<?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=Jwaffe</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=Jwaffe"/>
	<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/wiki/Special:Contributions/Jwaffe"/>
	<updated>2026-05-26T22:04:27Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.47.0-alpha</generator>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Camerapos&amp;diff=12509</id>
		<title>Camerapos</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Camerapos&amp;diff=12509"/>
		<updated>2018-01-04T01:04:43Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: It&amp;#039;s not unused, darn macros.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The current camera position.&lt;br /&gt;
&lt;br /&gt;
TODO: Add example / details on how to move the camera somewhere.&lt;br /&gt;
&lt;br /&gt;
[[Category:Userdef structure members]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Camerapos&amp;diff=12508</id>
		<title>Camerapos</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Camerapos&amp;diff=12508"/>
		<updated>2018-01-04T01:01:43Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: Created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This field is unused.&lt;br /&gt;
&lt;br /&gt;
[[Category:Userdef structure members]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Democams&amp;diff=12507</id>
		<title>Democams</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Democams&amp;diff=12507"/>
		<updated>2018-01-04T00:56:49Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: Created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Enable/disable demo playback cameras, this is written to by cl_democams.&lt;br /&gt;
&lt;br /&gt;
If this is 1, and there are SE 27: Demo Cam sprites in your map, your recorded demo will be played back the perspective of those cameras. &lt;br /&gt;
&lt;br /&gt;
A camera will be chosen based on the relative positions of the players involved in the demo.&lt;br /&gt;
&lt;br /&gt;
[[Category:Userdef structure members]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Camerasprite&amp;diff=12492</id>
		<title>Camerasprite</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Camerasprite&amp;diff=12492"/>
		<updated>2017-12-10T16:33:17Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: Created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The sprite index of an active SE 27: Demo Camera.&lt;br /&gt;
&lt;br /&gt;
[[Category:Userdef structure members]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Show_empty_weapon&amp;diff=12460</id>
		<title>Show empty weapon</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Show_empty_weapon&amp;diff=12460"/>
		<updated>2017-09-21T23:35:33Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: Pretty much rewrote the page, the old content didn&amp;#039;t match the source as it is now.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;show_empty_weapon is a count-down timer. It is a timer used to show an empty weapon briefly before switching back to the [[last_full_weapon]] if [[weaponswitch]] is set to 2.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is initialized to zero, and set to 32 on every weapon switch.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When show_empty_weapon reaches zero from non-zero, and the weapon being switched to has no ammo, the player&#039;s weapon is set back to [[last_full_weapon]] (including setting [[subweapon]] for GROW_WEAPON / SHRINKER_WEAPON)&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Player structure members]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Hbomb_hold_delay&amp;diff=12458</id>
		<title>Hbomb hold delay</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Hbomb_hold_delay&amp;diff=12458"/>
		<updated>2017-09-09T18:53:27Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: This field is also used for the devastator&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is used for display purposes. It is &amp;gt; 0 when the [[player]] is throwing a pipe bomb. It sequences through the animation and then is reset to zero.&lt;br /&gt;
&lt;br /&gt;
Note that this is also used to toggle which Devastator fires (left or right).&lt;br /&gt;
&lt;br /&gt;
[[Category:Player structure members]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Floorstat&amp;diff=12448</id>
		<title>Floorstat</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Floorstat&amp;diff=12448"/>
		<updated>2017-07-16T17:15:09Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: Added where this is used.&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. Also, for subway car sectors, if you set this bit to 1, it will shoot RPGs at the nearest player. This is used for the space ship in the beginning of E2L1.&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>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Floorstat&amp;diff=12447</id>
		<title>Floorstat</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Floorstat&amp;diff=12447"/>
		<updated>2017-07-16T16:53:54Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: Adding in weird behavior I just found&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. Also, for subway car sectors, if you set this bit to 1, it will shoot RPGs at the nearest player.&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>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Category:Gamevar_manipulation&amp;diff=12443</id>
		<title>Category:Gamevar manipulation</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Category:Gamevar_manipulation&amp;diff=12443"/>
		<updated>2017-06-11T16:06:02Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: added note that DEFAULT isn&amp;#039;t used&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;gamevar&#039;&#039;&#039; &amp;lt;varname&amp;gt; &amp;lt;value&amp;gt; &amp;lt;flags&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A gamevar is a game variable that can be used to store numerical data which can then be referenced between [[actor]]s.&lt;br /&gt;
&lt;br /&gt;
A gamevar&#039;s flags determine how it is referenced by the game.  A gamevar with flags of 0 is known as a global variable.  A global variable exists once in the code, and any time a global variable is set, the new value is seen by all [[actor]]s.  A gamevar with flags of 1 is a per-player variable.  Per-player variables exist once per player in the game, with each player having their own copy of the variable.  A gamevar with flags of 2 is a per-[[actor]] variable.  A per-[[actor]] variable exists as many times in the code as there are [[sprite]]s in the map.  Each [[sprite]] has its own copy of a per-[[actor]] variable in memory.&lt;br /&gt;
&lt;br /&gt;
A gamevar value has a range of -2147483648 (-2&amp;lt;sup&amp;gt;31&amp;lt;/sup&amp;gt;) to 2147483647 (2&amp;lt;sup&amp;gt;31&amp;lt;/sup&amp;gt;-1), also known as a signed 32-bit integer.&lt;br /&gt;
&lt;br /&gt;
*[[ifvar conditions]]&lt;br /&gt;
*[[gamevar operators]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;Name&amp;lt;/font&amp;gt;!!&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;Number&amp;lt;/font&amp;gt;!!&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;Description&amp;lt;/font&amp;gt;!!&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;Page where such variables should be listed&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;GAMEVAR_FLAG_GLOBAL&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;0&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;global variable; this is the default&amp;lt;/font&amp;gt;||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;GAMEVAR_FLAG_PERPLAYER&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;per-player variable&amp;lt;/font&amp;gt;||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;GAMEVAR_FLAG_PERACTOR&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;per-actor variable&amp;lt;/font&amp;gt;||&lt;br /&gt;
|-&lt;br /&gt;
|GAMEVAR_FLAG_USER_MASK||3||bitmask controlling what flags can be set from con; only flags less than this can||&lt;br /&gt;
|-&lt;br /&gt;
|GAMEVAR_FLAG_DEFAULT||256||allow override (not used)||&lt;br /&gt;
|-&lt;br /&gt;
|GAMEVAR_FLAG_SECRET||512||don&#039;t dump...||&lt;br /&gt;
|-&lt;br /&gt;
|GAMEVAR_FLAG_NODEFAULT||1024||don&#039;t add to &#039;default&#039; array.||&lt;br /&gt;
|-&lt;br /&gt;
|GAMEVAR_FLAG_SYSTEM||2048||cannot change mode flags...(only default value)||&lt;br /&gt;
|-&lt;br /&gt;
|GAMEVAR_FLAG_READONLY||4096||values are read-only (no setvar allowed)||&lt;br /&gt;
|-&lt;br /&gt;
|GAMEVAR_FLAG_INTPTR||8192||plValue is a pointer to an int||[[Constantly updated gamevars]]&lt;br /&gt;
|-&lt;br /&gt;
|GAMEVAR_FLAG_SYNCCHECK||16384||check event sync when translating||&lt;br /&gt;
|-&lt;br /&gt;
|GAMEVAR_FLAG_SHORTPTR||32768||plValue is a pointer to a short||[[Constantly updated gamevars]]&lt;br /&gt;
|-&lt;br /&gt;
|GAMEVAR_FLAG_CHARPTR||65536||plValue is a pointer to a char||[[Constantly updated gamevars]]&lt;br /&gt;
|-&lt;br /&gt;
|GAMEVAR_FLAG_NORESET||131072||var values are not reset when restoring map state||&lt;br /&gt;
|-&lt;br /&gt;
|GAMEVAR_FLAG_SPECIAL||262144||flag for structure member shortcut vars||&lt;br /&gt;
|-&lt;br /&gt;
|GAMEVAR_FLAG_NOMULTI||524288||don&#039;t attach to multiplayer packets||&lt;br /&gt;
|}&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All of the commands in this category are commands that alter the value of one or more gamevars in some way, as opposed to commands which alter [[sprite]]s, [[sector]]s or [[wall]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:All commands]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Pre-defined_gamevars&amp;diff=12360</id>
		<title>Pre-defined gamevars</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Pre-defined_gamevars&amp;diff=12360"/>
		<updated>2016-07-02T22:39:50Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: Added &amp;quot;scripting documentation&amp;quot; category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each [[gamevar]] below is listed along with its default value and flag.  These pre-defined gamevars may be altered without giving them the standard gamevar definition shown below.  Giving them a gamevar definition, however, alters their default values.  See also [[Constantly_updated_gamevars|constantly updated gamevars]].&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;border-right: none; padding: 0.6em;&amp;quot; |&lt;br /&gt;
*gamevar [[GRENADE_LIFETIME]] 120 1 &lt;br /&gt;
*gamevar [[GRENADE_LIFETIME_VAR]] 30 1 &lt;br /&gt;
*gamevar [[STICKYBOMB_LIFETIME]] 120 1 &lt;br /&gt;
*gamevar [[STICKYBOMB_LIFETIME_VAR]] 30 1 &lt;br /&gt;
*gamevar [[TRIPBOMB_CONTROL]] 1 1 &lt;br /&gt;
*gamevar [[PIPEBOMB_CONTROL]] 1 1 &lt;br /&gt;
*gamevar [[LOGO_FLAGS]] 255 0&lt;br /&gt;
*gamevar [[PLR_MORALE]] -1 1&lt;br /&gt;
*gamevar [[MENU_TILE]] 2456 0 // 3281 in Polymost&lt;br /&gt;
*gamevar [[clipmask|CLIPMASK0]] [1*65536+1] 0 (read only)&lt;br /&gt;
*gamevar [[clipmask|CLIPMASK1]] [256*65536+64] 0 (read only)&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;border-right: none; border-left: none; padding: 0.6em;&amp;quot; |&lt;br /&gt;
*gamevar [[WEAPON]] 0 0 // (read only)&lt;br /&gt;
*gamevar [[WORKSLIKE]] 0 0 // (read only)&lt;br /&gt;
*gamevar [[RETURN]] 0 0 &lt;br /&gt;
*gamevar [[ZRANGE]] 4 0 &lt;br /&gt;
*gamevar [[ANGRANGE]] 18 0 &lt;br /&gt;
*gamevar [[AUTOAIMANGLE]] 0 0 &lt;br /&gt;
*gamevar [[LOTAG]] 0 0 // (read only)&lt;br /&gt;
*gamevar [[HITAG]] 0 0 // (read only)&lt;br /&gt;
*gamevar [[TEXTURE]] 0 0 // (read only)&lt;br /&gt;
*gamevar [[THISACTOR]] 0 0 // (read only)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Properties==&lt;br /&gt;
&lt;br /&gt;
The weapon properties come in the format WEAPON&#039;&#039;&#039;x&#039;&#039;&#039;_FIELD, where &#039;&#039;&#039;x&#039;&#039;&#039; is the [[WEAPON|weapon ID number]] and FIELD is the property of the weapon that the gamevar refers to.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; style=&amp;quot;font-size:75%;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! WEAPONx_ !! Mighty Foot !! Pistol !! Shotgun !! Chaingun !! RPG !! Pipebomb !! Shrinker !! Devastator !! Tripbomb !! Freezer !! Detonator !! Expander&lt;br /&gt;
|- align=&amp;quot;right&amp;quot;&lt;br /&gt;
!align=&amp;quot;left&amp;quot;|[[WEAPONx_WORKSLIKE|WORKSLIKE]]&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|10&lt;br /&gt;
|11&lt;br /&gt;
|- align=&amp;quot;right&amp;quot;&lt;br /&gt;
!align=&amp;quot;left&amp;quot;|[[WEAPONx_CLIP|CLIP]]&lt;br /&gt;
|0&lt;br /&gt;
|12&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|- ALIGN=&amp;quot;RIGHT&amp;quot;&lt;br /&gt;
!align=&amp;quot;left&amp;quot;|[[WEAPONx_RELOAD|RELOAD]]&lt;br /&gt;
|0&lt;br /&gt;
|27&lt;br /&gt;
|13&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|30&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|16&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|0&lt;br /&gt;
|- ALIGN=&amp;quot;RIGHT&amp;quot;&lt;br /&gt;
!align=&amp;quot;left&amp;quot;|[[WEAPONx_FIREDELAY|FIREDELAY]]&lt;br /&gt;
|7&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|- ALIGN=&amp;quot;RIGHT&amp;quot;&lt;br /&gt;
!align=&amp;quot;left&amp;quot;|[[WEAPONx_TOTALTIME|TOTALTIME]]&lt;br /&gt;
|14&lt;br /&gt;
|5&lt;br /&gt;
|30&lt;br /&gt;
|12&lt;br /&gt;
|20&lt;br /&gt;
|19&lt;br /&gt;
|12&lt;br /&gt;
|6&lt;br /&gt;
|16&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|5&lt;br /&gt;
|- ALIGN=&amp;quot;RIGHT&amp;quot;&lt;br /&gt;
!align=&amp;quot;left&amp;quot;|[[WEAPONx_HOLDDELAY|HOLDDELAY]]&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|12&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|- ALIGN=&amp;quot;RIGHT&amp;quot;&lt;br /&gt;
! align=&amp;quot;left&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[WEAPONx_FLAGS|FLAGS]]&lt;br /&gt;
| 292&lt;br /&gt;
| 32768&lt;br /&gt;
| 1024&lt;br /&gt;
| 73812&lt;br /&gt;
| 0&lt;br /&gt;
| 512&lt;br /&gt;
| 2&lt;br /&gt;
| 72&lt;br /&gt;
| 3072&lt;br /&gt;
| 65536&lt;br /&gt;
| 384&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &amp;lt;p style=&amp;quot;line-height: 90%;&amp;quot;&amp;gt;No visible&amp;lt;/p&amp;gt;&amp;lt;p style=&amp;quot;line-height: 90%;&amp;quot;&amp;gt;Random restart&amp;lt;/p&amp;gt;&amp;lt;p style=&amp;quot;line-height: 90%;&amp;quot;&amp;gt;Automatic&amp;lt;/p&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &amp;lt;p style=&amp;quot;line-height: 90%;&amp;quot;&amp;gt;Reload timing&amp;lt;/p&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &amp;lt;p style=&amp;quot;line-height: 90%;&amp;quot;&amp;gt;Check at reload&amp;lt;/p&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &amp;lt;p style=&amp;quot;line-height: 90%;&amp;quot;&amp;gt;Automatic&amp;lt;/p&amp;gt;&amp;lt;p style=&amp;quot;line-height: 90%;&amp;quot;&amp;gt;Fire every third&amp;lt;/p&amp;gt;&amp;lt;p style=&amp;quot;line-height: 90%;&amp;quot;&amp;gt;Ammo per shot&amp;lt;/p&amp;gt;&amp;lt;p style=&amp;quot;line-height: 90%;&amp;quot;&amp;gt;Spawn type 3&amp;lt;/p&amp;gt;&amp;lt;p style=&amp;quot;line-height: 90%;&amp;quot;&amp;gt;Reset&amp;lt;/p&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &amp;lt;p style=&amp;quot;line-height: 90%;&amp;quot;&amp;gt;None&amp;lt;/p&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &amp;lt;p style=&amp;quot;line-height: 90%;&amp;quot;&amp;gt;Throw it&amp;lt;/p&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &amp;lt;p style=&amp;quot;line-height: 90%;&amp;quot;&amp;gt;Glows&amp;lt;/p&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &amp;lt;p style=&amp;quot;line-height: 90%;&amp;quot;&amp;gt;Fire every other&amp;lt;/p&amp;gt;&amp;lt;p style=&amp;quot;line-height: 90%;&amp;quot;&amp;gt;Ammo per shot&amp;lt;/p&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &amp;lt;p style=&amp;quot;line-height: 90%;&amp;quot;&amp;gt;Stand still&amp;lt;/p&amp;gt;&amp;lt;p style=&amp;quot;line-height: 90%;&amp;quot;&amp;gt;Check at reload&amp;lt;/p&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &amp;lt;p style=&amp;quot;line-height: 90%;&amp;quot;&amp;gt;Reset&amp;lt;/p&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &amp;lt;p style=&amp;quot;line-height: 90%;&amp;quot;&amp;gt;Bomb trigger&amp;lt;/p&amp;gt;&amp;lt;p style=&amp;quot;line-height: 90%;&amp;quot;&amp;gt;No visible&amp;lt;/p&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &amp;lt;p style=&amp;quot;line-height: 90%;&amp;quot;&amp;gt;Glows&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[WEAPONx_SHOOTS|SHOOTS]]&lt;br /&gt;
|KNEE&lt;br /&gt;
|SHOTSPARK1&lt;br /&gt;
|SHOTGUN&lt;br /&gt;
|CHAINGUN&lt;br /&gt;
|RPG&lt;br /&gt;
|HEAVYHBOMB&lt;br /&gt;
|SHRINKER&lt;br /&gt;
|RPG&lt;br /&gt;
|HANDHOLDINGLASER&lt;br /&gt;
|FREEZEBLAST&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|0&lt;br /&gt;
|GROWSPARK&lt;br /&gt;
|- ALIGN=&amp;quot;RIGHT&amp;quot;&lt;br /&gt;
!align=&amp;quot;left&amp;quot;|[[WEAPONx_SPAWNTIME|SPAWNTIME]]&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|24&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|- ALIGN=&amp;quot;RIGHT&amp;quot;&lt;br /&gt;
!align=&amp;quot;left&amp;quot;|[[WEAPONx_SPAWN|SPAWN]]&lt;br /&gt;
|0&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|SHELL&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|SHOTGUNSHELL&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|SHELL&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|- ALIGN=&amp;quot;RIGHT&amp;quot;&lt;br /&gt;
!align=&amp;quot;left&amp;quot;|[[WEAPONx_SHOTSPERBURST|SHOTSPERBURST]]&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|- ALIGN=&amp;quot;RIGHT&amp;quot;&lt;br /&gt;
!align=&amp;quot;left&amp;quot;|[[WEAPONx_INITIALSOUND|INITIALSOUND]]&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|SHRINKER_FIRE&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|CAT_FIRE&lt;br /&gt;
|0&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|CAT_FIRE&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|- ALIGN=&amp;quot;RIGHT&amp;quot;&lt;br /&gt;
!align=&amp;quot;left&amp;quot;|[[WEAPONx_FIRESOUND|FIRESOUND]]&lt;br /&gt;
|0&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|PISTOL_FIRE&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|SHOTGUN_FIRE&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|CHAINGUN_FIRE&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|CAT_FIRE&lt;br /&gt;
|0&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|EXPANDERSHOOT&lt;br /&gt;
|- ALIGN=&amp;quot;RIGHT&amp;quot;&lt;br /&gt;
!align=&amp;quot;left&amp;quot;|[[WEAPONx_SOUND2TIME|SOUND2TIME]]&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|15&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|- ALIGN=&amp;quot;RIGHT&amp;quot;&lt;br /&gt;
!align=&amp;quot;left&amp;quot;|[[WEAPONx_SOUND2SOUND|SOUND2SOUND]]&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|SHOTGUN_COCK&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;left&amp;quot;|[[WEAPONx_RELOADSOUND1|RELOADSOUND1]]&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot;|EJECT_CLIP&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;left&amp;quot;|[[WEAPONx_RELOADSOUND2|RELOADSOUND2]]&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot;|INSERT_CLIP&lt;br /&gt;
|- ALIGN=&amp;quot;RIGHT&amp;quot;&lt;br /&gt;
!align=&amp;quot;left&amp;quot;|[[WEAPONx_SELECTSOUND|SELECTSOUND]]&lt;br /&gt;
|0&lt;br /&gt;
|INSERT_CLIP&lt;br /&gt;
|SHOTGUN_COCK&lt;br /&gt;
|SELECT_WEAPON&lt;br /&gt;
|SELECT_WEAPON&lt;br /&gt;
|0&lt;br /&gt;
|SELECT_WEAPON&lt;br /&gt;
|SELECT_WEAPON&lt;br /&gt;
|0&lt;br /&gt;
|SELECT_WEAPON&lt;br /&gt;
|0&lt;br /&gt;
|SELECT_WEAPON&lt;br /&gt;
|- ALIGN=&amp;quot;RIGHT&amp;quot;&lt;br /&gt;
!align=&amp;quot;left&amp;quot;|[[WEAPONx_FLASHCOLOR|FLASHCOLOR]]&lt;br /&gt;
|0&lt;br /&gt;
|24575&lt;br /&gt;
|24575&lt;br /&gt;
|24575&lt;br /&gt;
|24575&lt;br /&gt;
|0&lt;br /&gt;
|8454016&lt;br /&gt;
|24575&lt;br /&gt;
|0&lt;br /&gt;
|16744576&lt;br /&gt;
|0&lt;br /&gt;
|24575&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamevar manipulation]]&lt;br /&gt;
[[Category:Scripting documentation]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Constantly_updated_gamevars&amp;diff=12359</id>
		<title>Constantly updated gamevars</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Constantly_updated_gamevars&amp;diff=12359"/>
		<updated>2016-07-02T22:39:04Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: Added &amp;quot;scripting documentation&amp;quot; tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are [[gamevar]]s which are defined as direct pointers to internal variables in the game.  While some will change frequently, others will remain static for the whole game.  Please note that the values of most of these variables will be different on each peer, so you must not rely on them for anything that could possibly have an effect on sync.  As such, these variables are &#039;&#039;only&#039;&#039; for use within local events such as those which allow you to display tiles on the screen. See also [[Pre-defined gamevars]].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Current actor or player&amp;quot; group of variables point to the current actor/player. The other ones point to internal and usually global variables.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Do not attempt to redefine these unless you know what you are doing or you will have problems.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;border-right: none; padding: 0.6em;&amp;quot; |&lt;br /&gt;
Map&lt;br /&gt;
*[[RESPAWN_MONSTERS]]&lt;br /&gt;
*[[RESPAWN_ITEMS]]&lt;br /&gt;
*[[RESPAWN_INVENTORY]]&lt;br /&gt;
*[[MONSTERS_OFF]]&lt;br /&gt;
*[[MARKER]]&lt;br /&gt;
*[[FFIRE]]&lt;br /&gt;
*[[LEVEL]]&lt;br /&gt;
*[[VOLUME]]&lt;br /&gt;
*[[NUMWALLS]]&lt;br /&gt;
*[[NUMSECTORS]]&lt;br /&gt;
*[[Numsprites]]&lt;br /&gt;
&lt;br /&gt;
Multiplayer&lt;br /&gt;
*[[COOP]]&lt;br /&gt;
*[[MULTIMODE]]&lt;br /&gt;
&lt;br /&gt;
Current actor or player&lt;br /&gt;
*[[WEAPON]]&lt;br /&gt;
*[[WORKSLIKE]]&lt;br /&gt;
*[[RETURN]]&lt;br /&gt;
*[[ZRANGE]]&lt;br /&gt;
*[[ANGRANGE]]&lt;br /&gt;
*[[AUTOAIMANGLE]]&lt;br /&gt;
*[[LOTAG]]&lt;br /&gt;
*[[HITAG]]&lt;br /&gt;
*[[TEXTURE]]&lt;br /&gt;
*[[THISACTOR]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;border-right: none; border-left: none; padding: 0.6em;&amp;quot; |&lt;br /&gt;
Screen drawing&lt;br /&gt;
*[[gs]]&lt;br /&gt;
*[[gun_pos]]&lt;br /&gt;
*[[looking_angSR1]]&lt;br /&gt;
*[[looking_arc]]&lt;br /&gt;
*[[weapon_xoffset]]&lt;br /&gt;
*[[weaponcount]]&lt;br /&gt;
*[[windowx1]]&lt;br /&gt;
*[[windowx2]]&lt;br /&gt;
*[[windowy1]]&lt;br /&gt;
*[[windowy2]]&lt;br /&gt;
*[[xdim]]&lt;br /&gt;
*[[ydim]]&lt;br /&gt;
*[[yxaspect]]&lt;br /&gt;
&lt;br /&gt;
Renderer&lt;br /&gt;
*[[framerate]]&lt;br /&gt;
*[[rendmode]]&lt;br /&gt;
&lt;br /&gt;
Misc&lt;br /&gt;
*[[current_menu]]&lt;br /&gt;
*[[currentweapon]]&lt;br /&gt;
*[[display_mirror]]&lt;br /&gt;
*[[gametype_flags]]&lt;br /&gt;
*[[gravitationalconstant]]&lt;br /&gt;
*[[lastvisinc]]&lt;br /&gt;
*[[myconnectindex]]&lt;br /&gt;
*[[numplayers]]&lt;br /&gt;
*[[randomseed]]&lt;br /&gt;
*[[screenpeek]]&lt;br /&gt;
*[[totalclock]]&lt;br /&gt;
*[[viewingrange]]&lt;br /&gt;
*[[lastsavepos]]&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;border-left: none; padding: 0.6em;&amp;quot; |&lt;br /&gt;
Camera&lt;br /&gt;
*[[camerax]]&lt;br /&gt;
*[[cameray]]&lt;br /&gt;
*[[cameraz]]&lt;br /&gt;
*[[cameraang]]&lt;br /&gt;
*[[camerahoriz]]&lt;br /&gt;
*[[camerasect]]&lt;br /&gt;
*[[cameradist]]&lt;br /&gt;
*[[cameraclock]]&lt;br /&gt;
&lt;br /&gt;
Player position&lt;br /&gt;
*[[myx]]&lt;br /&gt;
*[[myy]]&lt;br /&gt;
*[[myz]]&lt;br /&gt;
*[[omyx]]&lt;br /&gt;
*[[omyy]]&lt;br /&gt;
*[[omyz]]&lt;br /&gt;
*[[myxvel]]&lt;br /&gt;
*[[myyvel]]&lt;br /&gt;
*[[myzvel]]&lt;br /&gt;
&lt;br /&gt;
Player properties&lt;br /&gt;
*[[myang]]&lt;br /&gt;
*[[mycursectnum]]&lt;br /&gt;
*[[myhardlanding]]&lt;br /&gt;
*[[myhoriz]]&lt;br /&gt;
*[[myhorizoff]]&lt;br /&gt;
*[[myjumpingcounter]]&lt;br /&gt;
*[[myjumpingtoggle]]&lt;br /&gt;
*[[myonground]]&lt;br /&gt;
*[[myreturntocenter]]&lt;br /&gt;
*[[omyang]]&lt;br /&gt;
*[[omyhoriz]]&lt;br /&gt;
*[[omyhorizoff]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamevar manipulation]]&lt;br /&gt;
[[Category:Scripting documentation]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Fist_incs&amp;diff=12334</id>
		<title>Fist incs</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Fist_incs&amp;diff=12334"/>
		<updated>2016-02-19T01:07:16Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: Wanted to make sure that people didn&amp;#039;t get this mixed up with how FIST is used when the player is shrunk.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a non-zero count-up timer. It is used to sequence display of the FIST tile on the screen. It holds at 32. Set to 1 to start animation of fist.&lt;br /&gt;
&lt;br /&gt;
Note that FIST is the sprite used in the animation of Duke&#039;s fist pounding a NUKEBUTTON at the end of a level.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player structure members]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Talk:Htflags&amp;diff=12301</id>
		<title>Talk:Htflags</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Talk:Htflags&amp;diff=12301"/>
		<updated>2016-01-31T18:25:50Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Need confirmation if only flags with a &amp;quot;Provided CON Label&amp;quot; can be modified per actor within actor and event code?&lt;br /&gt;
&lt;br /&gt;
Hi TheMechanic,&lt;br /&gt;
&lt;br /&gt;
That&#039;s correct, only the flags with a CON label can be modified in CON. The other flags are not parsed, some of these flags are implied by how your actor is defined, and some of these flags are just set and reset temporarily by Eduke32.&lt;br /&gt;
&lt;br /&gt;
For example SFLAG_SHADOW is parsed in gamedef.c/C_ParseCommand but SFLAG_DECAL is not there.&lt;br /&gt;
&lt;br /&gt;
Just wondering, what flag(s) were you looking to modify in your CON code?&lt;br /&gt;
&lt;br /&gt;
-jwaffe&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Reccnt&amp;diff=12246</id>
		<title>Reccnt</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Reccnt&amp;diff=12246"/>
		<updated>2015-08-09T17:16:24Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: Created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When recording or playing back a demo, this contains the current tic number in the demo.&lt;br /&gt;
&lt;br /&gt;
[[Category:Constantly updated gamevars]]&lt;br /&gt;
[[Category:Userdef structure members]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=User:Jwaffe&amp;diff=12091</id>
		<title>User:Jwaffe</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=User:Jwaffe&amp;diff=12091"/>
		<updated>2015-01-25T20:10:23Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your biography must be at least 50 words long.Your biography must be at least 50 words long.Your biography must be at least 50 words long.Your biography must be at least 50 words long.Your biography must be at least 50 words long.Your biography must be at least 50 words long.Your biography must be at least 50 words long.Your biography must be at least 50 words long.Your biography must be at least 50 words long.Your biography must be at least 50 words long.Your biography must be at least 50 words long.Your biography must be at least 50 words long.Your biography must be at least 50 words long.Your biography must be at least 50 words long.Your biography must be at least 50 words long.Your biography must be at least 50 words long.Your biography must be at least 50 words long.Your biography must be at least 50 words long.Your biography must be at least 50 words long.Your biography must be at least 50 words long.Your biography must be at least 50 words long.&lt;br /&gt;
&lt;br /&gt;
// Defines the motion characteristics of an actor&lt;br /&gt;
enum amoveflags_t {&lt;br /&gt;
    face_player         = 1,&lt;br /&gt;
    geth                = 2,&lt;br /&gt;
    getv                = 4,&lt;br /&gt;
    random_angle        = 8,&lt;br /&gt;
    face_player_slow    = 16,&lt;br /&gt;
    spin                = 32,&lt;br /&gt;
    face_player_smart   = 64,&lt;br /&gt;
    fleeenemy           = 128,&lt;br /&gt;
    jumptoplayer        = 257,&lt;br /&gt;
    seekplayer          = 512,&lt;br /&gt;
    furthestdir         = 1024,&lt;br /&gt;
    dodgebullet         = 4096&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
T2 = T5 = 0;  // AC_MOVE_ID, AC_ACTION_ID&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
vm.g_t[0]:	Actor&#039;s count&lt;br /&gt;
&lt;br /&gt;
vm.g_t[1]	ID of the actor&#039;s current move&lt;br /&gt;
&lt;br /&gt;
vm.g_t[2]	Action count&lt;br /&gt;
&lt;br /&gt;
vm.g_t[3]	Current frame offset&lt;br /&gt;
&lt;br /&gt;
vm.g_t[4]	Actor action&lt;br /&gt;
&lt;br /&gt;
vm.g_t[5]   the ID of the actor&#039;s current ai&lt;br /&gt;
&lt;br /&gt;
http://wiki.eduke32.com/wiki/Move&lt;br /&gt;
&lt;br /&gt;
faceplayer 	actor faces the player.&lt;br /&gt;
&lt;br /&gt;
geth 	use horizontal velocity.&lt;br /&gt;
&lt;br /&gt;
getv 	use vertical velocity.&lt;br /&gt;
&lt;br /&gt;
randomangle 	actor will face random direction.&lt;br /&gt;
&lt;br /&gt;
faceplayerslow 	same as faceplayer, but done gradually.&lt;br /&gt;
&lt;br /&gt;
spin 	spin in a clockwise circle.&lt;br /&gt;
&lt;br /&gt;
faceplayersmart 	same as faceplayer, but with a slight &amp;quot;lead&amp;quot; on position.&lt;br /&gt;
&lt;br /&gt;
fleeenemy 	actor faces away from the player.&lt;br /&gt;
&lt;br /&gt;
jumptoplayer 	actor will move vertically and then fall as if jumping.&lt;br /&gt;
&lt;br /&gt;
seekplayer 	actor will try to find the best path to the nearest player.&lt;br /&gt;
&lt;br /&gt;
furthestdir 	actor faces the furthest distance from the closest player.&lt;br /&gt;
&lt;br /&gt;
dodgebullet 	actor attempts to avoid all shots directed at him. The actor will not avoid GROWSPARK.&lt;br /&gt;
&lt;br /&gt;
A_Execute 	/*&lt;br /&gt;
	    int32_t g_i = iActor (actor&#039;s sprite index), &lt;br /&gt;
&lt;br /&gt;
g_p = iPlayer, &lt;br /&gt;
&lt;br /&gt;
g_x =lDist;&lt;br /&gt;
&lt;br /&gt;
    int32_t *g_t =actor[iactor].t_data[0];&lt;br /&gt;
&lt;br /&gt;
    spritetype *g_sp = &amp;amp;sprite[iActor];&lt;br /&gt;
&lt;br /&gt;
    int32_t g_flags = 0;&lt;br /&gt;
&lt;br /&gt;
	*/&lt;br /&gt;
&lt;br /&gt;
[http://www.ifocserv.net/ftp/project/lotag.txt WIP lotag reference]&lt;br /&gt;
&lt;br /&gt;
premap.c / prelevel(&lt;br /&gt;
&lt;br /&gt;
    for (i=0; i&amp;lt;numsectors; i++)&lt;br /&gt;
    {&lt;br /&gt;
        sector[i].extra = 256;&lt;br /&gt;
&lt;br /&gt;
        switch (sector[i].lotag)&lt;br /&gt;
        {&lt;br /&gt;
        case ST_20_CEILING_DOOR:&lt;br /&gt;
        case ST_22_SPLITTING_DOOR:&lt;br /&gt;
            if (sector[i].floorz &amp;gt; sector[i].ceilingz)&lt;br /&gt;
                sector[i].lotag |= 32768;&lt;br /&gt;
            continue;&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
        if (sector[i].ceilingstat &amp;amp;1) // parallax sky&lt;br /&gt;
        {&lt;br /&gt;
            if (waloff[sector[i].ceilingpicnum] == 0)&lt;br /&gt;
            {&lt;br /&gt;
                if (sector[i].ceilingpicnum == LA) // 89, Los Angeles city sky, it&#039;s actually 5 different pieces&lt;br /&gt;
                    for (j = 0; j &amp;lt; 5; j++)&lt;br /&gt;
                        tloadtile(sector[i].ceilingpicnum + j, 0); // load all 5 parts&lt;br /&gt;
            }&lt;br /&gt;
&lt;br /&gt;
            if (sector[i].ceilingpicnum == CLOUDYSKIES &amp;amp;&amp;amp; g_numClouds &amp;lt; 127)&lt;br /&gt;
                clouds[g_numClouds++] = i;&lt;br /&gt;
&lt;br /&gt;
            if (g_player[0].ps-&amp;gt;one_parallax_sectnum == -1) // treat the first parallax sky sector we encounter as one_parallax_sectnum&lt;br /&gt;
                g_player[0].ps-&amp;gt;one_parallax_sectnum = i;&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
one_parallax_sectnum should have first parallax sector&#039;s #&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=PROJ_VEL_MULT&amp;diff=12083</id>
		<title>PROJ VEL MULT</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=PROJ_VEL_MULT&amp;diff=12083"/>
		<updated>2015-01-03T19:06:02Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: Added a little more detail&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PROJ_VEL_MULT is a [[defineprojectile]] property used to set multiply velocity of a projectile (causes an artificial acceleration). &lt;br /&gt;
&lt;br /&gt;
On a given tic the projectile will move PROJ_VEL_MULT times, for example, if you set PROJ_VEL_MULT to 1, it will only move at its current velocity (stored in its sprite&#039;s [[xvel]] / [[zvel]]) once per tic. &lt;br /&gt;
&lt;br /&gt;
Syntax is:&lt;br /&gt;
&lt;br /&gt;
[[defineprojectile]] &amp;lt;tile number&amp;gt; PROJ_VEL_MULT &amp;lt;number&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where &amp;lt;number&amp;gt; is the amount to multiply by. See also [[PROJ_VEL]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Projectile_structure_members]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Talk:PROJ_VEL_MULT&amp;diff=12082</id>
		<title>Talk:PROJ VEL MULT</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Talk:PROJ_VEL_MULT&amp;diff=12082"/>
		<updated>2015-01-03T18:50:38Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: Created page with &amp;quot;Note that in the source code&amp;#039;s projectile structure this field is called &amp;quot;movecnt&amp;quot; -75&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note that in the source code&#039;s projectile structure this field is called &amp;quot;movecnt&amp;quot; -75&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Htcgg&amp;diff=12081</id>
		<title>Htcgg</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Htcgg&amp;diff=12081"/>
		<updated>2015-01-03T14:50:35Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: It&amp;#039;s not only used in handling fall, see discussion tab&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;
&#039;&#039;&#039;&#039;&#039;TODO:&#039;&#039;&#039;&#039;&#039; What does &amp;quot;cgg&amp;quot; stand for? The source code does not say.&lt;br /&gt;
&lt;br /&gt;
[[Category:Sprite structure members]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Talk:Htcgg&amp;diff=12080</id>
		<title>Talk:Htcgg</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Talk:Htcgg&amp;diff=12080"/>
		<updated>2015-01-03T14:42:49Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;is there any chance that actor[i].cgg is some kind of bounce count for pipebombs? Just wondering&lt;br /&gt;
&lt;br /&gt;
     if ((retval &amp;amp;49152) &amp;gt;= 32768 &amp;amp;&amp;amp; actor[spritenum].cgg == 0) spr-&amp;gt;ang += 768; //(about 135 degrees)&lt;br /&gt;
&lt;br /&gt;
is found in A_MoveSprite in actors.c in the source code&lt;br /&gt;
&lt;br /&gt;
-75&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Talk:Htcgg&amp;diff=12079</id>
		<title>Talk:Htcgg</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Talk:Htcgg&amp;diff=12079"/>
		<updated>2015-01-03T14:42:26Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: Created page with &amp;quot;is there any chance that actor[i].cgg is some kind of bounce count for pipebombs? Just wondering       if ((retval &amp;amp;49152) &amp;gt;= 32768 &amp;amp;&amp;amp; actor[spritenum].cgg == 0) spr-&amp;gt;ang += 7...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;is there any chance that actor[i].cgg is some kind of bounce count for pipebombs? Just wondering&lt;br /&gt;
&lt;br /&gt;
     if ((retval &amp;amp;49152) &amp;gt;= 32768 &amp;amp;&amp;amp; actor[spritenum].cgg == 0) spr-&amp;gt;ang += 768; (about 135 degrees)&lt;br /&gt;
&lt;br /&gt;
is found in A_MoveSprite in actors.c in the source code&lt;br /&gt;
&lt;br /&gt;
-75&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Camera_time&amp;diff=12072</id>
		<title>Camera time</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Camera_time&amp;diff=12072"/>
		<updated>2014-12-06T20:38:00Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;minimum delay between security camera sprite updates, 120 = 1 second&lt;br /&gt;
&lt;br /&gt;
[[Category:Userdef structure members]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Showweapons&amp;diff=12071</id>
		<title>Showweapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Showweapons&amp;diff=12071"/>
		<updated>2014-12-06T19:39:21Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If nonzero in multiplayer game, the pickup sprite of the weapon a player is currently holding will appear over their head. If they have the boot out there won&#039;t be anything hovering over their head.&lt;br /&gt;
&lt;br /&gt;
The default key bound to toggle this setting is W.&lt;br /&gt;
&lt;br /&gt;
Note: the weapons floating above the player&#039;s head are visible in a mirror.&lt;br /&gt;
&lt;br /&gt;
[[Category:Userdef structure members]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Showweapons&amp;diff=12070</id>
		<title>Showweapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Showweapons&amp;diff=12070"/>
		<updated>2014-12-06T19:37:25Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: Created page with &amp;quot;If nonzero, in multiplayer, the pickup sprite of the weapon a player is currently holding will appear over their head. If they have the boot out there won&amp;#039;t be anything hoveri...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If nonzero, in multiplayer, the pickup sprite of the weapon a player is currently holding will appear over their head. If they have the boot out there won&#039;t be anything hovering over their head.&lt;br /&gt;
&lt;br /&gt;
[[Category:Userdef structure members]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Palette&amp;diff=12069</id>
		<title>Palette</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Palette&amp;diff=12069"/>
		<updated>2014-12-06T14:41:04Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: Added link to palette listing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since r2226, this is the index of the current screen palette in use.  The screen palette determines the overall look of the scene, like underwater, with enabled night vision, et cetera.  One use of this member is as a check before a [[setgamepalette]], since changing the palette too often (e.g. every tic) is undesirable for various reasons.  See [[spritenvg]], [[ifinwater]], and [[palfrom]].&lt;br /&gt;
&lt;br /&gt;
Writing to this member has no effect.&lt;br /&gt;
&lt;br /&gt;
See the [[Palette (environment)#Palette Swaps|palette listing]] for how a palette will effect the look of the scene.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player structure members]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Marker&amp;diff=12068</id>
		<title>Marker</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Marker&amp;diff=12068"/>
		<updated>2014-12-05T00:28:17Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If 1, show RESPAWNMARKER sprites&lt;br /&gt;
&lt;br /&gt;
If 0, hide RESPAWNMARKER sprites&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is set to 1 when deathmatch option Markers is enabled.&lt;br /&gt;
&lt;br /&gt;
[[Category:Userdef structure members]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Marker&amp;diff=12067</id>
		<title>Marker</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Marker&amp;diff=12067"/>
		<updated>2014-12-05T00:28:04Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If 1, show RESPAWNMARKER sprites&lt;br /&gt;
If 0, hide RESPAWNMARKER sprites&lt;br /&gt;
&lt;br /&gt;
This is set to 1 when deathmatch option Markers is enabled.&lt;br /&gt;
&lt;br /&gt;
[[Category:Userdef structure members]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Talk:Pyoff&amp;diff=12066</id>
		<title>Talk:Pyoff</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Talk:Pyoff&amp;diff=12066"/>
		<updated>2014-12-03T05:09:25Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;y axis? Isn&#039;t it a Z offset?&lt;br /&gt;
&lt;br /&gt;
game.c/G_DrawRooms:&lt;br /&gt;
&lt;br /&gt;
            // cl setting&lt;br /&gt;
            if (ud.viewbob)&lt;br /&gt;
            {&lt;br /&gt;
            // addz = p-&amp;gt;opyoff + (p-&amp;gt;opyoff - p-&amp;gt;opyoff)*smoothratio)&lt;br /&gt;
                int32_t addz = (p-&amp;gt;opyoff + mulscale16(p-&amp;gt;pyoff - p-&amp;gt;opyoff, smoothratio));&lt;br /&gt;
                if (p-&amp;gt;over_shoulder_on) // reduce view bobbing if we&#039;re over the shoulder because we&#039;re farther away &lt;br /&gt;
                    addz &amp;gt;&amp;gt;= 3;&lt;br /&gt;
                CAMERA(pos.z) += addz;&lt;br /&gt;
            }&lt;br /&gt;
&lt;br /&gt;
-75&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Talk:Pyoff&amp;diff=12065</id>
		<title>Talk:Pyoff</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Talk:Pyoff&amp;diff=12065"/>
		<updated>2014-12-03T05:08:23Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: Created page with &amp;quot;y axis? Isn&amp;#039;t it a Z offset?  game.c/G_DrawRooms:              // cl setting             if (ud.viewbob)             {             // addz = p-&amp;gt;opyoff + (p-&amp;gt;opyoff - p-&amp;gt;opyoff...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;y axis? Isn&#039;t it a Z offset?&lt;br /&gt;
&lt;br /&gt;
game.c/G_DrawRooms:&lt;br /&gt;
&lt;br /&gt;
            // cl setting&lt;br /&gt;
            if (ud.viewbob)&lt;br /&gt;
            {&lt;br /&gt;
            // addz = p-&amp;gt;opyoff + (p-&amp;gt;opyoff - p-&amp;gt;opyoff)*smoothratio)&lt;br /&gt;
                int32_t addz = (p-&amp;gt;opyoff + mulscale16(p-&amp;gt;pyoff - p-&amp;gt;opyoff, smoothratio));&lt;br /&gt;
                if (p-&amp;gt;over_shoulder_on) // reduce view bobbing if we&#039;re over the shoulder because we&#039;re farther away and it will look terrible&lt;br /&gt;
                    addz &amp;gt;&amp;gt;= 3;&lt;br /&gt;
                CAMERA(pos.z) += addz;&lt;br /&gt;
            }&lt;br /&gt;
&lt;br /&gt;
-75&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Viewbob&amp;diff=12064</id>
		<title>Viewbob</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Viewbob&amp;diff=12064"/>
		<updated>2014-12-03T05:03:36Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: Created page with &amp;quot;Enables / Disables player head bobbing.  If 0, head bobbing is disabled, if nonzero, head bobbing is enabled.  This can also be set by cl_viewbob  Category:Userdef structure...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Enables / Disables player head bobbing.&lt;br /&gt;
&lt;br /&gt;
If 0, head bobbing is disabled, if nonzero, head bobbing is enabled.&lt;br /&gt;
&lt;br /&gt;
This can also be set by cl_viewbob&lt;br /&gt;
&lt;br /&gt;
[[Category:Userdef structure members]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Newowner&amp;diff=12063</id>
		<title>Newowner</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Newowner&amp;diff=12063"/>
		<updated>2014-11-30T19:17:55Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: minor change of wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;the actor ID of the viewscreen camera (not the viewscreen) being used. If none is being used the value is -1. Setting it will force the view to the view cam with the appropriate actor ID. If forced an attempt to move or press esc will force the camview to the player&#039;s view. Thus if forced I would advise detecting an attempt to break the forced view and allow a return to normal viewing.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player structure members]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Clipmask&amp;diff=12062</id>
		<title>Clipmask</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Clipmask&amp;diff=12062"/>
		<updated>2014-11-30T15:39:12Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: &amp;quot;hit by (hitscan) weapons&amp;quot; seems better than &amp;quot;hitscan sprites&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Clipmask is a value that tells what kinds of objects should be clipped or not. The lower 16 bits are anded (&amp;amp;) with the [[cstat(wall)|cstat of a wall]] and the higher 16 bits are anded with the [[cstat|cstat of a sprite]]. Clipmask is used by the [[getzrange]], [[hitscan]], and [[movesprite]] commands.&lt;br /&gt;
&lt;br /&gt;
One can calculate a mask using this formula:&lt;br /&gt;
&lt;br /&gt;
 clipmask=(sprite_cstat*65536)+wall_cstat&lt;br /&gt;
&lt;br /&gt;
[[cstat|sprite_cstat]] and [[cstat(wall)|wall_cstat]] should have only set the bits which should be clipped. &lt;br /&gt;
The most important bits are blockable (flag 1), hitable (flag 64 for walls and 256 for sprites), masking wall (flag 16).&lt;br /&gt;
&lt;br /&gt;
The game has two predefined clipmasks: CLIPMASK0 and CLIPMASK1. Apparently the first one is used by regular actors, while the second is for projectiles.&lt;br /&gt;
&lt;br /&gt;
 CLIPMASK0 = (1*65536)+1 = 1 0001h&lt;br /&gt;
&lt;br /&gt;
This clips to blocking sprites (flag 1) and walls (flag 1).&lt;br /&gt;
&lt;br /&gt;
 CLIPMASK1 = (256*65536)+64 = 100 0040h&lt;br /&gt;
&lt;br /&gt;
This clips to sprites that can be hit by (hitscan) weapons (flag 256) and walls (flag 64).&lt;br /&gt;
&lt;br /&gt;
 Sample clipmask for [[hitscan]] (4294901808) = FFFF 0030h&lt;br /&gt;
&lt;br /&gt;
This clips sprites which have any flags and walls which are one-sided or masking.&lt;br /&gt;
[[Category:Bitfields]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Xvel&amp;diff=12061</id>
		<title>Xvel</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Xvel&amp;diff=12061"/>
		<updated>2014-11-29T21:14:15Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;xvel&#039;&#039;&#039; holds the forward/backward velocity of the sprite.  Positive values are forward, negative are backward.&lt;br /&gt;
&lt;br /&gt;
Note: An even value of xvel has some significance for sprite bridges (more investigation needed)&lt;br /&gt;
&lt;br /&gt;
Sprite bridge flags in the player structure ([[spritebridge]] and [[sbs]]) will not be set unless xvel is even.&lt;br /&gt;
&lt;br /&gt;
[[Category:Sprite structure members]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Lotag&amp;diff=12004</id>
		<title>Lotag</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Lotag&amp;diff=12004"/>
		<updated>2014-10-19T21:41:25Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: Added an additional use for lotags on sprites.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;lotag is used in the following structures:&lt;br /&gt;
&lt;br /&gt;
[[sprite]] struct; the sprite&#039;s current lotag.&lt;br /&gt;
*Actor sprites use lotags to specify what skill the sprite should appear on:&lt;br /&gt;
**0 &amp;quot;No Monsters&amp;quot; and above&lt;br /&gt;
**1 &amp;quot;Piece of Cake&amp;quot; and above&lt;br /&gt;
**2 &amp;quot;Let&#039;s Rock&amp;quot; and above&lt;br /&gt;
**3 &amp;quot;Come Get Some&amp;quot; and above&lt;br /&gt;
**4 &amp;quot;Damn, I&#039;m Good&amp;quot; only&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[Sector_effector]]s use the lotag to define their function&lt;br /&gt;
*See also: [[Sector_Effector_Reference_Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Members of the wall structure|wall]] struct;&lt;br /&gt;
*On a forcefield, the wall&#039;s lotag specifies which switch can turn it off&lt;br /&gt;
*Walls can be assigned a lotag for other special behavior (e.g., to play the &amp;quot;Damn I&#039;m good&amp;quot; sound cue when the player presses use on a mirror)&lt;br /&gt;
*See also Category:Editing_Walls_and_Wall_Effects&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Members of the sector structure|sector]] struct;&lt;br /&gt;
*Sectors use their lotags for many actions and effects&lt;br /&gt;
*See also: [[Sector_Tag_Reference_Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Sector structure members]]&lt;br /&gt;
[[Category:Sprite structure members]]&lt;br /&gt;
[[Category:Wall structure members]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Talk:Event_list&amp;diff=12001</id>
		<title>Talk:Event list</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Talk:Event_list&amp;diff=12001"/>
		<updated>2014-10-17T23:47:48Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: Added missing to main page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Todo: finish documenting events.  Blah.  :)&lt;br /&gt;
&lt;br /&gt;
==Protected Page Edit Requested==&lt;br /&gt;
&lt;br /&gt;
Would someone with administrative privileges please add the following events to the list?&lt;br /&gt;
&lt;br /&gt;
*[[EVENT_FAKEDOMOVETHINGS]]&lt;br /&gt;
&lt;br /&gt;
*[[EVENT_DISPLAYROOMS]]&lt;br /&gt;
&lt;br /&gt;
Cheers,&amp;lt;br /&amp;gt;&lt;br /&gt;
[[User:Hendricks 266|Hendricks266]] @ 15:36, 13 June 2007 (PDT)&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Event_list&amp;diff=12000</id>
		<title>Event list</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Event_list&amp;diff=12000"/>
		<updated>2014-10-17T23:47:28Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: Added a few events that were missing...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EDuke32 Intro}}&lt;br /&gt;
{| cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-right: none; padding: 0.6em;&amp;quot; |&lt;br /&gt;
This is a list of every event in the current release of EDuke32.&lt;br /&gt;
&lt;br /&gt;
All [[events]] are accessed using the [[onevent]] command.&lt;br /&gt;
| width=&amp;quot;1%&amp;quot; nowrap=&amp;quot;nowrap&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;border-right: none; border-left: none; padding: 0.6em;&amp;quot; |&lt;br /&gt;
&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt; [[unsynchronized events|Unsynchronized events]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;[2]&amp;lt;/sup&amp;gt; may recurse&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt; no current player set&lt;br /&gt;
|}&lt;br /&gt;
{| cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;border-right: none; padding: 0.6em;&amp;quot; |&lt;br /&gt;
Misc events&lt;br /&gt;
*[[EVENT_INIT]]&amp;lt;sup&amp;gt;[1][3]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_NEWGAME]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_ENTERLEVEL]]&amp;lt;sup&amp;gt;[1][3]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_LOADGAME]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_SAVEGAME]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_FAKEDOMOVETHINGS]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_ACTIVATECHEAT]]&amp;lt;sup&amp;gt;[1][2]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_CHEATGETBOOT]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_CHEATGETFIRSTAID]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_CHEATGETHEAT]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_CHEATGETHOLODUKE]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_CHEATGETJETPACK]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_CHEATGETSCUBA]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_CHEATGETSHIELD]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_CHEATGETSTEROIDS]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_SOUND]]&amp;lt;sup&amp;gt;[1][2]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_CHANGEMENU]]&amp;lt;sup&amp;gt;[1][2]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Screen drawing events&lt;br /&gt;
*[[EVENT_DISPLAYMENU]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_DISPLAYMENUREST]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_GETMENUTILE]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_DISPLAYLOADINGSCREEN]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_GETLOADTILE]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_DISPLAYBONUSSCREEN]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_LOGO]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_DISPLAYSBAR]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_DISPLAYCROSSHAIR]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_DISPLAYREST]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_DISPLAYWEAPON]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_DRAWWEAPON]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_DISPLAYROOMS]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;border-right: none; border-left: none; padding: 0.6em;&amp;quot; |&lt;br /&gt;
Actor controlling events&lt;br /&gt;
*[[EVENT_LOADACTOR]]&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_EGS]]&amp;lt;sup&amp;gt;[2]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_SPAWN]]&amp;lt;sup&amp;gt;[2]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_GAME]]&lt;br /&gt;
*[[EVENT_PREGAME]]&lt;br /&gt;
*[[EVENT_KILLIT]]&amp;lt;sup&amp;gt;[2]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_ANIMATESPRITES]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Player controlling events&lt;br /&gt;
*[[EVENT_RESETPLAYER]]&lt;br /&gt;
*[[EVENT_RESETWEAPONS]]&lt;br /&gt;
*[[EVENT_RESETINVENTORY]]&lt;br /&gt;
*[[EVENT_DAMAGEHPLANE]]&lt;br /&gt;
*[[EVENT_INCURDAMAGE]]&lt;br /&gt;
*[[EVENT_FIRE]]&lt;br /&gt;
*[[EVENT_FIREWEAPON]]&lt;br /&gt;
*[[EVENT_DOFIRE]]&lt;br /&gt;
*[[EVENT_GETSHOTRANGE]]&lt;br /&gt;
*[[EVENT_GETAUTOAIMANGLE]]&lt;br /&gt;
*[[EVENT_CHANGEWEAPON]]&lt;br /&gt;
*[[EVENT_WEAPKEY1]]&lt;br /&gt;
*[[EVENT_WEAPKEY2]]&lt;br /&gt;
*[[EVENT_WEAPKEY3]]&lt;br /&gt;
*[[EVENT_WEAPKEY4]]&lt;br /&gt;
*[[EVENT_WEAPKEY5]]&lt;br /&gt;
*[[EVENT_WEAPKEY6]]&lt;br /&gt;
*[[EVENT_WEAPKEY7]]&lt;br /&gt;
*[[EVENT_WEAPKEY8]]&lt;br /&gt;
*[[EVENT_WEAPKEY9]]&lt;br /&gt;
*[[EVENT_WEAPKEY10]]&lt;br /&gt;
*[[EVENT_NEXTWEAPON]]&lt;br /&gt;
*[[EVENT_PREVIOUSWEAPON]]&lt;br /&gt;
*[[EVENT_INVENTORY]]&lt;br /&gt;
*[[EVENT_INVENTORYLEFT]]&lt;br /&gt;
*[[EVENT_INVENTORYRIGHT]]&lt;br /&gt;
*[[EVENT_PROCESSINPUT]]&lt;br /&gt;
*[[EVENT_CHECKTOUCHDAMAGE]]&lt;br /&gt;
*[[EVENT_CHECKFLOORDAMAGE]]&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;border-left: none; padding: 0.6em;&amp;quot; |&lt;br /&gt;
Keyboard controlling events&lt;br /&gt;
*[[EVENT_USE]]&lt;br /&gt;
*[[EVENT_MOVEFORWARD]]&lt;br /&gt;
*[[EVENT_MOVEBACKWARD]]&lt;br /&gt;
*[[EVENT_STRAFELEFT]]&lt;br /&gt;
*[[EVENT_STRAFERIGHT]]&lt;br /&gt;
*[[EVENT_TURNLEFT]]&lt;br /&gt;
*[[EVENT_TURNRIGHT]]&lt;br /&gt;
*[[EVENT_TURNAROUND]]&lt;br /&gt;
*[[EVENT_LOOKLEFT]]&lt;br /&gt;
*[[EVENT_LOOKRIGHT]]&lt;br /&gt;
*[[EVENT_AIMUP]]&lt;br /&gt;
*[[EVENT_AIMDOWN]]&lt;br /&gt;
*[[EVENT_LOOKUP]]&lt;br /&gt;
*[[EVENT_LOOKDOWN]]&lt;br /&gt;
*[[EVENT_RETURNTOCENTER]]&lt;br /&gt;
*[[EVENT_JUMP]]&lt;br /&gt;
*[[EVENT_CROUCH]]&lt;br /&gt;
*[[EVENT_SOARUP]]&lt;br /&gt;
*[[EVENT_SOARDOWN]]&lt;br /&gt;
*[[EVENT_SWIMUP]]&lt;br /&gt;
*[[EVENT_SWIMDOWN]]&lt;br /&gt;
*[[EVENT_SELECTWEAPON]]&lt;br /&gt;
*[[EVENT_PRESSEDFIRE]]&lt;br /&gt;
*[[EVENT_QUICKKICK]]&lt;br /&gt;
*[[EVENT_HOLSTER]]&lt;br /&gt;
*[[EVENT_USEMEDKIT]]&lt;br /&gt;
*[[EVENT_USESTEROIDS]]&lt;br /&gt;
*[[EVENT_HOLODUKEON]]&lt;br /&gt;
*[[EVENT_HOLODUKEOFF]]&lt;br /&gt;
*[[EVENT_USEJETPACK]]&lt;br /&gt;
*[[EVENT_USENIGHTVISION]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Event manipulation]]&lt;br /&gt;
[[Category:Scripting documentation]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Talk:Event_list&amp;diff=11999</id>
		<title>Talk:Event list</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Talk:Event_list&amp;diff=11999"/>
		<updated>2014-10-17T23:40:17Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;we seem to be missing these...&lt;br /&gt;
&lt;br /&gt;
EVENT_DAMAGEHPLANE&lt;br /&gt;
&lt;br /&gt;
EVENT_NEXTWEAPON&lt;br /&gt;
&lt;br /&gt;
EVENT_PREVIOUSWEAPON&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Todo: finish documenting events.  Blah.  :)&lt;br /&gt;
&lt;br /&gt;
==Protected Page Edit Requested==&lt;br /&gt;
&lt;br /&gt;
Would someone with administrative privileges please add the following events to the list?&lt;br /&gt;
&lt;br /&gt;
*[[EVENT_FAKEDOMOVETHINGS]]&lt;br /&gt;
&lt;br /&gt;
*[[EVENT_DISPLAYROOMS]]&lt;br /&gt;
&lt;br /&gt;
Cheers,&amp;lt;br /&amp;gt;&lt;br /&gt;
[[User:Hendricks 266|Hendricks266]] @ 15:36, 13 June 2007 (PDT)&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Talk:Event_list&amp;diff=11998</id>
		<title>Talk:Event list</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Talk:Event_list&amp;diff=11998"/>
		<updated>2014-10-17T23:39:58Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;we seem to be missing these...&lt;br /&gt;
&lt;br /&gt;
EVENT_DAMAGEHPLANE&lt;br /&gt;
EVENT_NEXTWEAPON&lt;br /&gt;
EVENT_PREVIOUSWEAPON&lt;br /&gt;
&lt;br /&gt;
Todo: finish documenting events.  Blah.  :)&lt;br /&gt;
&lt;br /&gt;
==Protected Page Edit Requested==&lt;br /&gt;
&lt;br /&gt;
Would someone with administrative privileges please add the following events to the list?&lt;br /&gt;
&lt;br /&gt;
*[[EVENT_FAKEDOMOVETHINGS]]&lt;br /&gt;
&lt;br /&gt;
*[[EVENT_DISPLAYROOMS]]&lt;br /&gt;
&lt;br /&gt;
Cheers,&amp;lt;br /&amp;gt;&lt;br /&gt;
[[User:Hendricks 266|Hendricks266]] @ 15:36, 13 June 2007 (PDT)&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Recstat&amp;diff=11992</id>
		<title>Recstat</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Recstat&amp;diff=11992"/>
		<updated>2014-09-19T12:28:34Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Set to 1 if demo is being recorded or 2 if it is being played, otherwise it is zero.&lt;br /&gt;
&lt;br /&gt;
[[Category:Userdef structure members]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Warp_on&amp;diff=11991</id>
		<title>Warp on</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Warp_on&amp;diff=11991"/>
		<updated>2014-09-19T12:27:15Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NOTE: ud.warp_on&#039;s value is only modified by the engine during game startup, and by the map and changemap OSD commands.&lt;br /&gt;
&lt;br /&gt;
0 : Default State&lt;br /&gt;
&lt;br /&gt;
1 : Change map (note that if a user map is specified it will change map regardless of the state of ud.warp_on)&lt;br /&gt;
&lt;br /&gt;
2 or higher : Load savegame from slot (ud.warp_on - 2)&lt;br /&gt;
&lt;br /&gt;
The value of this variable is only checked at game startup and when a level ends.&lt;br /&gt;
&lt;br /&gt;
[[Category:Userdef structure members]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Warp_on&amp;diff=11988</id>
		<title>Warp on</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Warp_on&amp;diff=11988"/>
		<updated>2014-09-15T21:35:41Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NOTE: ud.warp_on&#039;s value is only modified by the engine during game startup, and by the map and changemap OSD commands.&lt;br /&gt;
&lt;br /&gt;
0 : Default State&lt;br /&gt;
&lt;br /&gt;
1 : Change map (note that if a user map is specified it will change map regardless of the state of ud.warp_on)&lt;br /&gt;
&lt;br /&gt;
2 or higher : Load saved game from slot (ud.warp_on - 2)&lt;br /&gt;
&lt;br /&gt;
The value of this variable is only checked at game startup and when a level ends.&lt;br /&gt;
&lt;br /&gt;
[[Category:Userdef structure members]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Warp_on&amp;diff=11987</id>
		<title>Warp on</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Warp_on&amp;diff=11987"/>
		<updated>2014-09-15T21:34:52Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NOTE: ud.warp_on&#039;s value is only modified during game startup, and by the map and changemap OSD commands.&lt;br /&gt;
&lt;br /&gt;
0 : Default State&lt;br /&gt;
&lt;br /&gt;
1 : Change map (note that if a user map is specified it will change map regardless of the state of ud.warp_on)&lt;br /&gt;
&lt;br /&gt;
2 or higher : Load saved game from slot (ud.warp_on - 2)&lt;br /&gt;
&lt;br /&gt;
The value of this variable is only checked at game startup and when a level ends.&lt;br /&gt;
&lt;br /&gt;
[[Category:Userdef structure members]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Warp_on&amp;diff=11986</id>
		<title>Warp on</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Warp_on&amp;diff=11986"/>
		<updated>2014-09-15T21:30:59Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NOTE: ud.warp_on&#039;s value is only modified during game startup, and by the map and changemap OSD commands.&lt;br /&gt;
&lt;br /&gt;
0 : Default State&lt;br /&gt;
&lt;br /&gt;
1 : Change map (note that if a user map is specified it will change map regardless of the state of ud.warp_on)&lt;br /&gt;
&lt;br /&gt;
2 or higher : Load saved game from slot (ud.warp_on - 2)&lt;br /&gt;
&lt;br /&gt;
[[Category:Userdef structure members]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Warp_on&amp;diff=11985</id>
		<title>Warp on</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Warp_on&amp;diff=11985"/>
		<updated>2014-09-15T21:20:39Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If this member is &amp;gt; 0 it is an indication that the map should be changed. Here are what its values mean:&lt;br /&gt;
&lt;br /&gt;
0 : No map warp needed&lt;br /&gt;
&lt;br /&gt;
1 : Change map&lt;br /&gt;
&lt;br /&gt;
2 or higher : Load saved game from slot (ud.warp_on - 2)&lt;br /&gt;
&lt;br /&gt;
[[Category:Userdef structure members]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Httempang&amp;diff=11899</id>
		<title>Httempang</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Httempang&amp;diff=11899"/>
		<updated>2014-06-15T21:11:07Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: This is not just for pal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;httempang&#039;&#039;&#039; holds the number of the sprite&#039;s previous [[pal|palette]] (if the sprite is not a player).  The sprite&#039;s palette is set to this number when the [[getlastpal]] command is used.  Note that the previous pal is stored in httempang only when the [[spritepal]] command is used.&lt;br /&gt;
&lt;br /&gt;
See [[pal]] for more information about palette swaps.&lt;br /&gt;
&lt;br /&gt;
This variable is also used as temporary memory for certain actors, including:&lt;br /&gt;
&lt;br /&gt;
*RECON (temporary angle data)&lt;br /&gt;
*ST_30_ROTATE_RISE_BRIDGE (stored in sector effector actor)&lt;br /&gt;
*temporarily storing the angle of a SE with a lotag of SE_27_DEMO_CAM, possibly for interpolation purposes&lt;br /&gt;
&lt;br /&gt;
[[Category:Sprite structure members]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Weaponsway&amp;diff=11898</id>
		<title>Weaponsway</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Weaponsway&amp;diff=11898"/>
		<updated>2014-06-15T17:15:58Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: Created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Enables/Disables player weapon swaying&lt;br /&gt;
&lt;br /&gt;
*if 0: weapons will not sway&lt;br /&gt;
*if 1: Weapons will sway&lt;br /&gt;
[[Category:Userdef structure members]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Show_help&amp;diff=11897</id>
		<title>Show help</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Show_help&amp;diff=11897"/>
		<updated>2014-06-14T14:00:03Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: Created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If nonzero show one of the help screens&lt;br /&gt;
&lt;br /&gt;
*if 1 show the story screen&lt;br /&gt;
*if 2 show the &amp;quot;duke nukem 3d help&amp;quot; screen&lt;br /&gt;
&lt;br /&gt;
[[Category:Userdef structure members]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Scrollmode&amp;diff=11896</id>
		<title>Scrollmode</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Scrollmode&amp;diff=11896"/>
		<updated>2014-06-14T13:46:27Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*0 if map follow mode is OFF, duke will follow your movement keystrokes in the map&lt;br /&gt;
&lt;br /&gt;
*1 if map follow mode is ON, duke will NOT follow your movement keystrokes in the map and you can move throughout the map freely&lt;br /&gt;
&lt;br /&gt;
Note that the &amp;quot;map&amp;quot; cannot &amp;quot;strafe&amp;quot; if scrollmode is 1, it can only move forward or backward in the direction it is currently facing.&lt;br /&gt;
&lt;br /&gt;
The only acceptable movements are forward, backward, and turning.&lt;br /&gt;
&lt;br /&gt;
[[Category:Userdef structure members]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Scrollmode&amp;diff=11895</id>
		<title>Scrollmode</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Scrollmode&amp;diff=11895"/>
		<updated>2014-06-14T13:45:37Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;0 if map follow mode is OFF, duke will follow your movement keystrokes in the map&lt;br /&gt;
&lt;br /&gt;
1 if map follow mode is ON, duke will NOT follow your movement keystrokes in the map and you can move throughout the map freely&lt;br /&gt;
&lt;br /&gt;
Note that the &amp;quot;map&amp;quot; cannot &amp;quot;strafe&amp;quot; in this mode, it can only move forward or backward in the direction it is currently facing.&lt;br /&gt;
&lt;br /&gt;
The only acceptable movements are forward, backward, and turning.&lt;br /&gt;
&lt;br /&gt;
[[Category:Userdef structure members]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Folavel&amp;diff=11894</id>
		<title>Folavel</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Folavel&amp;diff=11894"/>
		<updated>2014-06-14T13:36:27Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: only works if scrollmode is 1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The angular velocity to rotate the automap by (i.e., how fast to rotate the entire map)&lt;br /&gt;
&lt;br /&gt;
This is only used if ud.[[Scrollmode]] is 1 (meaning that the map movement is unlinked from the player).&lt;br /&gt;
&lt;br /&gt;
[[Category:Userdef structure members]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Folavel&amp;diff=11893</id>
		<title>Folavel</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Folavel&amp;diff=11893"/>
		<updated>2014-06-14T13:29:55Z</updated>

		<summary type="html">&lt;p&gt;Jwaffe: Created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The angular velocity to rotate the automap by (i.e., how fast to rotate the entire map)&lt;br /&gt;
&lt;br /&gt;
[[Category:Userdef structure members]]&lt;/div&gt;</summary>
		<author><name>Jwaffe</name></author>
	</entry>
</feed>