<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.eduke32.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=CraigFatman</id>
	<title>EDukeWiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.eduke32.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=CraigFatman"/>
	<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/wiki/Special:Contributions/CraigFatman"/>
	<updated>2026-04-29T17:52:40Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.47.0-alpha</generator>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Current_menu&amp;diff=12319</id>
		<title>Current menu</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Current_menu&amp;diff=12319"/>
		<updated>2016-02-03T11:03:41Z</updated>

		<summary type="html">&lt;p&gt;CraigFatman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;current_menu&#039;&#039;&#039;&#039;&#039; contains an ID number corresponding to the menu that the player is currently displaying. Individual values can be found by looking through [{{EDuke32 source|source/menus.h}} menus.h] and [{{EDuke32 source|source/menus.c}} menus.c].&lt;br /&gt;
&lt;br /&gt;
 // Menu screens&lt;br /&gt;
 define MENU_MAIN           0&lt;br /&gt;
 define MENU_MAIN_INGAME    50&lt;br /&gt;
 define MENU_EPISODE        100&lt;br /&gt;
 define MENU_USERMAP        101&lt;br /&gt;
 define MENU_SELECTMAP      102&lt;br /&gt;
 define MENU_SKILL          110&lt;br /&gt;
 define MENU_SETUP          200&lt;br /&gt;
 define MENU_GAMESETUP      201&lt;br /&gt;
 define MENU_OPTIONS        202&lt;br /&gt;
 define MENU_VIDEOSETUP     203&lt;br /&gt;
 define MENU_KEYBOARDSETUP  204&lt;br /&gt;
 define MENU_MOUSESETUP     205&lt;br /&gt;
 define MENU_KEYBOARDASSIGN 210&lt;br /&gt;
 define MENU_MOUSEASSIGN    211&lt;br /&gt;
 define MENU_ADVMOUSE       212&lt;br /&gt;
 define MENU_RENDERERSETUP  230&lt;br /&gt;
 define MENU_COLORCORR      231&lt;br /&gt;
 define MENU_COLORCORRGAME  232&lt;br /&gt;
 define MENU_LOAD           300&lt;br /&gt;
 define MENU_SAVE           351&lt;br /&gt;
 define MENU_SAVETYPE       360&lt;br /&gt;
 define MENU_STORY          400&lt;br /&gt;
 define MENU_F1HELP         401&lt;br /&gt;
 define MENU_QUIT           500&lt;br /&gt;
 define MENU_QUITTOTITLE    501&lt;br /&gt;
 define MENU_QUIT2          502&lt;br /&gt;
 define MENU_SOUND          700&lt;br /&gt;
 define MENU_SOUND_INGAME   701&lt;br /&gt;
 define MENU_CREDITS        990&lt;br /&gt;
 define MENU_CREDITS2       991&lt;br /&gt;
 define MENU_CREDITS3       992&lt;br /&gt;
 define MENU_CREDITS4       993&lt;br /&gt;
 define MENU_CREDITS5       994&lt;br /&gt;
 define MENU_CREDITS6       995&lt;br /&gt;
 define MENU_CREDITS7       996&lt;br /&gt;
 define MENU_CREDITS8       997&lt;br /&gt;
 define MENU_CREDITS9       998&lt;br /&gt;
 define MENU_CREDITS10      999&lt;br /&gt;
 define MENU_CONFIRMLOAD    1000&lt;br /&gt;
 define MENU_ABORTGAME      1500&lt;br /&gt;
 define MENU_CONFIRMSAVE    2000&lt;br /&gt;
 define MENU_ADULTMODE      10000&lt;br /&gt;
 define MENU_ADULTPASSWORD  10001&lt;br /&gt;
 define MENU_BUYDUKE        20000&lt;br /&gt;
 define MENU_PLAYERSETUP    20002&lt;br /&gt;
 define MENU_MPMACROS       20004&lt;br /&gt;
 define MENU_MPMACROSTYPE   20005&lt;br /&gt;
&lt;br /&gt;
[[Category:Constantly updated gamevars]]&lt;/div&gt;</summary>
		<author><name>CraigFatman</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Htcgg&amp;diff=12271</id>
		<title>Htcgg</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Htcgg&amp;diff=12271"/>
		<updated>2015-10-28T23:02:04Z</updated>

		<summary type="html">&lt;p&gt;CraigFatman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;htcgg&#039;&#039;&#039; is a member of the sprite structure. It&#039;s used in the handling of the [[fall]] command:&lt;br /&gt;
&lt;br /&gt;
                if (!actor[vm.g_i].cgg-- || (sector[vm.g_sp-&amp;gt;sectnum].[[floorstat]]&amp;amp;2))&lt;br /&gt;
                {&lt;br /&gt;
                    A_GetZLimits(vm.g_i);&lt;br /&gt;
                    actor[vm.g_i].cgg = 3;&lt;br /&gt;
                }&lt;br /&gt;
&lt;br /&gt;
This variable apparently controls a game optimization which causes the z-limits used to simulate actor falling to be updated every four game tics instead of constantly recalculating them every tic.&lt;br /&gt;
&lt;br /&gt;
[[Category:Sprite structure members]]&lt;/div&gt;</summary>
		<author><name>CraigFatman</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Floorstat&amp;diff=11795</id>
		<title>Floorstat</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Floorstat&amp;diff=11795"/>
		<updated>2014-03-03T08:42:34Z</updated>

		<summary type="html">&lt;p&gt;CraigFatman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;floorstat&#039;&#039;&#039; is a sector-structure member similar to cstat, as it is a [[bitfield]].&lt;br /&gt;
&lt;br /&gt;
The known values are below:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;1&#039;&#039;&#039; = Bit 0: Floor is a parallax sky/texture&lt;br /&gt;
:&#039;&#039;&#039;2&#039;&#039;&#039; = Bit 1: Floor is sloped&lt;br /&gt;
:&#039;&#039;&#039;4&#039;&#039;&#039; = Bit 2: Floor Texture&#039;s x &amp;amp; y is swapped&lt;br /&gt;
:&#039;&#039;&#039;8&#039;&#039;&#039; = Bit 3: Floor Texture Expansion is on [&amp;quot;E&amp;quot; key in Build/Mapster32]&lt;br /&gt;
:&#039;&#039;&#039;16&#039;&#039;&#039; = Bit 4: Floor Texture&#039;s x is flipped&lt;br /&gt;
:&#039;&#039;&#039;32&#039;&#039;&#039; = Bit 5: Floor Texture&#039;s y is flipped&lt;br /&gt;
:&#039;&#039;&#039;64&#039;&#039;&#039; = Bit 6: Floor Texture Relativity is on [&amp;quot;R&amp;quot; key in Build/Mapster32]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;128&#039;&#039;&#039; = Bit 7: Masked Floor (different from being clear only for TROR-extended floors)&lt;br /&gt;
:&#039;&#039;&#039;256&#039;&#039;&#039; = Bit 8: Translucent Masked Floor&lt;br /&gt;
:&#039;&#039;&#039;384&#039;&#039;&#039; = Bit 7&amp;amp;8: Reverse Translucent Masked Floor&lt;br /&gt;
:&#039;&#039;&#039;512&#039;&#039;&#039; = Bit 9: Floor blocks movement (for TROR)&lt;br /&gt;
:&#039;&#039;&#039;1024&#039;&#039;&#039; = Bit 10: Floor is a TROR floor&lt;br /&gt;
:&#039;&#039;&#039;2048&#039;&#039;&#039; = Bit 11: Floor blocks projectiles (for TROR)&lt;br /&gt;
&lt;br /&gt;
See [[ceilingstat]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Bitfields]]&lt;br /&gt;
[[Category:Sector structure members]]&lt;/div&gt;</summary>
		<author><name>CraigFatman</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Ceilingstat&amp;diff=11794</id>
		<title>Ceilingstat</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Ceilingstat&amp;diff=11794"/>
		<updated>2014-03-03T08:42:20Z</updated>

		<summary type="html">&lt;p&gt;CraigFatman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Ceilingstat&#039;&#039;&#039; is a sector-structure member similar to cstat, as it is a [[bitfield]].&lt;br /&gt;
&lt;br /&gt;
The known values are below:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;1&#039;&#039;&#039; = Bit 0: Ceiling is a parallax sky/texture&lt;br /&gt;
:&#039;&#039;&#039;2&#039;&#039;&#039; = Bit 1: Ceiling is sloped&lt;br /&gt;
:&#039;&#039;&#039;4&#039;&#039;&#039; = Bit 2: Ceiling Texture&#039;s x &amp;amp; y is swapped&lt;br /&gt;
:&#039;&#039;&#039;8&#039;&#039;&#039; = Bit 3: Ceiling Texture Expansion is on [&amp;quot;E&amp;quot; key in Build/Mapster32]&lt;br /&gt;
:&#039;&#039;&#039;16&#039;&#039;&#039; = Bit 4: Ceiling Texture&#039;s x is flipped&lt;br /&gt;
:&#039;&#039;&#039;32&#039;&#039;&#039; = Bit 5: Ceiling Texture&#039;s y is flipped&lt;br /&gt;
:&#039;&#039;&#039;64&#039;&#039;&#039; = Bit 6: Ceiling Texture Relativity is on [&amp;quot;R&amp;quot; key in Build/Mapster32]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;128&#039;&#039;&#039; = Bit 7: Masked Ceiling (different from being clear only for TROR-extended ceilings)&lt;br /&gt;
:&#039;&#039;&#039;256&#039;&#039;&#039; = Bit 8: Translucent Masked Ceiling&lt;br /&gt;
:&#039;&#039;&#039;384&#039;&#039;&#039; = Bit 7&amp;amp;8: Reverse Translucent Masked Ceiling&lt;br /&gt;
:&#039;&#039;&#039;512&#039;&#039;&#039; = Bit 9: Ceiling blocks movement (for TROR)&lt;br /&gt;
:&#039;&#039;&#039;1024&#039;&#039;&#039; = Bit 10: Ceiling is a TROR floor&lt;br /&gt;
:&#039;&#039;&#039;2048&#039;&#039;&#039; = Bit 11: Ceiling blocks projectiles (for TROR)&lt;br /&gt;
See [[floorstat]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Bitfields]]&lt;br /&gt;
[[Category:Sector structure members]]&lt;/div&gt;</summary>
		<author><name>CraigFatman</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Break&amp;diff=10219</id>
		<title>Break</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Break&amp;diff=10219"/>
		<updated>2012-02-20T19:29:09Z</updated>

		<summary type="html">&lt;p&gt;CraigFatman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;break&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used to stop code after the break from executing. Can also be used to exit a [[state]] early. Also used inside [[switch]] blocks to close &#039;&#039;&#039;[[case]]&#039;&#039;&#039; statements.&lt;br /&gt;
&lt;br /&gt;
[[Category:Duke3D 1.3/1.5 commands]]&lt;/div&gt;</summary>
		<author><name>CraigFatman</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Switch&amp;diff=10218</id>
		<title>Switch</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Switch&amp;diff=10218"/>
		<updated>2012-02-20T19:23:38Z</updated>

		<summary type="html">&lt;p&gt;CraigFatman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;switch&#039;&#039;&#039; statement in CON is similar to that in C.&lt;br /&gt;
&lt;br /&gt;
  switch &amp;lt;gamevar&amp;gt;&lt;br /&gt;
    case &amp;lt;constant&amp;gt;&lt;br /&gt;
      &amp;lt;do something&amp;gt;&lt;br /&gt;
    break&lt;br /&gt;
    case &amp;lt;constant&amp;gt;&lt;br /&gt;
      &amp;lt;do something&amp;gt;&lt;br /&gt;
    break&lt;br /&gt;
    default&lt;br /&gt;
      &amp;lt;do something&amp;gt;&lt;br /&gt;
    break&lt;br /&gt;
  endswitch&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;case&#039;&#039;&#039; keyword works like an [[ifvare]] statement, and &#039;&#039;&#039;default&#039;&#039;&#039; operates on every possibility that is &#039;&#039;not&#039;&#039; specified by a case statement. Each case block must be terminated with a &#039;&#039;&#039;[[break]]&#039;&#039;&#039; statement.&lt;br /&gt;
&lt;br /&gt;
Caution:  Nested switches do not work because of the way the CON compiler compiles them. A workaround is to put the nested switch in a separate state, and call that state from inside the first switch.&lt;br /&gt;
&lt;br /&gt;
Also, adding extra [[break]] statements inside a case argument will cause a lot of errors. Again, the workaround is to put the commands that need to be separated in another state, along with the break.&lt;br /&gt;
&lt;br /&gt;
See: [http://www.cplusplus.com/doc/tutorial/control/ Control Structures @ C++ Documentation]&lt;br /&gt;
&lt;br /&gt;
[[Category:EDuke commands]]&lt;/div&gt;</summary>
		<author><name>CraigFatman</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Rotatepoint&amp;diff=10193</id>
		<title>Rotatepoint</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Rotatepoint&amp;diff=10193"/>
		<updated>2012-02-10T23:36:54Z</updated>

		<summary type="html">&lt;p&gt;CraigFatman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;rotatepoint&#039;&#039;&#039; &amp;lt;xpivot&amp;gt; &amp;lt;ypivot&amp;gt; &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;ang&amp;gt; &amp;lt;xreturnvar&amp;gt; &amp;lt;yreturnvar&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rotates the point around the pivot by the specified angle and returns the coordinates into &#039;&#039;xreturnvar&#039;&#039; and &#039;&#039;yreturnvar&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;xpivot&amp;gt;, &amp;lt;ypivot&amp;gt;: the coordinates (X and Y) of the central pivot point&lt;br /&gt;
:&amp;lt;x&amp;gt;, &amp;lt;y&amp;gt;: the coordinates of a point to rotate in relation to the pivot point&lt;br /&gt;
:&amp;lt;ang&amp;gt;: how many units to rotate (2048 per revolution; clockwise)&lt;br /&gt;
:&amp;lt;xreturnvar&amp;gt;, &amp;lt;yreturnvar&amp;gt;: the post-rotate coordinates of the point&lt;br /&gt;
&lt;br /&gt;
This command can be used in conjunction with [[dragpoint]] for rotating sectors.  The rotatepoint command calculates the end position for a wall point after rotating.  To move the point to that position, use [[dragpoint]].&lt;br /&gt;
&lt;br /&gt;
Swapping the X and Y axes gives the effect of rotating in the opposite direction (CCW instead of CW).&lt;br /&gt;
&lt;br /&gt;
[[Category:EDuke32 specific commands]]&lt;br /&gt;
[[Category:Sector manipulation]]&lt;/div&gt;</summary>
		<author><name>CraigFatman</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Sound_pitch&amp;diff=9752</id>
		<title>Sound pitch</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Sound_pitch&amp;diff=9752"/>
		<updated>2011-05-08T11:30:22Z</updated>

		<summary type="html">&lt;p&gt;CraigFatman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Changes the pitch of all sounds for the specified player.  The pitch is measured in cents (1/100 of a semitone); negative values lower pitch, positive values raise pitch.  Pitch will remain altered, even if a new game is started, until sound_pitch is set back to 0.  Note that sound_pitch will not affect the pitch of sounds already being played (so a looping sound will not be altered until the next time it starts).&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
   setplayer[THISACTOR].sound_pitch -1024&lt;br /&gt;
&lt;br /&gt;
...will lower the pitch of sounds as if the player were underwater.&lt;br /&gt;
&lt;br /&gt;
If you want to manipulate the pitch of a specific sound dynamically, change this parameter before producing the [[sound]] and restore its original value thereafter:&lt;br /&gt;
&lt;br /&gt;
   getplayer[THISACTOR].sound_pitch temp&lt;br /&gt;
   setplayer[THISACTOR].sound_pitch -1024&lt;br /&gt;
   sound BOS4_ATTACK&lt;br /&gt;
   setplayer[THISACTOR].sound_pitch temp&lt;br /&gt;
&lt;br /&gt;
[[Category:Player structure members]]&lt;/div&gt;</summary>
		<author><name>CraigFatman</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Totalclock&amp;diff=9707</id>
		<title>Totalclock</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Totalclock&amp;diff=9707"/>
		<updated>2011-04-14T23:41:52Z</updated>

		<summary type="html">&lt;p&gt;CraigFatman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The amount of time that the player has been in the map. A value of 120 seems to equal one second. This variable is used by the game to select frames of animated tiles.&lt;br /&gt;
[[Category:Constantly updated gamevars]]&lt;/div&gt;</summary>
		<author><name>CraigFatman</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Rotatepoint&amp;diff=9673</id>
		<title>Rotatepoint</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Rotatepoint&amp;diff=9673"/>
		<updated>2011-04-05T20:26:54Z</updated>

		<summary type="html">&lt;p&gt;CraigFatman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;rotatepoint&#039;&#039;&#039; &amp;lt;xpivot&amp;gt; &amp;lt;ypivot&amp;gt; &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;ang&amp;gt; &amp;lt;xreturnvar&amp;gt; &amp;lt;yreturnvar&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rotates the point around the pivot by the specified angle and returns the coordinates into &#039;&#039;xreturnvar&#039;&#039; and &#039;&#039;yreturnvar&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;xpivot&amp;gt;, &amp;lt;ypivot&amp;gt;: the coordinates (X and Y) of the central pivot point&lt;br /&gt;
:&amp;lt;x&amp;gt;, &amp;lt;y&amp;gt;: the coordinates of a point to rotate in relation to the pivot point&lt;br /&gt;
:&amp;lt;ang&amp;gt;: how many units to rotate (2048 per revolution; clockwise)&lt;br /&gt;
:&amp;lt;xreturnvar&amp;gt;, &amp;lt;yreturnvar&amp;gt;: the post-rotate coordinates of the point&lt;br /&gt;
&lt;br /&gt;
This command can be used in conjunction with [[dragpoint]] for rotating sectors.  The rotatepoint command calculates the end position for a wall point after rotating.  To move the point to that position, use [[dragpoint]].&lt;br /&gt;
&lt;br /&gt;
[[Category:EDuke32 specific commands]]&lt;br /&gt;
[[Category:Sector manipulation]]&lt;/div&gt;</summary>
		<author><name>CraigFatman</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Rotatepoint&amp;diff=9672</id>
		<title>Rotatepoint</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Rotatepoint&amp;diff=9672"/>
		<updated>2011-04-05T19:52:59Z</updated>

		<summary type="html">&lt;p&gt;CraigFatman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;rotatepoint&#039;&#039;&#039; &amp;lt;xpivot&amp;gt; &amp;lt;ypivot&amp;gt; &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;ang&amp;gt; &amp;lt;xreturnvar&amp;gt; &amp;lt;yreturnvar&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rotates the point around the pivot by the specified angle and returns the coordinates into &#039;&#039;xreturnvar&#039;&#039; and &#039;&#039;yreturnvar&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;xpivot&amp;gt;, &amp;lt;ypivot&amp;gt;: the coordinates (X and Y) of the central pivot point&lt;br /&gt;
:&amp;lt;x&amp;gt;, &amp;lt;y&amp;gt;: the coordinates of a point to rotate in relation to the pivot point&lt;br /&gt;
:&amp;lt;ang&amp;gt;: how many units to rotate (2048 per revolution; counter-clockwise)&lt;br /&gt;
:&amp;lt;xreturnvar&amp;gt;, &amp;lt;yreturnvar&amp;gt;: the post-rotate coordinates of the point&lt;br /&gt;
&lt;br /&gt;
This command can be used in conjunction with [[dragpoint]] for rotating sectors.  The rotatepoint command calculates the end position for a wall point after rotating.  To move the point to that position, use [[dragpoint]].&lt;br /&gt;
&lt;br /&gt;
[[Category:EDuke32 specific commands]]&lt;br /&gt;
[[Category:Sector manipulation]]&lt;/div&gt;</summary>
		<author><name>CraigFatman</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Framerate&amp;diff=9094</id>
		<title>Framerate</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Framerate&amp;diff=9094"/>
		<updated>2010-09-20T02:57:20Z</updated>

		<summary type="html">&lt;p&gt;CraigFatman: Created page with &amp;quot;Keeps the current framerate value.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Keeps the current framerate value.&lt;/div&gt;</summary>
		<author><name>CraigFatman</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Ydim&amp;diff=9093</id>
		<title>Ydim</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Ydim&amp;diff=9093"/>
		<updated>2010-09-20T02:52:35Z</updated>

		<summary type="html">&lt;p&gt;CraigFatman: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;ydim&amp;#039;&amp;#039;&amp;#039; is the vertical screen resolution in pixels.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;ydim&#039;&#039;&#039; is the vertical screen resolution in pixels.&lt;/div&gt;</summary>
		<author><name>CraigFatman</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Xdim&amp;diff=9092</id>
		<title>Xdim</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Xdim&amp;diff=9092"/>
		<updated>2010-09-20T02:52:17Z</updated>

		<summary type="html">&lt;p&gt;CraigFatman: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;xdim&amp;#039;&amp;#039;&amp;#039; is the horizontal screen resolution in pixels.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;xdim&#039;&#039;&#039; is the horizontal screen resolution in pixels.&lt;/div&gt;</summary>
		<author><name>CraigFatman</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Whilevarn&amp;diff=9091</id>
		<title>Whilevarn</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Whilevarn&amp;diff=9091"/>
		<updated>2010-09-19T03:22:17Z</updated>

		<summary type="html">&lt;p&gt;CraigFatman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;whilevarn&#039;&#039;&#039; &amp;lt;gamevar&amp;gt; &amp;lt;value&amp;gt; { code to execute }&lt;br /&gt;
&lt;br /&gt;
Executes the code in the curly braces as long as &amp;lt;gamevar&amp;gt; does not equal &amp;lt;value&amp;gt;. This is a simple while loop.&lt;br /&gt;
&lt;br /&gt;
Caution: Poor execution or endless loops will cause your game to close without error or simply stall and crash!&lt;br /&gt;
&lt;br /&gt;
This example will set up the palette of the floor from all sectors on the map:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
onevent EVENT_LOADACTOR&lt;br /&gt;
  setvar TEMP 0&lt;br /&gt;
  whilevarvarn TEMP NUMSECTORS&lt;br /&gt;
  {&lt;br /&gt;
    setsector[TEMPSECTORS].floorpal 1&lt;br /&gt;
    addvar TEMP 1&lt;br /&gt;
  }&lt;br /&gt;
endevent&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s no variable keeping the number of sprites in the map. The sprites may be randomly arranged throughout the array with a maximum of 16384 entries. An example of a correct per-sprite loop:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
setvar sectnum 0&lt;br /&gt;
whilevarvarn sectnum NUMSECTORS&lt;br /&gt;
{&lt;br /&gt;
  headspritesect I sectnum&lt;br /&gt;
  setvarvar HEAD I&lt;br /&gt;
  whilevarn I -1 {&lt;br /&gt;
    // LOOP CODE&lt;br /&gt;
    nextspritesect I I&lt;br /&gt;
    ifvarvare I HEAD setvar I -1 // Break the loop&lt;br /&gt;
  }&lt;br /&gt;
  addvar sectnum 1&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:EDuke32 specific commands]]&lt;/div&gt;</summary>
		<author><name>CraigFatman</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Copy&amp;diff=9002</id>
		<title>Copy</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Copy&amp;diff=9002"/>
		<updated>2010-07-09T20:09:25Z</updated>

		<summary type="html">&lt;p&gt;CraigFatman: Created page with &amp;#039;&amp;#039;&amp;#039;&amp;#039;copy&amp;#039;&amp;#039;&amp;#039; &amp;lt;src_array&amp;gt;[&amp;lt;src_index&amp;gt;] &amp;lt;dst_array&amp;gt;[&amp;lt;dst_index&amp;gt;] &amp;lt;size&amp;gt;  Copies &amp;#039;&amp;#039;&amp;lt;size&amp;gt;&amp;#039;&amp;#039; elements from the source array starting from &amp;#039;&amp;#039;&amp;lt;src_index&amp;gt;&amp;#039;&amp;#039; to the destination array start...&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;copy&#039;&#039;&#039; &amp;lt;src_array&amp;gt;[&amp;lt;src_index&amp;gt;] &amp;lt;dst_array&amp;gt;[&amp;lt;dst_index&amp;gt;] &amp;lt;size&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Copies &#039;&#039;&amp;lt;size&amp;gt;&#039;&#039; elements from the source array starting from &#039;&#039;&amp;lt;src_index&amp;gt;&#039;&#039; to the destination array starting from &#039;&#039;&amp;lt;dst_index&amp;gt;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>CraigFatman</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Scriptsize&amp;diff=9001</id>
		<title>Scriptsize</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Scriptsize&amp;diff=9001"/>
		<updated>2010-07-09T17:57:30Z</updated>

		<summary type="html">&lt;p&gt;CraigFatman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;scriptsize&#039;&#039;&#039; &amp;lt;integer&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Scriptsize&#039;&#039; allows the user to enforce a solid buffer limit for compiled code size without any progressive buffer increases up to that point that normally occur during startup.&lt;br /&gt;
&lt;br /&gt;
Example of normal buffer setup would be from 16384 to 32768 to 65536 (and doubles for each normal increase to buffer size).&lt;br /&gt;
&lt;br /&gt;
Using &#039;&#039;scriptsize&#039;&#039; can bypass this if you&#039;re having in-game problems that you suspect are linked to the normal method of code-buffer increases.&lt;br /&gt;
&lt;br /&gt;
[[Category:EDuke32 specific commands]]&lt;/div&gt;</summary>
		<author><name>CraigFatman</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=User:CraigFatman&amp;diff=9000</id>
		<title>User:CraigFatman</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=User:CraigFatman&amp;diff=9000"/>
		<updated>2010-07-09T13:45:23Z</updated>

		<summary type="html">&lt;p&gt;CraigFatman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; :: p1x31 h4x0r ::&lt;/div&gt;</summary>
		<author><name>CraigFatman</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=User:CraigFatman&amp;diff=8999</id>
		<title>User:CraigFatman</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=User:CraigFatman&amp;diff=8999"/>
		<updated>2010-07-09T13:45:02Z</updated>

		<summary type="html">&lt;p&gt;CraigFatman: Created page with &amp;#039;:: p1x31 h4x0r ::&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:: p1x31 h4x0r ::&lt;/div&gt;</summary>
		<author><name>CraigFatman</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Resizearray&amp;diff=8998</id>
		<title>Resizearray</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Resizearray&amp;diff=8998"/>
		<updated>2010-07-09T13:39:19Z</updated>

		<summary type="html">&lt;p&gt;CraigFatman: Created page with &amp;#039;&amp;#039;&amp;#039;&amp;#039;resizearray&amp;#039;&amp;#039;&amp;#039; &amp;lt;array name&amp;gt; &amp;lt;new size&amp;gt;  Changes the size of a previously defined gamearray during events, states or actors.&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;resizearray&#039;&#039;&#039; &amp;lt;array name&amp;gt; &amp;lt;new size&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Changes the size of a previously defined [[gamearray]] during events, states or actors.&lt;/div&gt;</summary>
		<author><name>CraigFatman</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Getarraysize&amp;diff=8997</id>
		<title>Getarraysize</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Getarraysize&amp;diff=8997"/>
		<updated>2010-07-09T13:35:59Z</updated>

		<summary type="html">&lt;p&gt;CraigFatman: Created page with &amp;#039;&amp;#039;&amp;#039;&amp;#039;getarraysize&amp;#039;&amp;#039;&amp;#039; &amp;lt;array name&amp;gt; &amp;lt;return&amp;gt;  Returns the number of elements the specified gamearray contains.&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;getarraysize&#039;&#039;&#039; &amp;lt;array name&amp;gt; &amp;lt;return&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Returns the number of elements the specified [[gamearray]] contains.&lt;/div&gt;</summary>
		<author><name>CraigFatman</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Full_command_list&amp;diff=8995</id>
		<title>Full command list</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Full_command_list&amp;diff=8995"/>
		<updated>2010-07-08T18:59:33Z</updated>

		<summary type="html">&lt;p&gt;CraigFatman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EDuke32 Intro}}&lt;br /&gt;
&lt;br /&gt;
This is a list of every CON primitive in EDuke32.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;&amp;quot;&amp;gt;&lt;br /&gt;
*[[action]]&lt;br /&gt;
*[[activatebysector]]&lt;br /&gt;
*[[activatecheat]]&lt;br /&gt;
*[[actor]]&lt;br /&gt;
*[[addammo]]&lt;br /&gt;
*[[addinventory]]&lt;br /&gt;
*[[addkills]]&lt;br /&gt;
*[[addlog]]&lt;br /&gt;
*[[addlogvar]]&lt;br /&gt;
*[[addphealth]]&lt;br /&gt;
*[[addstrength]]&lt;br /&gt;
*[[addvar]]&lt;br /&gt;
*[[addvarvar]]&lt;br /&gt;
*[[addweapon]]&lt;br /&gt;
*[[addweaponvar]]&lt;br /&gt;
*[[ai]]&lt;br /&gt;
*[[andvar]]&lt;br /&gt;
*[[andvarvar]]&lt;br /&gt;
*[[angoff]]&lt;br /&gt;
*[[angoffvar]]&lt;br /&gt;
*[[betaname]]&lt;br /&gt;
*[[break]]&lt;br /&gt;
*[[cactor]]&lt;br /&gt;
*[[cansee]]&lt;br /&gt;
*[[canseespr]]&lt;br /&gt;
*[[case]]&lt;br /&gt;
*[[changespritesect]]&lt;br /&gt;
*[[changespritestat]]&lt;br /&gt;
*[[cheatkeys]]&lt;br /&gt;
*[[checkactivatormotion]]&lt;br /&gt;
*[[checkavailinven]]&lt;br /&gt;
*[[checkavailweapon]]&lt;br /&gt;
*[[clearmapstate]]&lt;br /&gt;
*[[clipdist]]&lt;br /&gt;
*[[cmenu]]&lt;br /&gt;
*[[copy]]&lt;br /&gt;
*[[cos]]&lt;br /&gt;
*[[count]]&lt;br /&gt;
*[[cstat]]&lt;br /&gt;
*[[cstator]]&lt;br /&gt;
*[[debris]]&lt;br /&gt;
*[[debug]]&lt;br /&gt;
*[[default]]&lt;br /&gt;
*[[define]]&lt;br /&gt;
*[[definecheat]]&lt;br /&gt;
*[[definegamefuncname]]&lt;br /&gt;
*[[definegametype]]&lt;br /&gt;
*[[definelevelname]]&lt;br /&gt;
*[[defineprojectile]]&lt;br /&gt;
*[[definequote]]&lt;br /&gt;
*[[defineskillname]]&lt;br /&gt;
*[[definesound]]&lt;br /&gt;
*[[definevolumename]]&lt;br /&gt;
*[[digitalnumber]]&lt;br /&gt;
*[[digitalnumberz]]&lt;br /&gt;
*[[displayrand]]&lt;br /&gt;
*[[displayrandvar]]&lt;br /&gt;
*[[displayrandvarvar]]&lt;br /&gt;
*[[dist]]&lt;br /&gt;
*[[divvar]]&lt;br /&gt;
*[[divvarvar]]&lt;br /&gt;
*[[dragpoint]]&lt;br /&gt;
*[[dynamicremap]]&lt;br /&gt;
*[[else]]&lt;br /&gt;
*[[enda]]&lt;br /&gt;
*[[endevent]]&lt;br /&gt;
*[[endofgame]]&lt;br /&gt;
*[[ends]]&lt;br /&gt;
*[[endswitch]]&lt;br /&gt;
*[[enhanced]]&lt;br /&gt;
*[[eqspawn]]&lt;br /&gt;
*[[eqspawnvar]]&lt;br /&gt;
*[[eshoot]]&lt;br /&gt;
*[[eshootvar]]&lt;br /&gt;
*[[espawn]]&lt;br /&gt;
*[[espawnvar]]&lt;br /&gt;
*[[eventloadactor]]&lt;br /&gt;
*[[ezshoot]]&lt;br /&gt;
*[[ezshootvar]]&lt;br /&gt;
*[[fall]]&lt;br /&gt;
*[[findnearactor]]&lt;br /&gt;
*[[findnearactor3d]]&lt;br /&gt;
*[[findnearactor3dvar]]&lt;br /&gt;
*[[findnearactorvar]]&lt;br /&gt;
*[[findnearactorz]]&lt;br /&gt;
*[[findnearactorzvar]]&lt;br /&gt;
*[[findnearsprite]]&lt;br /&gt;
*[[findnearsprite3d]]&lt;br /&gt;
*[[findnearsprite3dvar]]&lt;br /&gt;
*[[findnearspritevar]]&lt;br /&gt;
*[[findnearspritez]]&lt;br /&gt;
*[[findnearspritezvar]]&lt;br /&gt;
*[[findotherplayer]]&lt;br /&gt;
*[[findplayer]]&lt;br /&gt;
*[[flash]]&lt;br /&gt;
*[[gamearray]]&lt;br /&gt;
*[[gamestartup]]&lt;br /&gt;
*[[gametext]]&lt;br /&gt;
*[[gametextz]]&lt;br /&gt;
*[[gamevar]]&lt;br /&gt;
*[[getactor]]&lt;br /&gt;
*[[getactorangle]]&lt;br /&gt;
*[[getactorvar]]&lt;br /&gt;
*[[getangle]]&lt;br /&gt;
*[[getangletotarget]]&lt;br /&gt;
*[[getarraysize]]&lt;br /&gt;
*[[getceilzofslope]]&lt;br /&gt;
*[[getcurraddress]]&lt;br /&gt;
*[[getflorzofslope]]&lt;br /&gt;
*[[getincangle]]&lt;br /&gt;
*[[getinput]]&lt;br /&gt;
*[[getkeyname]]&lt;br /&gt;
*[[getlastpal]]&lt;br /&gt;
*[[getplayer]]&lt;br /&gt;
*[[getplayerangle]]&lt;br /&gt;
*[[getplayervar]]&lt;br /&gt;
*[[getpname]]&lt;br /&gt;
*[[getprojectile]]&lt;br /&gt;
*[[getsector]]&lt;br /&gt;
*[[gettextureceiling]]&lt;br /&gt;
*[[gettexturefloor]]&lt;br /&gt;
*[[getthisprojectile]]&lt;br /&gt;
*[[getticks]]&lt;br /&gt;
*[[gettimedate]]&lt;br /&gt;
*[[gettspr]]&lt;br /&gt;
*[[getuserdef]]&lt;br /&gt;
*[[getwall]]&lt;br /&gt;
*[[getzrange]]&lt;br /&gt;
*[[globalsound]]&lt;br /&gt;
*[[globalsoundvar]]&lt;br /&gt;
*[[gmaxammo]]&lt;br /&gt;
*[[guniqhudid]]&lt;br /&gt;
*[[guts]]&lt;br /&gt;
*[[headspritesect]]&lt;br /&gt;
*[[headspritestat]]&lt;br /&gt;
*[[hitradius]]&lt;br /&gt;
*[[hitradiusvar]]&lt;br /&gt;
*[[hitscan]]&lt;br /&gt;
*[[ifaction]]&lt;br /&gt;
*[[ifactioncount]]&lt;br /&gt;
*[[ifactor]]&lt;br /&gt;
*[[ifactornotstayput]]&lt;br /&gt;
*[[ifactorsound]]&lt;br /&gt;
*[[ifai]]&lt;br /&gt;
*[[ifangdiffl]]&lt;br /&gt;
*[[ifawayfromwall]]&lt;br /&gt;
*[[ifbulletnear]]&lt;br /&gt;
*[[ifcansee]]&lt;br /&gt;
*[[ifcanseetarget]]&lt;br /&gt;
*[[ifcanshoottarget]]&lt;br /&gt;
*[[ifceilingdistl]]&lt;br /&gt;
*[[ifcount]]&lt;br /&gt;
*[[ifdead]]&lt;br /&gt;
*[[iffloordistl]]&lt;br /&gt;
*[[ifgapzl]]&lt;br /&gt;
*[[ifgotweaponce]]&lt;br /&gt;
*[[ifhitspace]]&lt;br /&gt;
*[[ifhitweapon]]&lt;br /&gt;
*[[ifinouterspace]]&lt;br /&gt;
*[[ifinspace]]&lt;br /&gt;
*[[ifinwater]]&lt;br /&gt;
*[[ifmove]]&lt;br /&gt;
*[[ifmultiplayer]]&lt;br /&gt;
*[[ifnosounds]]&lt;br /&gt;
*[[ifnotmoving]]&lt;br /&gt;
*[[ifonwater]]&lt;br /&gt;
*[[ifoutside]]&lt;br /&gt;
*[[ifp]]&lt;br /&gt;
*[[ifpdistg]]&lt;br /&gt;
*[[ifpdistl]]&lt;br /&gt;
*[[ifphealthl]]&lt;br /&gt;
*[[ifpinventory]]&lt;br /&gt;
*[[ifrespawn]]&lt;br /&gt;
*[[ifrnd]]&lt;br /&gt;
*[[ifsound]]&lt;br /&gt;
*[[ifspawnedby]]&lt;br /&gt;
*[[ifspritepal]]&lt;br /&gt;
*[[ifsquished]]&lt;br /&gt;
*[[ifstrength]]&lt;br /&gt;
*[[ifvarand]]&lt;br /&gt;
*[[ifvare]]&lt;br /&gt;
*[[ifvareither]]&lt;br /&gt;
*[[ifvarg]]&lt;br /&gt;
*[[ifvarl]]&lt;br /&gt;
*[[ifvarn]]&lt;br /&gt;
*[[ifvaror]]&lt;br /&gt;
*[[ifvarvarand]]&lt;br /&gt;
*[[ifvarvare]]&lt;br /&gt;
*[[ifvarvareither]]&lt;br /&gt;
*[[ifvarvarg]]&lt;br /&gt;
*[[ifvarvarl]]&lt;br /&gt;
*[[ifvarvarn]]&lt;br /&gt;
*[[ifvarvaror]]&lt;br /&gt;
*[[ifvarvarxor]]&lt;br /&gt;
*[[ifvarxor]]&lt;br /&gt;
*[[ifwasweapon]]&lt;br /&gt;
*[[include]]&lt;br /&gt;
*[[inittimer]]&lt;br /&gt;
*[[insertspriteq]]&lt;br /&gt;
*[[jump]]&lt;br /&gt;
*[[killit]]&lt;br /&gt;
*[[ldist]]&lt;br /&gt;
*[[loadmapstate]]&lt;br /&gt;
*[[lockplayer]]&lt;br /&gt;
*[[lotsofglass]]&lt;br /&gt;
*[[mail]]&lt;br /&gt;
*[[mikesnd]]&lt;br /&gt;
*[[minitext]]&lt;br /&gt;
*[[modvar]]&lt;br /&gt;
*[[modvarvar]]&lt;br /&gt;
*[[money]]&lt;br /&gt;
*[[move]]&lt;br /&gt;
*[[movesprite]]&lt;br /&gt;
*[[mulscale]]&lt;br /&gt;
*[[mulvar]]&lt;br /&gt;
*[[mulvarvar]]&lt;br /&gt;
*[[music]]&lt;br /&gt;
*[[myos]]&lt;br /&gt;
*[[myospal]]&lt;br /&gt;
*[[myospalx]]&lt;br /&gt;
*[[myosx]]&lt;br /&gt;
*[[neartag]]&lt;br /&gt;
*[[nextspritesect]]&lt;br /&gt;
*[[nextspritestat]]&lt;br /&gt;
*[[nullop]]&lt;br /&gt;
*[[onevent]]&lt;br /&gt;
*[[operate]]&lt;br /&gt;
*[[operateactivators]]&lt;br /&gt;
*[[operatemasterswitches]]&lt;br /&gt;
*[[operaterespawns]]&lt;br /&gt;
*[[operatesectors]]&lt;br /&gt;
*[[orvar]]&lt;br /&gt;
*[[orvarvar]]&lt;br /&gt;
*[[palfrom]]&lt;br /&gt;
*[[paper]]&lt;br /&gt;
*[[pkick]]&lt;br /&gt;
*[[precache]]&lt;br /&gt;
*[[prevspritesect]]&lt;br /&gt;
*[[prevspritestat]]&lt;br /&gt;
*[[pstomp]]&lt;br /&gt;
*[[qgetsysstr]]&lt;br /&gt;
*[[qspawn]]&lt;br /&gt;
*[[qspawnvar]]&lt;br /&gt;
*[[qsprintf]]&lt;br /&gt;
*[[qstrcat]]&lt;br /&gt;
*[[qstrcpy]]&lt;br /&gt;
*[[qstrlen]]&lt;br /&gt;
*[[qstrncat]]&lt;br /&gt;
*[[qsubstr]]&lt;br /&gt;
*[[quake]]&lt;br /&gt;
*[[quote]]&lt;br /&gt;
*[[randvar]]&lt;br /&gt;
*[[randvarvar]]&lt;br /&gt;
*[[readarrayfromfile]]&lt;br /&gt;
*[[readgamevar]]&lt;br /&gt;
*[[redefinequote]]&lt;br /&gt;
*[[resetactioncount]]&lt;br /&gt;
*[[resetcount]]&lt;br /&gt;
*[[resetplayer]]&lt;br /&gt;
*[[resizearray]]&lt;br /&gt;
*[[respawnhitag]]&lt;br /&gt;
*[[return]]&lt;br /&gt;
*[[rotatepoint]]&lt;br /&gt;
*[[rotatesprite]]&lt;br /&gt;
*[[rotatesprite16]]&lt;br /&gt;
*[[save]]&lt;br /&gt;
*[[savegamevar]]&lt;br /&gt;
*[[savemapstate]]&lt;br /&gt;
*[[savenn]]&lt;br /&gt;
*[[scriptsize]]&lt;br /&gt;
*[[sectgethitag]]&lt;br /&gt;
*[[sectgetlotag]]&lt;br /&gt;
*[[sectorofwall]]&lt;br /&gt;
*[[setactor]]&lt;br /&gt;
*[[setactorangle]]&lt;br /&gt;
*[[setactorvar]]&lt;br /&gt;
*[[setarray]]&lt;br /&gt;
*[[setaspect]]&lt;br /&gt;
*[[setcfgname]]&lt;br /&gt;
*[[setdefname]]&lt;br /&gt;
*[[setgamename]]&lt;br /&gt;
*[[setgamepalette]]&lt;br /&gt;
*[[setinput]]&lt;br /&gt;
*[[setplayer]]&lt;br /&gt;
*[[setplayerangle]]&lt;br /&gt;
*[[setplayervar]]&lt;br /&gt;
*[[setprojectile]]&lt;br /&gt;
*[[setsector]]&lt;br /&gt;
*[[setsprite]]&lt;br /&gt;
*[[setthisprojectile]]&lt;br /&gt;
*[[settspr]]&lt;br /&gt;
*[[setuserdef]]&lt;br /&gt;
*[[setvar]]&lt;br /&gt;
*[[setvarvar]]&lt;br /&gt;
*[[setwall]]&lt;br /&gt;
*[[shiftvarl]]&lt;br /&gt;
*[[shiftvarr]]&lt;br /&gt;
*[[shoot]]&lt;br /&gt;
*[[shootvar]]&lt;br /&gt;
*[[showview]]&lt;br /&gt;
*[[sin]]&lt;br /&gt;
*[[sizeat]]&lt;br /&gt;
*[[sizeto]]&lt;br /&gt;
*[[sleeptime]]&lt;br /&gt;
*[[smaxammo]]&lt;br /&gt;
*[[sound]]&lt;br /&gt;
*[[soundonce]]&lt;br /&gt;
*[[soundoncevar]]&lt;br /&gt;
*[[soundvar]]&lt;br /&gt;
*[[spawn]]&lt;br /&gt;
*[[spgethitag]]&lt;br /&gt;
*[[spgetlotag]]&lt;br /&gt;
*[[spriteflags]]&lt;br /&gt;
*[[spritenopal]]&lt;br /&gt;
*[[spritenoshade]]&lt;br /&gt;
*[[spritenvg]]&lt;br /&gt;
*[[spritepal]]&lt;br /&gt;
*[[spriteshadow]]&lt;br /&gt;
*[[sqrt]]&lt;br /&gt;
*[[ssp]]&lt;br /&gt;
*[[startlevel]]&lt;br /&gt;
*[[starttrack]]&lt;br /&gt;
*[[starttrackvar]]&lt;br /&gt;
*[[state]]&lt;br /&gt;
*[[stopactorsound]]&lt;br /&gt;
*[[stopallsounds]]&lt;br /&gt;
*[[stopsound]]&lt;br /&gt;
*[[stopsoundvar]]&lt;br /&gt;
*[[strength]]&lt;br /&gt;
*[[subvar]]&lt;br /&gt;
*[[subvarvar]]&lt;br /&gt;
*[[switch]]&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[tip]]&lt;br /&gt;
*[[tossweapon]]&lt;br /&gt;
*[[updatesector]]&lt;br /&gt;
*[[updatesectorz]]&lt;br /&gt;
*[[useractor]]&lt;br /&gt;
*[[userquote]]&lt;br /&gt;
*[[wackplayer]]&lt;br /&gt;
*[[whilevarn]]&lt;br /&gt;
*[[whilevarvarn]]&lt;br /&gt;
*[[writearraytofile]]&lt;br /&gt;
*[[xorvar]]&lt;br /&gt;
*[[xorvarvar]]&lt;br /&gt;
*[[zshoot]]&lt;br /&gt;
*[[zshootvar]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:All commands]]&lt;/div&gt;</summary>
		<author><name>CraigFatman</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Writearraytofile&amp;diff=8994</id>
		<title>Writearraytofile</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Writearraytofile&amp;diff=8994"/>
		<updated>2010-07-08T18:59:01Z</updated>

		<summary type="html">&lt;p&gt;CraigFatman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;writearraytofile&#039;&#039;&#039; &amp;lt;array name&amp;gt; &amp;lt;quote number&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Saves all content of a [[gamearray]] into a file specified by a quote. Later the file can be read with &#039;&#039;readarrayfromfile&#039;&#039;. Each element will be stored by 4 bytes of data.&lt;/div&gt;</summary>
		<author><name>CraigFatman</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Readarrayfromfile&amp;diff=8993</id>
		<title>Readarrayfromfile</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Readarrayfromfile&amp;diff=8993"/>
		<updated>2010-07-08T18:58:21Z</updated>

		<summary type="html">&lt;p&gt;CraigFatman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;readarrayfromfile&#039;&#039;&#039; &amp;lt;array name&amp;gt; &amp;lt;quote number&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reads a file into a [[gamearray]]; the [[definequote|quote]] contains the file name. Each array element will contain 4 bytes of file&#039;s content. The file is to be previously saved with [[writearraytofile]].&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of how an array can be accessed byte-wise (in case you are using files which were not created by &#039;&#039;writearraytofile&#039;&#039;):&lt;br /&gt;
&lt;br /&gt;
 gamevar ofs // Byte address&lt;br /&gt;
 gamevar idx // Array index&lt;br /&gt;
 gamevar oct // Byte to select&lt;br /&gt;
 gamevar ret // Value to return&lt;br /&gt;
 &lt;br /&gt;
 redefinequote 256 MYFILE.BIN&lt;br /&gt;
 readarrayfromfile ARRAY[idx] 256&lt;br /&gt;
 &lt;br /&gt;
 setvarvar idx ofs  shiftvarr idx 2&lt;br /&gt;
 setvarvar oct ofs  andvar oct 3 // DWORD to BYTE ptr&lt;br /&gt;
 setvarvar ret ARRAY[idx]&lt;br /&gt;
 ifvarand oct 2  shiftvarr ret 16&lt;br /&gt;
 ifvarand oct 1  shiftvarr ret 8&lt;br /&gt;
 andvar ret 255&lt;/div&gt;</summary>
		<author><name>CraigFatman</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Writearraytofile&amp;diff=8992</id>
		<title>Writearraytofile</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Writearraytofile&amp;diff=8992"/>
		<updated>2010-07-08T18:55:42Z</updated>

		<summary type="html">&lt;p&gt;CraigFatman: Created page with &amp;#039;&amp;#039;&amp;#039;&amp;#039;writearraytofile&amp;#039;&amp;#039;&amp;#039; &amp;lt;array name&amp;gt; &amp;lt;quote number&amp;gt;  Saves all content of a gamearray into a file specified by quote. Later the file can be read with &amp;#039;&amp;#039;readarrayfromfile&amp;#039;&amp;#039;. Ea...&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;writearraytofile&#039;&#039;&#039; &amp;lt;array name&amp;gt; &amp;lt;quote number&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Saves all content of a [[gamearray]] into a file specified by quote. Later the file can be read with &#039;&#039;readarrayfromfile&#039;&#039;. Each element will be stored by 4 bytes of data.&lt;/div&gt;</summary>
		<author><name>CraigFatman</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Readarrayfromfile&amp;diff=8991</id>
		<title>Readarrayfromfile</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Readarrayfromfile&amp;diff=8991"/>
		<updated>2010-07-08T18:51:15Z</updated>

		<summary type="html">&lt;p&gt;CraigFatman: Created page with &amp;#039;&amp;#039;&amp;#039;&amp;#039;readarrayfromfile&amp;#039;&amp;#039;&amp;#039; &amp;lt;array name&amp;gt; &amp;lt;quote number&amp;gt;  Reads a file into a gamearray; the quote contains file name. Each array element will contain 4 bytes of f...&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;readarrayfromfile&#039;&#039;&#039; &amp;lt;array name&amp;gt; &amp;lt;quote number&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reads a file into a [[gamearray]]; the [[definequote|quote]] contains file name. Each array element will contain 4 bytes of file content. The file is to be previously saved with [[writearraytofile]].&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of how an array can be accessed byte-wise (in case you are using files which were not created by &#039;&#039;writearraytofile&#039;&#039;):&lt;br /&gt;
&lt;br /&gt;
 gamevar ofs // Byte address&lt;br /&gt;
 gamevar idx // Array index&lt;br /&gt;
 gamevar oct // Byte to select&lt;br /&gt;
 gamevar ret // Value to return&lt;br /&gt;
 &lt;br /&gt;
 setvarvar idx ofs  shiftvarr idx 2&lt;br /&gt;
 setvarvar oct ofs  andvar oct 3 // DWORD to BYTE ptr&lt;br /&gt;
 setvarvar ret ARRAY[idx]&lt;br /&gt;
 ifvarand oct 2  shiftvarr ret 16&lt;br /&gt;
 ifvarand oct 1  shiftvarr ret 8&lt;br /&gt;
 andvar ret 255&lt;/div&gt;</summary>
		<author><name>CraigFatman</name></author>
	</entry>
</feed>