mirror of https://github.com/marrub--/zscript-doc
normalize link style, add small missing parts
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@ -12,8 +12,10 @@ The user-defined stat numbers begin at `Thinker.STAT_USER` and end at
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`Thinker.STAT_USER_MAX`. Do not attempt to use normal integers as stat numbers
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except as relative to these two.
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(Note to authors: These tables are not alphabetically organized as their
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ordering is meaningful.)
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<!--
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NOTE: These tables are not alphabetically organized as their ordering is
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meaningful.
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-->
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Thinkers which do not think and are elided from many checks:
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10
api.md
10
api.md
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@ -22,12 +22,6 @@ sense to user code, but are fine to the engine. Because of this, the API shall
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be documented in pseudo-ZScript which gives an idea of how it works for the
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modder rather than for the engine.
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Note to authors: Capitalization is normalized within this documentation to
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encourage consistent code, and does not follow ZScript's original
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capitalization exactly. Similarly, argument names in methods are sometimes
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renamed. Note well that *arguments with defaults MAY NOT be renamed* as they
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are part of the API.
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# Actors
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<!-- inter-toc actor -->
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@ -113,7 +107,9 @@ For legacy reasons, many intermission-related things may be prefixed with `WI`
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or `WB`. The abbreviation `WI` means *World Intermission* (the intermission
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screen was originally called "World Map" by Tom Hall) and `WB` meaning *World
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Buffer*, as this data was originally buffered into a specific memory address
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for [statistics drivers](https://doomwiki.org/wiki/Statistics_driver).
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for [statistics drivers][1].
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[1]: https://doomwiki.org/wiki/Statistics_driver
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# Level Data
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@ -1,5 +1,7 @@
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# Concepts
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<!-- vim-markdown-toc GFM -->
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* [Action Scoping](#action-scoping)
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* [Object Scoping](#object-scoping)
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* [Format String](#format-string)
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@ -7,7 +9,13 @@
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* [Game Tick](#game-tick)
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* [Interpolation](#interpolation)
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TODO
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<!-- vim-markdown-toc -->
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Here is a cursory view of concepts vital to ZScript and ZDoom in general. If
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you can't find something here, it's likely inherited directly from Doom, so you
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should check [the Doom Wiki][1] for more relevant information.
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[1]: https://doomwiki.org/wiki/Entryway
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## Action Scoping
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@ -61,15 +69,18 @@ Here is a chart of data access possibilities for each scope:
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A format string is a string that specifies the format of a conversion from
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arbitrary data to a contiguous character string. A format string contains
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normal characters and *conversion specifiers*. See [this
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page](https://en.cppreference.com/w/c/io/fprintf) for more information.
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Differences between C's `printf` and ZScript formats include:
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normal characters and *conversion specifiers*. See [this page][2] for more
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information. Differences between C's `printf` and ZScript formats include:
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- Since there's no `char` type, `int` is used for `%c`.
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- `%s` also works for `name`.
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- No `%n` specifier.
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- An additional conversion specifier `%B` exists which converts a number to binary.
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- An additional conversion specifier `%H` exists which works like `%g` but automatically selects the smallest appropriate precision.
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- An additional conversion specifier `%B` exists which converts a number to
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binary.
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- An additional conversion specifier `%H` exists which works like `%g` but
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automatically selects the smallest appropriate precision.
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[2]: https://en.cppreference.com/w/c/io/fprintf
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## Sprite
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@ -81,7 +92,9 @@ the file and state block representations, not a character, but an integer. The
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number `0` for instance represents the letter `A`, `1` to `B`, etc.
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For more information on sprites and rotations, please refer to [the relevant
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Doom Wiki article](https://doomwiki.org/wiki/Sprite).
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Doom Wiki article][3].
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[3]: https://doomwiki.org/wiki/Sprite
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## Game Tick
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@ -108,7 +121,9 @@ simulation in the same way:
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smoother rendering.
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For more information on ticks, please refer to [the relevant Doom Wiki
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article](https://doomwiki.org/wiki/Tic).
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article][4].
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[4]: https://doomwiki.org/wiki/Tic
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## Interpolation
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@ -56,9 +56,9 @@ character. Character escapes include:
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| `\xnn` or `\Xnn` | Byte `0xnn`. |
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| `\nnn` | Byte `0nnn` (octal.) |
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To quote [cppreference](https://en.cppreference.com/w/cpp/language/escape), "of
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the octal escape sequences, `\0` is the most useful because it represents the
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terminating null character in null-terminated strings."
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To quote [cppreference][1], "of the octal escape sequences, `\0` is the most
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useful because it represents the terminating null character in null-terminated
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strings."
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String literals, also like C and C++, will be concatenated when put directly
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next to each other. For example, this:
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@ -69,6 +69,8 @@ next to each other. For example, this:
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Will be parsed as a single string literal with the text `"text 1text 2"`.
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[1]: https://en.cppreference.com/w/cpp/language/escape
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## Class type literals
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Class type literals take the same form as string literals, but do note that
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