`, `GetUdmfString`
### `GetUdmfFloat`, `GetUdmfInt`, `GetUdmfString`
Gets a named UDMF property attached to this sidedef.

View File

@ -11,11 +11,11 @@ struct Vertex play
}
```
- `P`
### `P`
The point this object represents.
- `Index`
### `Index`
The index of this vertex in the global vertices array.

View File

@ -15,28 +15,28 @@ struct PlayerClass
}
```
- `Flags`
### `Flags`
Not currently implemented correctly, `PCF_NOMENU` does not exist in ZScript,
but its value is `1` if you need to check for that.
- `Skins`
### `Skins`
Skin indices available to this player class.
- `Type`
### `Type`
The class type reference for this player class.
- `CheckSkin`
### `CheckSkin`
Checks if `skin` is in `Skins`.
- `EnumColorsets`
### `EnumColorsets`
TODO
- `GetColorsetName`
### `GetColorsetName`
TODO

View File

@ -18,15 +18,15 @@ struct PlayerSkin
}
```
- `CrouchSprite`
### `CrouchSprite`
The crouching sprite ID for this skin.
- `Face`
### `Face`
Prefix for statusbar face graphics.
- `Gender`
### `Gender`
Default gender of the skin. May be one of the following:
@ -37,34 +37,34 @@ struct PlayerSkin
| `GENDER_NEUTRAL` | `2` | Neutral. |
| `GENDER_OTHER` | `3` | Other (robot, zombie, etc.) |
- `NameSpc`
### `NameSpc`
If this skin was defined in S_SKIN, this is the lump ID of the marker itself.
- `OtherGame`
### `OtherGame`
The player skin is made for another game and needs to be color remapped
differently.
- `Range0End`
### `Range0End`
The end index of the translation range to be used for changing the player
sprite's color.
- `Range0Start`
### `Range0Start`
The beginning index of the translation range to be used for changing the
player sprite's color.
The beginning index of the translation range to be used for changing the player
sprite's color.
- `Scale`
### `Scale`
The scaling factor used for the player sprite.
- `SkinName`
### `SkinName`
Name of the skin.
- `Sprite`
### `Sprite`
The sprite ID for this skin.

View File

@ -12,15 +12,15 @@ struct Team
}
```
- `Max`
### `Max`
The maximum number of teams.
- `NoTeam`
### `NoTeam`
A constant index for a player with no team.
- `mName`
### `mName`
The name of the team.

View File

@ -15,27 +15,27 @@ class SeqNode : Object
}
```
- `GetSequenceSlot`
### `GetSequenceSlot`
TODO
- `MarkPrecacheSounds`
### `MarkPrecacheSounds`
TODO
- `AddChoice`
### `AddChoice`
TODO
- `AreModesSame`
### `AreModesSame`
TODO
- `AreModesSameID`
### `AreModesSameID`
TODO
- `GetSequenceName`
### `GetSequenceName`
TODO

View File

@ -47,92 +47,92 @@ class PSprite : Object play
}
```
- `CurState`
### `CurState`
TODO
- `ID`
### `ID`
TODO
- `Next`
### `Next`
TODO
- `Owner`
### `Owner`
TODO
- `Alpha`
### `Alpha`
The amount of translucency of the PSprite, range 0-1 inclusive.
- `Caller`
### `Caller`
TODO
- `FirstTic`
### `FirstTic`
TODO
- `Frame`
### `Frame`
Frame number of the sprite.
- `OldX`
### `OldX`
TODO
- `OldY`
### `OldY`
TODO
- `ProcessPending`
### `ProcessPending`
TODO
- `Sprite`
### `Sprite`
The sprite to display on this layer.
- `Tics`
### `Tics`
The number of game ticks before the next state takes over.
- `X`
### `X`
The offset from the weapon's normal resting position on the horizontal axis.
- `Y`
### `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`.
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`
### `bAddBob`
Adds the weapon's bobbing to this layer's offset.
- `bAddWeapon`
### `bAddWeapon`
Adds the weapon layer's offsets to this layer's offset.
- `bCVarFast`
### `bCVarFast`
Layer will respect `sv_fastweapons`.
- `bFlip`
### `bFlip`
Flips the weapon visually horizontally.
- `bPowDouble`
### `bPowDouble`
Layer will respect `PowerDoubleFiringSpeed`.
- `SetState`
### `SetState`
TODO
- `Tick`
### `Tick`
Called by `PlayerPawn::TickPSprites` to advance the frame.

View File

@ -125,24 +125,24 @@ TODO: this can be used for custom buttons
In `MAPINFO`, the `GameInfo` block (referred to as `MAPINFO`/GameInfo in this
document) the following properties interact directly with ZScript:
- `EventHandlers` and `AddEventHandlers` override or add to the list of
* `EventHandlers` and `AddEventHandlers` override or add to the list of
`StaticEventHandler` or `EventHandler` classes registered by the game (as
opposed to event handlers registered per-map.)
- `MessageBoxClass` sets the `MessageBoxMenu` class to use for message boxes
* `MessageBoxClass` sets the `MessageBoxMenu` class to use for message boxes
used by the engine's GUI.
- `PlayerClasses` and `AddPlayerClasses` override or add to the list of
* `PlayerClasses` and `AddPlayerClasses` override or add to the list of
`PlayerPawn` classes the game provides.
- `PrecacheClasses` will pre-cache all sprites used by an `Actor` class. Note
* `PrecacheClasses` will pre-cache all sprites used by an `Actor` class. Note
that this also works for `StateProvider` degenerates like `Weapon`.
- `StatScreen_CoOp` sets the `StatusScreen` class to use for co-op intermission
* `StatScreen_CoOp` sets the `StatusScreen` class to use for co-op intermission
screens.
- `StatScreen_DM` sets the `StatusScreen` class to use for Deathmatch
* `StatScreen_DM` sets the `StatusScreen` class to use for Deathmatch
intermission screens.
- `StatScreen_Single` sets the `StatusScreen` class to use for single-player
* `StatScreen_Single` sets the `StatusScreen` class to use for single-player
intermission screens.
- `StatusBarClass` sets the status bar class used by the game to the provided
* `StatusBarClass` sets the status bar class used by the game to the provided
`BaseStatusBar` class.
- `WeaponSlot` sets the game's default weapon slots to the provided `Weapon`
* `WeaponSlot` sets the game's default weapon slots to the provided `Weapon`
classes.
TODO: there are other things here as well, like map event handlers

View File

@ -1,7 +1,6 @@
# Concepts
<!-- vim-markdown-toc GFM -->
* [Concepts](#concepts)
* [Action Scoping](#action-scoping)
* [Object Scoping](#object-scoping)
* [Format String](#format-string)
@ -11,6 +10,8 @@
<!-- vim-markdown-toc -->
# Concepts
Here is a cursory view of concepts vital to ZScript and ZDoom in general. If
you can't find something here, it's likely inherited directly from Doom, so you
should check [the Doom Wiki][1] for more relevant information.
@ -72,12 +73,12 @@ arbitrary data to a contiguous character string. A format string contains
normal characters and *conversion specifiers*. See [this page][2] for more
information. Differences between C's `printf` and ZScript formats include:
- Since there's no `char` type, `int` is used for `%c`.
- `%s` also works for `name`.
- No `%n` specifier.
- An additional conversion specifier `%B` exists which converts a number to
* Since there's no `char` type, `int` is used for `%c`.
* `%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
* An additional conversion specifier `%H` exists which works like `%g` but
automatically selects the smallest appropriate precision.
[2]: https://en.cppreference.com/w/c/io/fprintf
@ -102,23 +103,22 @@ 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.
*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.
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*.
*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.
*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.
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.
For more information on ticks, please refer to [the relevant Doom Wiki
article][4].

View File

@ -1,7 +1,6 @@
# Style
<!-- vim-markdown-toc GFM -->
* [Style](#style)
* [Capitalization Conventions](#capitalization-conventions)
* [Rationale](#rationale)
* [Word Choice](#word-choice)
@ -17,6 +16,8 @@
<!-- vim-markdown-toc -->
# Style
This is a style guide for the ZScript documentation to encourage best-practice
coding with it, focused on clarity and consistency of formatting. It is also
intended to be a general style guide for writing new code, but this purpose is

View File

@ -1,7 +1,6 @@
# Versions
<!-- vim-markdown-toc GFM -->
* [Versions](#versions)
* [Version 3.1.0](#version-310)
* [Version 3.2.0](#version-320)
* [Version 3.2.1](#version-321)
@ -30,6 +29,8 @@
<!-- vim-markdown-toc -->
# Versions
Here is a list of differences between ZScript versions.
## Version 3.1.0

View File

@ -89,11 +89,11 @@ version of ZScript. The minimum version supported by this documentation is 3.0.
A ZScript file can have one of several things at the top level of the file,
following a version directive:
- Class definitions
- Structure definitions
- Enumeration definitions
- Constant definitions
- Include directives
* Class definitions
* Structure definitions
* Enumeration definitions
* Constant definitions
* Include directives
# Include directives

View File

@ -1,7 +1,6 @@
# Class Definitions
<!-- vim-markdown-toc GFM -->
* [Class Definitions](#class-definitions)
* [Example: Class headers](#example-class-headers)
* [Example: Class definitions](#example-class-definitions)
* [Class Flags](#class-flags)
@ -17,6 +16,8 @@
<!-- vim-markdown-toc -->
# Class Definitions
A class defines an object type within ZScript, and is most of what you'll be
creating within the language.
@ -148,16 +149,16 @@ inherits `Actor`.
Class contents are an optional list of various things logically contained
within the class, including:
- Member declarations
- Method definitions
- Property definitions
- Flag definitions
- Default blocks
- State definitions
- Enumeration definitions
- Structure definitions
- Constant definitions
- Static array definitions
* Member declarations
* Method definitions
* Property definitions
* Flag definitions
* Default blocks
* State definitions
* Enumeration definitions
* Structure definitions
* Constant definitions
* Static array definitions
# Property Definitions

View File

@ -1,12 +1,13 @@
# Constant Definitions
<!-- vim-markdown-toc GFM -->
* [Constant Definitions](#constant-definitions)
* [Example: Constant definitions](#example-constant-definitions)
* [Static array definitions](#static-array-definitions)
<!-- vim-markdown-toc -->
# Constant Definitions
Constants are simple named values. They are created with the syntax:
```

View File

@ -1,12 +1,12 @@
Enumeration Definitions
=======================
<!-- vim-markdown-toc GFM -->
* [Enumeration Definitions](#enumeration-definitions)
* [Example: Enumeration definitions](#example-enumeration-definitions)
<!-- vim-markdown-toc -->
# Enumeration Definitions
An enumeration is a list of named numbers, which by default will be incremental
from 0. By default they decay to the type `int`, but the default decay type can
be set manually.

View File

@ -1,7 +1,6 @@
# Expressions and Operators
<!-- vim-markdown-toc GFM -->
* [Expressions and Operators](#expressions-and-operators)
* [Literals](#literals)
* [String literals](#string-literals)
* [Class type literals](#class-type-literals)
@ -22,6 +21,10 @@
<!-- vim-markdown-toc -->
# Expressions and Operators
TODO
# Literals
Much like C or most other programming languages, ZScript has object literals,
@ -166,11 +169,11 @@ arithmetic and various conditions.
Basic expressions, also known as primary expressions, can be one of:
- An identifier for a constant or variable.
- The `Super` keyword.
- Any object literal.
- A vector literal.
- An expression in parentheses.
* An identifier for a constant or variable.
* The `Super` keyword.
* Any object literal.
* A vector literal.
* An expression in parentheses.
Identifiers work as you expect, they reference a variable or constant. The
`Super` keyword references the parent type or any member within it.

View File

@ -1,12 +1,13 @@
# Member Declarations
<!-- vim-markdown-toc GFM -->
* [Member Declarations](#member-declarations)
* [Example: Member declarations](#example-member-declarations)
* [Member Declaration Flags](#member-declaration-flags)
<!-- vim-markdown-toc -->
# Member Declarations
Member declarations define data within a structure or class that can be
accessed directly within methods of the object (or its derived classes,) or
indirectly from instances of it with the member access operator.

View File

@ -1,7 +1,6 @@
# Method Definitions
<!-- vim-markdown-toc GFM -->
* [Method Definitions](#method-definitions)
* [Method Argument List](#method-argument-list)
* [Example: Method argument lists](#example-method-argument-lists)
* [Method Definition Flags](#method-definition-flags)
@ -9,6 +8,8 @@
<!-- vim-markdown-toc -->
# Method Definitions
Method definitions define functions within a structure or class that can be
accessed directly within other methods of the object (or its derived classes,)
or indirectly from instances of it with the member access operator.

View File

@ -1,7 +1,6 @@
# Statements
<!-- vim-markdown-toc GFM -->
* [Statements](#statements)
* [Compound Statements](#compound-statements)
* [Expression Statements](#expression-statements)
* [Example: Expression statements](#example-expression-statements)
@ -20,6 +19,8 @@
<!-- vim-markdown-toc -->
# Statements
All functions are made up of a list of *statements* enclosed with left and
right braces, which in and of itself is a statement called a *compound
statement*, or *block*.

View File

@ -1,13 +1,14 @@
# Structure Definitions
<!-- vim-markdown-toc GFM -->
* [Structure Definitions](#structure-definitions)
* [Example: Structure definitions](#example-structure-definitions)
* [Structure Flags](#structure-flags)
* [Structure Content](#structure-content)
<!-- vim-markdown-toc -->
# 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 to and from the engine in an
@ -59,9 +60,9 @@ struct MyCoolStructure
Structure contents are an optional list of various things logically contained
within the structure, including:
- Member declarations
- Method definitions
- Enumeration definitions
- Constant definitions
* Member declarations
* Method definitions
* Enumeration definitions
* Constant definitions
<!-- EOF -->

View File

@ -1,11 +1,24 @@
# Types
<!-- vim-markdown-toc GFM -->
* [Types](#types)
* [Integer Types](#integer-types)
* [Symbols](#symbols)
* [`Max`](#max)
* [`Min`](#min)
* [Floating-point Types](#floating-point-types)
* [Symbols](#symbols-1)
* [`Dig`](#dig)
* [`Epsilon`](#epsilon)
* [`Infinity`](#infinity)
* [`Mant_Dig`](#mant_dig)
* [`Max`](#max-1)
* [`Max_Exp`](#max_exp)
* [`Max_10_Exp`](#max_10_exp)
* [`Min_Denormal`](#min_denormal)
* [`Min_Exp`](#min_exp)
* [`Min_Normal`](#min_normal)
* [`Min_10_Exp`](#min_10_exp)
* [`NaN`](#nan)
* [Strings](#strings)
* [Names](#names)
* [Colors](#colors)
@ -22,6 +35,8 @@
<!-- vim-markdown-toc -->
# Types
ZScript has several categories of types: Integer types, floating-point
(decimal) types, strings, vectors, names, classes, et al. There are a wide
variety of ways to use these types, as well as a wide variety of places they
@ -62,11 +77,11 @@ Some types have aliases as well:
Integer types have symbols attached which can be accessed by `typename.name`,
for instance `int.Max`.
- `Max`
### `Max`
Maximum value of type.
- `Min`
### `Min`
Minimum value of type.
@ -87,51 +102,51 @@ numbers. There are two such types available to ZScript:
Floating-point types have symbols attached which can be accessed by
`typename.name`, for instance `double.Infinity`.
- `Dig`
### `Dig`
Number of decimal digits in type.
- `Epsilon`
### `Epsilon`
ε value of type.
- `Infinity`
### `Infinity`
∞ value of type.
- `Mant_Dig`
### `Mant_Dig`
Number of mantissa bits in type.
- `Max`
### `Max`
Maximum value of type.
- `Max_Exp`
### `Max_Exp`
Maximum exponent bits value of type.
- `Max_10_Exp`
### `Max_10_Exp`
Maximum exponent of type.
- `Min_Denormal`
### `Min_Denormal`
Minimum positive subnormal value of type.
- `Min_Exp`
### `Min_Exp`
Minimum exponent bits value of type.
- `Min_Normal`
### `Min_Normal`
Minimum value of type.
- `Min_10_Exp`
### `Min_10_Exp`
Minimum exponent of type.
- `NaN`
### `NaN`
Not-a-Number value of type.