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	<id>https://wiki.eduke32.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hunter+byte</id>
	<title>EDukeWiki - User contributions [en]</title>
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	<updated>2026-04-06T10:58:34Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Console_commands&amp;diff=7358</id>
		<title>Console commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Console_commands&amp;diff=7358"/>
		<updated>2008-10-23T19:31:04Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: Sync(fixes)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Variables&lt;br /&gt;
|-&lt;br /&gt;
|cl_angleinterpolation&lt;br /&gt;
|enable/disable angle interpolation&lt;br /&gt;
|-&lt;br /&gt;
|cl_autoaim&lt;br /&gt;
|enable/disable weapon autoaim&lt;br /&gt;
|-&lt;br /&gt;
|cl_automsg&lt;br /&gt;
|enable/disable automatically sending messages to all players&lt;br /&gt;
|-&lt;br /&gt;
|cl_autovote&lt;br /&gt;
|enable/disable automatic voting&lt;br /&gt;
|-&lt;br /&gt;
|cl_democams&lt;br /&gt;
|enable/disable demo playback cameras&lt;br /&gt;
|-&lt;br /&gt;
|cl_idplayers&lt;br /&gt;
|enable/disable name display when aiming at opponents&lt;br /&gt;
|-&lt;br /&gt;
|cl_obituaries&lt;br /&gt;
|enable/disable multiplayer death messages&lt;br /&gt;
|-&lt;br /&gt;
|cl_showcoords&lt;br /&gt;
|show your position in the game world&lt;br /&gt;
|-&lt;br /&gt;
|cl_viewbob&lt;br /&gt;
|enable/disable player head bobbing&lt;br /&gt;
|-&lt;br /&gt;
|cl_weaponsway&lt;br /&gt;
|enable/disable player weapon swaying&lt;br /&gt;
|-&lt;br /&gt;
|cl_weaponswitch&lt;br /&gt;
|enable/disable auto weapon switching&lt;br /&gt;
|-&lt;br /&gt;
|crosshair&lt;br /&gt;
|enable/disable crosshair&lt;br /&gt;
|-&lt;br /&gt;
|hud_althud&lt;br /&gt;
|enable/disable alternate mini-hud&lt;br /&gt;
|-&lt;br /&gt;
|hud_flashing&lt;br /&gt;
|enable/disable althud flashing&lt;br /&gt;
|-&lt;br /&gt;
|hud_glowingquotes&lt;br /&gt;
|enable/disable &amp;quot;glowing&amp;quot; quote text&lt;br /&gt;
|-&lt;br /&gt;
|hud_messagetime&lt;br /&gt;
|length of time to display multiplayer chat messages&lt;br /&gt;
|-&lt;br /&gt;
|hud_numberpal&lt;br /&gt;
|pal for alt hud numbers&lt;br /&gt;
|-&lt;br /&gt;
|hud_numbertile&lt;br /&gt;
|first tile in alt hud number set&lt;br /&gt;
|-&lt;br /&gt;
|hud_shadows&lt;br /&gt;
|enable/disable althud shadows&lt;br /&gt;
|-&lt;br /&gt;
|hud_showmapname&lt;br /&gt;
|enable/disable map name display on load&lt;br /&gt;
|-&lt;br /&gt;
|hud_stats&lt;br /&gt;
|enable/disable level statistics display&lt;br /&gt;
|-&lt;br /&gt;
|hud_textscale&lt;br /&gt;
|sets multiplayer chat message size&lt;br /&gt;
|-&lt;br /&gt;
|in_mousebias&lt;br /&gt;
|emulates the original mouse code&#039;s weighting of input&amp;lt;br/&amp;gt; towards whichever axis is moving the most at any given time&lt;br /&gt;
|-&lt;br /&gt;
|in_mousedeadzone&lt;br /&gt;
|amount of mouse movement to filter out&lt;br /&gt;
|-&lt;br /&gt;
|in_mousesmoothing&lt;br /&gt;
|enable/disable mouse input smoothing&lt;br /&gt;
|-&lt;br /&gt;
|osdhightile&lt;br /&gt;
|enable/disable hires art replacements for console text&lt;br /&gt;
|-&lt;br /&gt;
|r_anamorphic&lt;br /&gt;
|enable/disable widescreen mode&lt;br /&gt;
|-&lt;br /&gt;
|r_drawweapon&lt;br /&gt;
|enable/disable weapon drawing&lt;br /&gt;
|-&lt;br /&gt;
|r_precache&lt;br /&gt;
|enable/disable the pre-level caching routine&lt;br /&gt;
|-&lt;br /&gt;
|r_projectionhack&lt;br /&gt;
|enable/disable projection hack&lt;br /&gt;
|-&lt;br /&gt;
|r_shadows&lt;br /&gt;
|enable/disable sprite and model shadows&lt;br /&gt;
|-&lt;br /&gt;
|r_showfps&lt;br /&gt;
|show the frame rate counter&lt;br /&gt;
|-&lt;br /&gt;
|snd_ambience&lt;br /&gt;
|enables/disables ambient sounds&lt;br /&gt;
|-&lt;br /&gt;
|snd_duketalk&lt;br /&gt;
|enables/disables Duke&#039;s speech&lt;br /&gt;
|-&lt;br /&gt;
|snd_fxvolume&lt;br /&gt;
|volume of sound effects&lt;br /&gt;
|-&lt;br /&gt;
|snd_mixrate&lt;br /&gt;
|sound mixing rate&lt;br /&gt;
|-&lt;br /&gt;
|snd_musvolume&lt;br /&gt;
|volume of midi music&lt;br /&gt;
|-&lt;br /&gt;
|snd_numbits&lt;br /&gt;
|sound bits&lt;br /&gt;
|-&lt;br /&gt;
|snd_numchannels&lt;br /&gt;
|the number of sound channels&lt;br /&gt;
|-&lt;br /&gt;
|snd_numvoices&lt;br /&gt;
|the number of concurrent sounds&lt;br /&gt;
|-&lt;br /&gt;
|snd_reversestereo&lt;br /&gt;
|reverses the stereo channels&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|astub.c&lt;br /&gt;
|-&lt;br /&gt;
|addpath &amp;lt;path&amp;gt;&lt;br /&gt;
|adds path to game filesystem &lt;br /&gt;
|-&lt;br /&gt;
|echo [text]&lt;br /&gt;
|echoes text to the console&lt;br /&gt;
|-&lt;br /&gt;
|editorgridextent&lt;br /&gt;
|sets the size of the 2D mode editing grid&lt;br /&gt;
|-&lt;br /&gt;
|fileinfo &amp;lt;file&amp;gt;&lt;br /&gt;
|gets a file&#039;s information&lt;br /&gt;
|-&lt;br /&gt;
|gamma &amp;lt;value&amp;gt;&lt;br /&gt;
|changes brightness&lt;br /&gt;
|-&lt;br /&gt;
|initgroupfile &amp;lt;path&amp;gt;&lt;br /&gt;
|adds a grp file into the game filesystem&lt;br /&gt;
|-&lt;br /&gt;
|noclip&lt;br /&gt;
|toggles clipping mode&lt;br /&gt;
|-&lt;br /&gt;
|pk_quickmapcycling&lt;br /&gt;
|allows cycling of maps with (Shift-)Ctrl-X&lt;br /&gt;
|-&lt;br /&gt;
|pk_turnaccel&lt;br /&gt;
|sets turning acceleration&lt;br /&gt;
|-&lt;br /&gt;
|pk_turndecel&lt;br /&gt;
|sets turning deceleration&lt;br /&gt;
|-&lt;br /&gt;
|pk_uedaccel&lt;br /&gt;
|sets UnrealEd movement speed factor (0-5, exponentially)&lt;br /&gt;
|-&lt;br /&gt;
|quit&lt;br /&gt;
|exits the game immediately&lt;br /&gt;
|-&lt;br /&gt;
|testplay_addparam &amp;lt;string&amp;gt;&lt;br /&gt;
|sets additional parameters for test playing&lt;br /&gt;
|-&lt;br /&gt;
|sensitivity &amp;lt;value&amp;gt;&lt;br /&gt;
|changes the mouse sensitivity&lt;br /&gt;
|-&lt;br /&gt;
|showheightindicators &amp;lt;value&amp;gt;&lt;br /&gt;
|toggles height indicators in 2D mode&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|baselayer.c&lt;br /&gt;
|-&lt;br /&gt;
|glinfo&lt;br /&gt;
|shows OpenGL information about the current OpenGL mode&lt;br /&gt;
|-&lt;br /&gt;
|hicsetpalettetint&lt;br /&gt;
|sets palette tinting values&lt;br /&gt;
|-&lt;br /&gt;
|r_novoxmips&lt;br /&gt;
|turn off/on the use of mipmaps when rendering 8-bit voxels&lt;br /&gt;
|-&lt;br /&gt;
|r_scrcaptureformat&lt;br /&gt;
|sets the output format for screenshots (TGA or PCX)&lt;br /&gt;
|-&lt;br /&gt;
|r_voxels&lt;br /&gt;
|enable/disable automatic sprite-&amp;gt;voxel rendering&lt;br /&gt;
|-&lt;br /&gt;
|setrendermode &amp;lt;number&amp;gt;&lt;br /&gt;
|sets the engine&#039;s rendering mode.&lt;br /&gt;
Mode numbers are:&amp;lt;br/&amp;gt;&lt;br /&gt;
0 - Classic Build software&amp;lt;br/&amp;gt;&lt;br /&gt;
1 - Polygonal flat-shaded software (removed)&amp;lt;br/&amp;gt;&lt;br /&gt;
2 - Polygonal textured software (removed)&amp;lt;br/&amp;gt;&lt;br /&gt;
3 - Polygonal OpenGL&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|build.c&lt;br /&gt;
|-&lt;br /&gt;
|restartvid&lt;br /&gt;
|reinitialize the video mode&lt;br /&gt;
|-&lt;br /&gt;
|vidmode &amp;lt;xdim&amp;gt; &amp;lt;ydim&amp;gt; &amp;lt;bpp&amp;gt; &amp;lt;fullscreen&amp;gt;&lt;br /&gt;
|immediately change the video mode&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|osd.c&lt;br /&gt;
|-&lt;br /&gt;
|alias&lt;br /&gt;
|creates an alias for calling multiple commands&lt;br /&gt;
|-&lt;br /&gt;
|clear&lt;br /&gt;
|clears the console text buffer&lt;br /&gt;
|-&lt;br /&gt;
|exec &amp;lt;scriptfile&amp;gt;&lt;br /&gt;
|executes a script&lt;br /&gt;
|-&lt;br /&gt;
|help&lt;br /&gt;
|displays help for the specified cvar or command&lt;br /&gt;
|-&lt;br /&gt;
|history&lt;br /&gt;
|displays the console command history&lt;br /&gt;
|-&lt;br /&gt;
|listsymbols&lt;br /&gt;
|lists all the recognized symbols&lt;br /&gt;
|-&lt;br /&gt;
|logcutoff&lt;br /&gt;
|sets the maximal line count of the log file&lt;br /&gt;
|-&lt;br /&gt;
|osdeditpal&lt;br /&gt;
|sets the palette of the OSD input text&lt;br /&gt;
|-&lt;br /&gt;
|osdeditshade&lt;br /&gt;
|sets the shade of the OSD input text&lt;br /&gt;
|-&lt;br /&gt;
|osdpromptpal&lt;br /&gt;
|sets the palette of the OSD prompt&lt;br /&gt;
|-&lt;br /&gt;
|osdpromptshade&lt;br /&gt;
|sets the shade of the OSD prompt&lt;br /&gt;
|-&lt;br /&gt;
|osdrows&lt;br /&gt;
|sets the number of visible lines of the OSD&lt;br /&gt;
|-&lt;br /&gt;
|osdtextmode&lt;br /&gt;
|set OSD text mode (0:graphical, 1:fast)&lt;br /&gt;
|-&lt;br /&gt;
|osdtextpal&lt;br /&gt;
|sets the palette of the OSD text&lt;br /&gt;
|-&lt;br /&gt;
|osdtextshade&lt;br /&gt;
|sets the shade of the OSD text&lt;br /&gt;
|-&lt;br /&gt;
|unalias&lt;br /&gt;
|removes an alias created with &amp;quot;alias&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|osdcmds.c&lt;br /&gt;
|-&lt;br /&gt;
|addlogvar &amp;lt;gamevar&amp;gt;&lt;br /&gt;
|prints the value of a gamevar&lt;br /&gt;
|-&lt;br /&gt;
|addpath &amp;lt;path&amp;gt;&lt;br /&gt;
|adds path to game filesystem&lt;br /&gt;
|-&lt;br /&gt;
|bind&lt;br /&gt;
|executes a command script when &amp;lt;key&amp;gt; gets pressed.&amp;lt;br&amp;gt; Type &amp;quot;bind showkeys&amp;quot; for a list of keys&lt;br /&gt;
|-&lt;br /&gt;
|changelevel &amp;lt;level&amp;gt;&lt;br /&gt;
|warps to the given level&lt;br /&gt;
|-&lt;br /&gt;
|changelevel &amp;lt;volume&amp;gt; &amp;lt;level&amp;gt;&lt;br /&gt;
|warps to the given level&lt;br /&gt;
|-&lt;br /&gt;
|cmenu &amp;lt;#&amp;gt;&lt;br /&gt;
|jumps to menu&lt;br /&gt;
|-&lt;br /&gt;
|crosshaircolor&lt;br /&gt;
|changes crosshair color&lt;br /&gt;
|-&lt;br /&gt;
|crosshairscale&lt;br /&gt;
|changes the crosshair scale&lt;br /&gt;
|-&lt;br /&gt;
|echo [text]&lt;br /&gt;
|echoes text to the console&lt;br /&gt;
|-&lt;br /&gt;
|exit&lt;br /&gt;
|exits the game immediately&lt;br /&gt;
|-&lt;br /&gt;
|fileinfo &amp;lt;file&amp;gt;&lt;br /&gt;
|gets a file&#039;s information&lt;br /&gt;
|-&lt;br /&gt;
|give &amp;lt;item&amp;gt;&lt;br /&gt;
|gives requested item. Item can be all, health, weapons, ammo, armor, keys or inventory.&lt;br /&gt;
|-&lt;br /&gt;
|god&lt;br /&gt;
|toggles god mode&lt;br /&gt;
|-&lt;br /&gt;
|hud_scale&lt;br /&gt;
|changes the hud scale&lt;br /&gt;
|-&lt;br /&gt;
|hud_weaponscale&lt;br /&gt;
|changes the weapon scale&lt;br /&gt;
|-&lt;br /&gt;
|in_joystick&lt;br /&gt;
|enables input from the joystick if it is present&lt;br /&gt;
|-&lt;br /&gt;
|in_mouse&lt;br /&gt;
|enables input from the mouse if it is present&lt;br /&gt;
|-&lt;br /&gt;
|initgroupfile &amp;lt;path&amp;gt;&lt;br /&gt;
|adds a grp file into the game filesystem&lt;br /&gt;
|-&lt;br /&gt;
|map &amp;lt;mapfile&amp;gt;&lt;br /&gt;
|loads the given user map&lt;br /&gt;
|-&lt;br /&gt;
|name&lt;br /&gt;
|change your multiplayer nickname&lt;br /&gt;
|-&lt;br /&gt;
|noclip&lt;br /&gt;
|toggles clipping mode&lt;br /&gt;
|-&lt;br /&gt;
|quickload&lt;br /&gt;
|performs a quick load&lt;br /&gt;
|-&lt;br /&gt;
|quicksave&lt;br /&gt;
|performs a quick save&lt;br /&gt;
|-&lt;br /&gt;
|quit&lt;br /&gt;
|exits the game immediately&lt;br /&gt;
|-&lt;br /&gt;
|r_ambientlight&lt;br /&gt;
|sets the global map light level&lt;br /&gt;
|-&lt;br /&gt;
|r_maxfps&lt;br /&gt;
|sets a framerate cap&lt;br /&gt;
|-&lt;br /&gt;
|rate&lt;br /&gt;
|sets the multiplayer packet send rate, in packets/sec&lt;br /&gt;
|-&lt;br /&gt;
|restartsound&lt;br /&gt;
|reinitializes the sound system&lt;br /&gt;
|-&lt;br /&gt;
|restartvid&lt;br /&gt;
|reinitializes the video mode&lt;br /&gt;
|-&lt;br /&gt;
|screenshot&lt;br /&gt;
|takes a screenshot&lt;br /&gt;
|-&lt;br /&gt;
|sensitivity &amp;lt;value&amp;gt;&lt;br /&gt;
|changes the mouse sensitivity&lt;br /&gt;
|-&lt;br /&gt;
|setactorvar &amp;lt;actor#&amp;gt; &amp;lt;gamevar&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
|sets the value of &amp;lt;actor#&amp;gt;&#039;s &amp;lt;gamevar&amp;gt; to &amp;lt;value&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|setvar &amp;lt;gamevar&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
|sets the value of a gamevar&lt;br /&gt;
|-&lt;br /&gt;
|setvarvar &amp;lt;gamevar1&amp;gt; &amp;lt;gamevar2&amp;gt;&lt;br /&gt;
|sets the value of &amp;lt;gamevar1&amp;gt; to &amp;lt;gamevar2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|spawn &amp;lt;picnum&amp;gt; [palnum] [cstat] [ang] [x y z]&lt;br /&gt;
|spawns a sprite with the given properties&lt;br /&gt;
|-&lt;br /&gt;
|unbind &amp;lt;key&amp;gt;&lt;br /&gt;
|unbinds a key&lt;br /&gt;
|-&lt;br /&gt;
|unbindall&lt;br /&gt;
|unbinds all keys&lt;br /&gt;
|-&lt;br /&gt;
|vid_brightness &amp;lt;gamma&amp;gt;&lt;br /&gt;
|adjusts gamma ramp&lt;br /&gt;
|-&lt;br /&gt;
|vid_contrast &amp;lt;gamma&amp;gt;&lt;br /&gt;
|adjusts gamma ramp&lt;br /&gt;
|-&lt;br /&gt;
|vid_gamma &amp;lt;gamma&amp;gt;&lt;br /&gt;
|adjusts gamma ramp&lt;br /&gt;
|-&lt;br /&gt;
|vidmode &amp;lt;xdim&amp;gt; &amp;lt;ydim&amp;gt; &amp;lt;bpp&amp;gt; &amp;lt;fullscreen&amp;gt;&lt;br /&gt;
|immediately change the video mode&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|polymost.c&lt;br /&gt;
|-&lt;br /&gt;
|r_animsmoothing&lt;br /&gt;
|enable/disable model animation smoothing&lt;br /&gt;
|-&lt;br /&gt;
|r_curpeel&lt;br /&gt;
|allows to display one depth layer at a time (for development purposes)&lt;br /&gt;
|-&lt;br /&gt;
|r_depthpeeling&lt;br /&gt;
|enable/disable order-independant transparency&lt;br /&gt;
|-&lt;br /&gt;
|r_detailmapping&lt;br /&gt;
|enable/disable detail mapping&lt;br /&gt;
|-&lt;br /&gt;
|r_downsize&lt;br /&gt;
|controls downsizing factor for hires textures&lt;br /&gt;
|-&lt;br /&gt;
|r_fullbrights&lt;br /&gt;
|enable/disable fullbright textures&lt;br /&gt;
|-&lt;br /&gt;
|r_glowmapping&lt;br /&gt;
|enable/disable glow mapping&lt;br /&gt;
|-&lt;br /&gt;
|r_hightile&lt;br /&gt;
|enable/disable hightile texture rendering in &amp;gt;8-bit mode&lt;br /&gt;
|-&lt;br /&gt;
|r_modelocclusionchecking&lt;br /&gt;
|enable/disable hack to cull &amp;quot;obstructed&amp;quot; models&lt;br /&gt;
|-&lt;br /&gt;
|r_models&lt;br /&gt;
|enable/disable model rendering in &amp;gt;8-bit mode&lt;br /&gt;
|-&lt;br /&gt;
|r_multisample&lt;br /&gt;
|sets the number of samples used for antialiasing (0 = off)&lt;br /&gt;
|-&lt;br /&gt;
|r_nvmultisamplehint&lt;br /&gt;
|enable/disable Nvidia multisampling hinting&lt;br /&gt;
|-&lt;br /&gt;
|r_parallaxskyclamping&lt;br /&gt;
|enable/disable parallaxed floor/ceiling sky texture clamping&lt;br /&gt;
|-&lt;br /&gt;
|r_parallaxskypanning&lt;br /&gt;
|enable/disable parallaxed floor/ceiling panning when drawing a parallaxed sky&lt;br /&gt;
|-&lt;br /&gt;
|r_peelscount&lt;br /&gt;
|sets the number of depth layers for depth peeling&lt;br /&gt;
|-&lt;br /&gt;
|r_polygonmode&lt;br /&gt;
|debugging feature&lt;br /&gt;
|-&lt;br /&gt;
|r_redbluemode&lt;br /&gt;
|enable/disable experimental OpenGL red-blue glasses mode&lt;br /&gt;
|-&lt;br /&gt;
|r_shadescale&lt;br /&gt;
|multiplier for lighting&lt;br /&gt;
|-&lt;br /&gt;
|r_swapinterval&lt;br /&gt;
|sets the GL swap interval (VSync)&lt;br /&gt;
|-&lt;br /&gt;
|r_texcache&lt;br /&gt;
|enable/disable OpenGL compressed texture cache&lt;br /&gt;
|-&lt;br /&gt;
|r_texcachecompression&lt;br /&gt;
|enable/disable compression of files in the OpenGL compressed texture cache&lt;br /&gt;
|-&lt;br /&gt;
|r_texcompr&lt;br /&gt;
|enable/disable OpenGL texture compression&lt;br /&gt;
|-&lt;br /&gt;
|r_textureanisotropy&lt;br /&gt;
|changes the OpenGL texture anisotropy setting&lt;br /&gt;
|-&lt;br /&gt;
|r_texturemaxsize&lt;br /&gt;
|changes the maximum OpenGL texture size limit&lt;br /&gt;
|-&lt;br /&gt;
|r_texturemiplevel&lt;br /&gt;
|changes the highest OpenGL mipmap level used&lt;br /&gt;
|-&lt;br /&gt;
|r_texturemode&lt;br /&gt;
|changes the texture filtering settings&lt;br /&gt;
|-&lt;br /&gt;
|r_vbocount&lt;br /&gt;
|sets the number of Vertex Buffer Objects to use when drawing models&lt;br /&gt;
|-&lt;br /&gt;
|r_vbos&lt;br /&gt;
|enable/disable using Vertex Buffer Objects when drawing models&lt;br /&gt;
|-&lt;br /&gt;
|r_vertexarrays&lt;br /&gt;
|enable/disable using vertex arrays when drawing models&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|winlayer.c&lt;br /&gt;
|-&lt;br /&gt;
|maxrefreshfreq&lt;br /&gt;
|maximum display frequency to set for OpenGL Polymost modes (0=no maximum)&lt;br /&gt;
|-&lt;br /&gt;
|r_windowpositioning&lt;br /&gt;
|enable/disable window position memory&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Console_commands&amp;diff=7357</id>
		<title>Console commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Console_commands&amp;diff=7357"/>
		<updated>2008-10-23T19:17:55Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: Sync&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Variables&lt;br /&gt;
|-&lt;br /&gt;
|cl_angleinterpolation&lt;br /&gt;
|enable/disable angle interpolation&lt;br /&gt;
|-&lt;br /&gt;
|cl_autoaim&lt;br /&gt;
|enable/disable weapon autoaim&lt;br /&gt;
|-&lt;br /&gt;
|cl_automsg&lt;br /&gt;
|enable/disable automatically sending messages to all players&lt;br /&gt;
|-&lt;br /&gt;
|cl_autovote&lt;br /&gt;
|enable/disable automatic voting&lt;br /&gt;
|-&lt;br /&gt;
|cl_democams&lt;br /&gt;
|enable/disable demo playback cameras&lt;br /&gt;
|-&lt;br /&gt;
|cl_idplayers&lt;br /&gt;
|enable/disable name display when aiming at opponents&lt;br /&gt;
|-&lt;br /&gt;
|cl_obituaries&lt;br /&gt;
|enable/disable multiplayer death messages&lt;br /&gt;
|-&lt;br /&gt;
|cl_showcoords&lt;br /&gt;
|show your position in the game world&lt;br /&gt;
|-&lt;br /&gt;
|cl_viewbob&lt;br /&gt;
|enable/disable player head bobbing&lt;br /&gt;
|-&lt;br /&gt;
|cl_weaponsway&lt;br /&gt;
|enable/disable player weapon swaying&lt;br /&gt;
|-&lt;br /&gt;
|cl_weaponswitch&lt;br /&gt;
|enable/disable auto weapon switching&lt;br /&gt;
|-&lt;br /&gt;
|crosshair&lt;br /&gt;
|enable/disable crosshair&lt;br /&gt;
|-&lt;br /&gt;
|hud_althud&lt;br /&gt;
|enable/disable alternate mini-hud&lt;br /&gt;
|-&lt;br /&gt;
|hud_flashing&lt;br /&gt;
|enable/disable althud flashing&lt;br /&gt;
|-&lt;br /&gt;
|hud_messagetime&lt;br /&gt;
|length of time to display multiplayer chat messages&lt;br /&gt;
|-&lt;br /&gt;
|hud_numberpal&lt;br /&gt;
|pal for alt hud numbers&lt;br /&gt;
|-&lt;br /&gt;
|hud_numbertile&lt;br /&gt;
|first tile in alt hud number set&lt;br /&gt;
|-&lt;br /&gt;
|hud_shadows&lt;br /&gt;
|enable/disable althud shadows&lt;br /&gt;
|-&lt;br /&gt;
|hud_showmapname&lt;br /&gt;
|enable/disable map name display on load&lt;br /&gt;
|-&lt;br /&gt;
|hud_stats&lt;br /&gt;
|enable/disable level statistics display&lt;br /&gt;
|-&lt;br /&gt;
|hud_textscale&lt;br /&gt;
|sets multiplayer chat message size&lt;br /&gt;
|-&lt;br /&gt;
|in_mousebias&lt;br /&gt;
|emulates the original mouse code&#039;s weighting of input&amp;lt;br/&amp;gt; towards whichever axis is moving the most at any given time&lt;br /&gt;
|-&lt;br /&gt;
|in_mousedeadzone&lt;br /&gt;
|amount of mouse movement to filter out&lt;br /&gt;
|-&lt;br /&gt;
|in_mousesmoothinput&lt;br /&gt;
|enable/disable mouse input smoothing&lt;br /&gt;
|-&lt;br /&gt;
|r_anamorphic&lt;br /&gt;
|enable/disable widescreen mode&lt;br /&gt;
|-&lt;br /&gt;
|osdhightile&lt;br /&gt;
|enable/disable hires art replacements for console text&lt;br /&gt;
|-&lt;br /&gt;
|r_drawweapon&lt;br /&gt;
|enable/disable weapon drawing&lt;br /&gt;
|-&lt;br /&gt;
|r_precache&lt;br /&gt;
|enable/disable the pre-level caching routine&lt;br /&gt;
|-&lt;br /&gt;
|r_projectionhack&lt;br /&gt;
|enable/disable projection hack&lt;br /&gt;
|-&lt;br /&gt;
|r_shadows&lt;br /&gt;
|enable/disable sprite and model shadows&lt;br /&gt;
|-&lt;br /&gt;
|r_showfps&lt;br /&gt;
|show the frame rate counter&lt;br /&gt;
|-&lt;br /&gt;
|snd_ambience&lt;br /&gt;
|enables/disables ambient sounds&lt;br /&gt;
|-&lt;br /&gt;
|snd_duketalk&lt;br /&gt;
|enables/disables Duke&#039;s speech&lt;br /&gt;
|-&lt;br /&gt;
|snd_fxvolume&lt;br /&gt;
|volume of sound effects&lt;br /&gt;
|-&lt;br /&gt;
|snd_mixrate&lt;br /&gt;
|sound mixing rate&lt;br /&gt;
|-&lt;br /&gt;
|snd_musvolume&lt;br /&gt;
|volume of midi music&lt;br /&gt;
|-&lt;br /&gt;
|snd_numbits&lt;br /&gt;
|sound bits&lt;br /&gt;
|-&lt;br /&gt;
|snd_numchannels&lt;br /&gt;
|the number of sound channels&lt;br /&gt;
|-&lt;br /&gt;
|snd_numvoices&lt;br /&gt;
|the number of concurrent sounds&lt;br /&gt;
|-&lt;br /&gt;
|snd_reversestereo&lt;br /&gt;
|reverses the stereo channels&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|astub.c&lt;br /&gt;
|-&lt;br /&gt;
|addpath &amp;lt;path&amp;gt;&lt;br /&gt;
|adds path to game filesystem &lt;br /&gt;
|-&lt;br /&gt;
|echo [text]&lt;br /&gt;
|echoes text to the console&lt;br /&gt;
|-&lt;br /&gt;
|editorgridextent&lt;br /&gt;
|sets the size of the 2D mode editing grid&lt;br /&gt;
|-&lt;br /&gt;
|fileinfo &amp;lt;file&amp;gt;&lt;br /&gt;
|gets a file&#039;s information&lt;br /&gt;
|-&lt;br /&gt;
|gamma &amp;lt;value&amp;gt;&lt;br /&gt;
|changes brightness&lt;br /&gt;
|-&lt;br /&gt;
|initgroupfile &amp;lt;path&amp;gt;&lt;br /&gt;
|adds a grp file into the game filesystem&lt;br /&gt;
|-&lt;br /&gt;
|noclip&lt;br /&gt;
|toggles clipping mode&lt;br /&gt;
|-&lt;br /&gt;
|pk_quickmapcycling&lt;br /&gt;
|allows cycling of maps with (Shift-)Ctrl-X&lt;br /&gt;
|-&lt;br /&gt;
|pk_turnaccel&lt;br /&gt;
|sets turning acceleration&lt;br /&gt;
|-&lt;br /&gt;
|pk_turndecel&lt;br /&gt;
|sets turning deceleration&lt;br /&gt;
|-&lt;br /&gt;
|pk_uedaccel&lt;br /&gt;
|sets UnrealEd movement speed factor (0-5, exponentially)&lt;br /&gt;
|-&lt;br /&gt;
|quit&lt;br /&gt;
|exits the game immediately&lt;br /&gt;
|-&lt;br /&gt;
|testplay_addparam &amp;lt;string&amp;gt;&lt;br /&gt;
|sets additional parameters for test playing&lt;br /&gt;
|-&lt;br /&gt;
|sensitivity &amp;lt;value&amp;gt;&lt;br /&gt;
|changes the mouse sensitivity&lt;br /&gt;
|-&lt;br /&gt;
|showheightindicators &amp;lt;0|1|2&amp;gt;&lt;br /&gt;
|toggles height indicators in 2D mode&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|baselayer.c&lt;br /&gt;
|-&lt;br /&gt;
|glinfo&lt;br /&gt;
|shows OpenGL information about the current OpenGL mode&lt;br /&gt;
|-&lt;br /&gt;
|hicsetpalettetint&lt;br /&gt;
|sets palette tinting values&lt;br /&gt;
|-&lt;br /&gt;
|r_novoxmips&lt;br /&gt;
|turn off/on the use of mipmaps when rendering 8-bit voxels&lt;br /&gt;
|-&lt;br /&gt;
|r_scrcaptureformat&lt;br /&gt;
|sets the output format for screenshots (TGA or PCX)&lt;br /&gt;
|-&lt;br /&gt;
|r_voxels&lt;br /&gt;
|enable/disable automatic sprite-&amp;gt;voxel rendering&lt;br /&gt;
|-&lt;br /&gt;
|setrendermode &amp;lt;number&amp;gt;&lt;br /&gt;
|sets the engine&#039;s rendering mode.&lt;br /&gt;
Mode numbers are:&amp;lt;br/&amp;gt;&lt;br /&gt;
0 - Classic Build software&amp;lt;br/&amp;gt;&lt;br /&gt;
1 - Polygonal flat-shaded software (removed)&amp;lt;br/&amp;gt;&lt;br /&gt;
2 - Polygonal textured software (removed)&amp;lt;br/&amp;gt;&lt;br /&gt;
3 - Polygonal OpenGL&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|build.c&lt;br /&gt;
|-&lt;br /&gt;
|restartvid&lt;br /&gt;
|reinitialize the video mode&lt;br /&gt;
|-&lt;br /&gt;
|vidmode &amp;lt;xdim&amp;gt; &amp;lt;ydim&amp;gt; &amp;lt;bpp&amp;gt; &amp;lt;fullscreen&amp;gt;&lt;br /&gt;
|immediately change the video mode&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|osd.c&lt;br /&gt;
|-&lt;br /&gt;
|alias&lt;br /&gt;
|creates an alias for calling multiple commands&lt;br /&gt;
|-&lt;br /&gt;
|clear&lt;br /&gt;
|clears the console text buffer&lt;br /&gt;
|-&lt;br /&gt;
|exec &amp;lt;scriptfile&amp;gt;&lt;br /&gt;
|executes a script&lt;br /&gt;
|-&lt;br /&gt;
|help&lt;br /&gt;
|displays help for the specified cvar or command&lt;br /&gt;
|-&lt;br /&gt;
|history&lt;br /&gt;
|displays the console command history&lt;br /&gt;
|-&lt;br /&gt;
|listsymbols&lt;br /&gt;
|lists all the recognized symbols&lt;br /&gt;
|-&lt;br /&gt;
|logcutoff&lt;br /&gt;
|sets the maximal line count of the log file&lt;br /&gt;
|-&lt;br /&gt;
|osdeditpal&lt;br /&gt;
|sets the palette of the OSD input text&lt;br /&gt;
|-&lt;br /&gt;
|osdeditshade&lt;br /&gt;
|sets the shade of the OSD input text&lt;br /&gt;
|-&lt;br /&gt;
|osdpromptpal&lt;br /&gt;
|sets the palette of the OSD prompt&lt;br /&gt;
|-&lt;br /&gt;
|osdpromptshade&lt;br /&gt;
|sets the shade of the OSD prompt&lt;br /&gt;
|-&lt;br /&gt;
|osdrows&lt;br /&gt;
|sets the number of visible lines of the OSD&lt;br /&gt;
|-&lt;br /&gt;
|osdtextmode&lt;br /&gt;
|set OSD text mode (0:graphical, 1:fast)&lt;br /&gt;
|-&lt;br /&gt;
|osdtextpal&lt;br /&gt;
|sets the palette of the OSD text&lt;br /&gt;
|-&lt;br /&gt;
|osdtextshade&lt;br /&gt;
|sets the shade of the OSD text&lt;br /&gt;
|-&lt;br /&gt;
|unalias&lt;br /&gt;
|removes an alias created with &amp;quot;alias&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|osdcmds.c&lt;br /&gt;
|-&lt;br /&gt;
|addlogvar &amp;lt;gamevar&amp;gt;&lt;br /&gt;
|prints the value of a gamevar&lt;br /&gt;
|-&lt;br /&gt;
|addpath &amp;lt;path&amp;gt;&lt;br /&gt;
|adds path to game filesystem&lt;br /&gt;
|-&lt;br /&gt;
|bind&lt;br /&gt;
|executes a command script when &amp;lt;key&amp;gt; gets pressed.&amp;lt;br&amp;gt; Type &amp;quot;bind showkeys&amp;quot; for a list of keys&lt;br /&gt;
|-&lt;br /&gt;
|changelevel &amp;lt;level&amp;gt;&lt;br /&gt;
|warps to the given level&lt;br /&gt;
|-&lt;br /&gt;
|changelevel &amp;lt;volume&amp;gt; &amp;lt;level&amp;gt;&lt;br /&gt;
|warps to the given level&lt;br /&gt;
|-&lt;br /&gt;
|cmenu &amp;lt;#&amp;gt;&lt;br /&gt;
|jumps to menu&lt;br /&gt;
|-&lt;br /&gt;
|crosshaircolor&lt;br /&gt;
|changes crosshair color&lt;br /&gt;
|-&lt;br /&gt;
|crosshairscale&lt;br /&gt;
|changes the crosshair scale&lt;br /&gt;
|-&lt;br /&gt;
|echo [text]&lt;br /&gt;
|echoes text to the console&lt;br /&gt;
|-&lt;br /&gt;
|exit&lt;br /&gt;
|exits the game immediately&lt;br /&gt;
|-&lt;br /&gt;
|fileinfo &amp;lt;file&amp;gt;&lt;br /&gt;
|gets a file&#039;s information&lt;br /&gt;
|-&lt;br /&gt;
|give &amp;lt;item&amp;gt;&lt;br /&gt;
|gives requested item. Item can be all, health, weapons, ammo, armor, keys or inventory.&lt;br /&gt;
|-&lt;br /&gt;
|god&lt;br /&gt;
|toggles god mode&lt;br /&gt;
|-&lt;br /&gt;
|hud_scale&lt;br /&gt;
|changes the hud scale&lt;br /&gt;
|-&lt;br /&gt;
|hud_weaponscale&lt;br /&gt;
|changes the weapon scale&lt;br /&gt;
|-&lt;br /&gt;
|in_joystick&lt;br /&gt;
|enables input from the joystick if it is present&lt;br /&gt;
|-&lt;br /&gt;
|in_mouse&lt;br /&gt;
|enables input from the mouse if it is present&lt;br /&gt;
|-&lt;br /&gt;
|initgroupfile &amp;lt;path&amp;gt;&lt;br /&gt;
|adds a grp file into the game filesystem&lt;br /&gt;
|-&lt;br /&gt;
|map &amp;lt;mapfile&amp;gt;&lt;br /&gt;
|loads the given user map&lt;br /&gt;
|-&lt;br /&gt;
|name&lt;br /&gt;
|change your multiplayer nickname&lt;br /&gt;
|-&lt;br /&gt;
|noclip&lt;br /&gt;
|toggles clipping mode&lt;br /&gt;
|-&lt;br /&gt;
|quickload&lt;br /&gt;
|performs a quick load&lt;br /&gt;
|-&lt;br /&gt;
|quicksave&lt;br /&gt;
|performs a quick save&lt;br /&gt;
|-&lt;br /&gt;
|quit&lt;br /&gt;
|exits the game immediately&lt;br /&gt;
|-&lt;br /&gt;
|r_ambientlight&lt;br /&gt;
|sets the global map light level&lt;br /&gt;
|-&lt;br /&gt;
|r_maxfps&lt;br /&gt;
|sets a framerate cap&lt;br /&gt;
|-&lt;br /&gt;
|rate&lt;br /&gt;
|sets the multiplayer packet send rate, in packets/sec&lt;br /&gt;
|-&lt;br /&gt;
|restartsound&lt;br /&gt;
|reinitializes the sound system&lt;br /&gt;
|-&lt;br /&gt;
|restartvid&lt;br /&gt;
|reinitializes the video mode&lt;br /&gt;
|-&lt;br /&gt;
|screenshot&lt;br /&gt;
|takes a screenshot&lt;br /&gt;
|-&lt;br /&gt;
|sensitivity &amp;lt;value&amp;gt;&lt;br /&gt;
|changes the mouse sensitivity&lt;br /&gt;
|-&lt;br /&gt;
|setactorvar &amp;lt;actor#&amp;gt; &amp;lt;gamevar&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
|sets the value of &amp;lt;actor#&amp;gt;&#039;s &amp;lt;gamevar&amp;gt; to &amp;lt;value&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|setvar &amp;lt;gamevar&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
|sets the value of a gamevar&lt;br /&gt;
|-&lt;br /&gt;
|setvarvar &amp;lt;gamevar1&amp;gt; &amp;lt;gamevar2&amp;gt;&lt;br /&gt;
|sets the value of &amp;lt;gamevar1&amp;gt; to &amp;lt;gamevar2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|spawn &amp;lt;picnum&amp;gt; [palnum] [cstat] [ang] [x y z]&lt;br /&gt;
|spawns a sprite with the given properties&lt;br /&gt;
|-&lt;br /&gt;
|unbind &amp;lt;key&amp;gt;&lt;br /&gt;
|unbinds a key&lt;br /&gt;
|-&lt;br /&gt;
|unbindall&lt;br /&gt;
|unbinds all keys&lt;br /&gt;
|-&lt;br /&gt;
|vid_brightness &amp;lt;gamma&amp;gt;&lt;br /&gt;
|adjusts gamma ramp&lt;br /&gt;
|-&lt;br /&gt;
|vid_contrast &amp;lt;gamma&amp;gt;&lt;br /&gt;
|adjusts gamma ramp&lt;br /&gt;
|-&lt;br /&gt;
|vid_gamma &amp;lt;gamma&amp;gt;&lt;br /&gt;
|adjusts gamma ramp&lt;br /&gt;
|-&lt;br /&gt;
|vidmode &amp;lt;xdim&amp;gt; &amp;lt;ydim&amp;gt; &amp;lt;bpp&amp;gt; &amp;lt;fullscreen&amp;gt;&lt;br /&gt;
|immediately change the video mode.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|polymost.c&lt;br /&gt;
|-&lt;br /&gt;
|r_animsmoothing&lt;br /&gt;
|enable/disable model animation smoothing&lt;br /&gt;
|-&lt;br /&gt;
|r_curpeel&lt;br /&gt;
|allows to display one depth layer at a time (for development purposes)&lt;br /&gt;
|-&lt;br /&gt;
|r_depthpeeling&lt;br /&gt;
|enable/disable order-independant transparency&lt;br /&gt;
|-&lt;br /&gt;
|r_detailmapping&lt;br /&gt;
|enable/disable detail mapping&lt;br /&gt;
|-&lt;br /&gt;
|r_downsize&lt;br /&gt;
|controls downsizing factor for hires textures&lt;br /&gt;
|-&lt;br /&gt;
|r_fullbrights&lt;br /&gt;
|enable/disable fullbright textures&lt;br /&gt;
|-&lt;br /&gt;
|r_glowmapping&lt;br /&gt;
|enable/disable glow mapping&lt;br /&gt;
|-&lt;br /&gt;
|r_hightile&lt;br /&gt;
|enable/disable hightile texture rendering in &amp;gt;8-bit mode&lt;br /&gt;
|-&lt;br /&gt;
|r_modelocclusionchecking&lt;br /&gt;
|enable/disable hack to cull &amp;quot;obstructed&amp;quot; models&lt;br /&gt;
|-&lt;br /&gt;
|r_models&lt;br /&gt;
|enable/disable model rendering in &amp;gt;8-bit mode&lt;br /&gt;
|-&lt;br /&gt;
|r_multisample&lt;br /&gt;
|sets the number of samples used for antialiasing (0 = off)&lt;br /&gt;
|-&lt;br /&gt;
|r_nvmultisamplehint&lt;br /&gt;
|enable/disable Nvidia multisampling hinting&lt;br /&gt;
|-&lt;br /&gt;
|r_parallaxskyclamping&lt;br /&gt;
|enable/disable parallaxed floor/ceiling sky texture clamping&lt;br /&gt;
|-&lt;br /&gt;
|r_parallaxskypanning&lt;br /&gt;
|enable/disable parallaxed floor/ceiling panning when drawing a parallaxed sky&lt;br /&gt;
|-&lt;br /&gt;
|r_peelscount&lt;br /&gt;
|sets the number of depth layers for depth peeling&lt;br /&gt;
|-&lt;br /&gt;
|r_polygonmode&lt;br /&gt;
|debugging feature&lt;br /&gt;
|-&lt;br /&gt;
|r_redbluemode&lt;br /&gt;
|enable/disable experimental OpenGL red-blue glasses mode&lt;br /&gt;
|-&lt;br /&gt;
|r_shadescale&lt;br /&gt;
|multiplier for lighting&lt;br /&gt;
|-&lt;br /&gt;
|r_swapinterval&lt;br /&gt;
|sets the GL swap interval (VSync)&lt;br /&gt;
|-&lt;br /&gt;
|r_texcache&lt;br /&gt;
|enable/disable OpenGL compressed texture cache&lt;br /&gt;
|-&lt;br /&gt;
|r_texcachecompression&lt;br /&gt;
|enable/disable compression of files in the OpenGL compressed texture cache&lt;br /&gt;
|-&lt;br /&gt;
|r_texcompr&lt;br /&gt;
|enable/disable OpenGL texture compression&lt;br /&gt;
|-&lt;br /&gt;
|r_textureanisotropy&lt;br /&gt;
|changes the OpenGL texture anisotropy setting&lt;br /&gt;
|-&lt;br /&gt;
|r_texturemaxsize&lt;br /&gt;
|changes the maximum OpenGL texture size limit&lt;br /&gt;
|-&lt;br /&gt;
|r_texturemiplevel&lt;br /&gt;
|changes the highest OpenGL mipmap level used&lt;br /&gt;
|-&lt;br /&gt;
|r_texturemode&lt;br /&gt;
|changes the texture filtering settings&lt;br /&gt;
|-&lt;br /&gt;
|r_vbocount&lt;br /&gt;
|sets the number of Vertex Buffer Objects to use when drawing models&lt;br /&gt;
|-&lt;br /&gt;
|r_vbos&lt;br /&gt;
|enable/disable using Vertex Buffer Objects when drawing models&lt;br /&gt;
|-&lt;br /&gt;
|r_vertexarrays&lt;br /&gt;
|enable/disable using vertex arrays when drawing models&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|winlayer.c&lt;br /&gt;
|-&lt;br /&gt;
|maxrefreshfreq&lt;br /&gt;
|maximum display frequency to set for OpenGL Polymost modes (0=no maximum)&lt;br /&gt;
|-&lt;br /&gt;
|r_windowpositioning&lt;br /&gt;
|enable/disable window position memory&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Full_command_list&amp;diff=7356</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=7356"/>
		<updated>2008-10-23T16:22:19Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: Updated according to the latest available snapshot. Thouse commands were actually added more than a month ago.&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;
{| 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;
*[[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;
*[[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;
| 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;
*[[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;
*[[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;
| 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;
*[[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;
*[[qsubstr]]&lt;br /&gt;
*[[quake]]&lt;br /&gt;
*[[quote]]&lt;br /&gt;
*[[randvar]]&lt;br /&gt;
*[[randvarvar]]&lt;br /&gt;
*[[readarrayfromfile]] (stub)&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;
*[[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;
*[[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;
*[[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]] (stub)&lt;br /&gt;
*[[xorvar]]&lt;br /&gt;
*[[xorvarvar]]&lt;br /&gt;
*[[zshoot]]&lt;br /&gt;
*[[zshootvar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:All commands]]&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Members_of_the_sprite,_hittype,_and_spriteext_structures&amp;diff=7288</id>
		<title>Members of the sprite, hittype, and spriteext structures</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Members_of_the_sprite,_hittype,_and_spriteext_structures&amp;diff=7288"/>
		<updated>2008-09-17T20:01:44Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Syntax:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;get/set&amp;gt;actor[&amp;lt;sprite id&amp;gt;].&amp;lt;member&amp;gt; &amp;lt;gamevar&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;get/set&amp;gt; - getactor to set the [[gamevar]] &amp;lt;gamevar&amp;gt; to the value of &amp;lt;member&amp;gt;. setactor to set the value of &amp;lt;member&amp;gt; to the [[gamevar]] &amp;lt;gamevar&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sprite id&amp;gt; is the reference number for a sprite. Use THISACTOR to set &amp;lt;sprite id&amp;gt; to the current [[actor]]&#039;s reference number.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;member&amp;gt; is the name of the member of the struct you want to set or get.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gamevar&amp;gt; is the [[gamevar]] to get or set the value of.&lt;br /&gt;
&lt;br /&gt;
Here is the list of the members for the sprite, hittype and spriteext structs, commonly used for [[actor]]s:&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;
&lt;br /&gt;
*[[ang]]&lt;br /&gt;
*[[clipdist]]&lt;br /&gt;
*[[cstat]]&lt;br /&gt;
*[[extra]]&lt;br /&gt;
*[[filler|detail]]&lt;br /&gt;
*[[hitag]]&lt;br /&gt;
*[[lotag]]&lt;br /&gt;
*[[owner]]&lt;br /&gt;
*[[pal]]&lt;br /&gt;
*[[picnum]]&lt;br /&gt;
*[[sectnum]]&lt;br /&gt;
*[[shade]]&lt;br /&gt;
*[[statnum]]&lt;br /&gt;
*[[x]]&lt;br /&gt;
*[[xoffset]]&lt;br /&gt;
*[[xrepeat]]&lt;br /&gt;
*[[xvel]]&lt;br /&gt;
*[[y]]&lt;br /&gt;
*[[yoffset]]&lt;br /&gt;
*[[yrepeat]]&lt;br /&gt;
*[[yvel]]&lt;br /&gt;
*[[z]]&lt;br /&gt;
*[[zvel]]&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;
&lt;br /&gt;
*[[htactorstayput]]&lt;br /&gt;
*[[htang]]&lt;br /&gt;
*[[htbposx]]&lt;br /&gt;
*[[htbposy]]&lt;br /&gt;
*[[htbposz]]&lt;br /&gt;
*[[htceilingz]]&lt;br /&gt;
*[[htcgg]]&lt;br /&gt;
*[[htdispicnum]]&lt;br /&gt;
*[[htextra]]&lt;br /&gt;
*[[htfloorz]]&lt;br /&gt;
*[[htg_t]]&lt;br /&gt;
*[[htlastvx]]&lt;br /&gt;
*[[htlastvy]]&lt;br /&gt;
*[[htmovflag]]&lt;br /&gt;
*[[htowner]]&lt;br /&gt;
*[[htpicnum]]&lt;br /&gt;
*[[httempang]]&lt;br /&gt;
*[[httimetosleep]]&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;
&lt;br /&gt;
*[[angoff]]&lt;br /&gt;
*[[mdflags]]&lt;br /&gt;
*[[mdxoff]]&lt;br /&gt;
*[[mdyoff]]&lt;br /&gt;
*[[mdzoff]]&lt;br /&gt;
*[[pitch]]&lt;br /&gt;
*[[roll]]&lt;br /&gt;
*[[xpanning]]&lt;br /&gt;
*[[ypanning]]&lt;br /&gt;
*[[htflags]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Structure member documentation]]&lt;br /&gt;
[[Category:Sprite manipulation]]&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Members_of_the_sector_structure&amp;diff=7287</id>
		<title>Members of the sector structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Members_of_the_sector_structure&amp;diff=7287"/>
		<updated>2008-09-17T20:00:03Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[wallptr]]&lt;br /&gt;
*[[wallnum]]&lt;br /&gt;
*[[ceilingz]]&lt;br /&gt;
*[[floorz]]&lt;br /&gt;
*[[ceilingstat]]&lt;br /&gt;
*[[floorstat]]&lt;br /&gt;
*[[ceilingpicnum]]&lt;br /&gt;
*[[ceilingslope]]&lt;br /&gt;
*[[ceilingshade]]&lt;br /&gt;
*[[ceilingpal]]&lt;br /&gt;
*[[ceilingxpanning]]&lt;br /&gt;
*[[ceilingypanning]]&lt;br /&gt;
*[[floorpicnum]]&lt;br /&gt;
*[[floorslope]]&lt;br /&gt;
*[[floorshade]]&lt;br /&gt;
*[[floorpal]]&lt;br /&gt;
*[[floorxpanning]]&lt;br /&gt;
*[[floorypanning]]&lt;br /&gt;
*[[visibility]]&lt;br /&gt;
*[[filler|alignto]]&lt;br /&gt;
*[[lotag]]&lt;br /&gt;
*[[hitag]]&lt;br /&gt;
*[[extra]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Sector manipulation]]&lt;br /&gt;
[[Category:Structure member documentation]]&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Floorslope&amp;diff=7286</id>
		<title>Floorslope</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Floorslope&amp;diff=7286"/>
		<updated>2008-09-17T19:59:31Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This value determines the slope of a sector&#039;s floor, based on it&#039;s first wall ([[wallptr]]). Negative values indicate the floor slopes upwards, and positive values mean the floor slopes downwards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also [[ceilingslope]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Sector structure members]]&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Floorheinum&amp;diff=7285</id>
		<title>Floorheinum</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Floorheinum&amp;diff=7285"/>
		<updated>2008-09-17T19:59:11Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: Floorheinum moved to Floorslope&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Floorslope]]&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Floorslope&amp;diff=7284</id>
		<title>Floorslope</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Floorslope&amp;diff=7284"/>
		<updated>2008-09-17T19:59:11Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: Floorheinum moved to Floorslope&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This value determines the slope of a sector&#039;s floor, based on it&#039;s first wall ([[wallptr]]). Negative values indicate the floor slopes upwards, and positive values mean the floor slopes downwards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also [[ceilingheinum]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Sector structure members]]&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Ceilingslope&amp;diff=7283</id>
		<title>Ceilingslope</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Ceilingslope&amp;diff=7283"/>
		<updated>2008-09-17T19:58:48Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This value determines the slope of a sector&#039;s ceiling, based on it&#039;s first wall ([[wallptr]]). Negative values indicate the ceiling slopes upwards, and positive values mean the ceiling slopes downwards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also [[floorslope]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Sector structure members]]&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Ceilingheinum&amp;diff=7282</id>
		<title>Ceilingheinum</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Ceilingheinum&amp;diff=7282"/>
		<updated>2008-09-17T19:58:17Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: Ceilingheinum moved to Ceilingslope&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Ceilingslope]]&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Ceilingslope&amp;diff=7281</id>
		<title>Ceilingslope</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Ceilingslope&amp;diff=7281"/>
		<updated>2008-09-17T19:58:17Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: Ceilingheinum moved to Ceilingslope&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This value determines the slope of a sector&#039;s ceiling, based on it&#039;s first wall ([[wallptr]]). Negative values indicate the ceiling slopes upwards, and positive values mean the ceiling slopes downwards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also [[floorheinum]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Sector structure members]]&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Headspritesect&amp;diff=7267</id>
		<title>Headspritesect</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Headspritesect&amp;diff=7267"/>
		<updated>2008-09-07T18:43:04Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: Fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;headspritesect &amp;lt;spriteID&amp;gt; &amp;lt;sectID&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Returns the ID of first sprite in the sector. The purpose of this command to scan through all sprites in the specified sector. The [[nextspritesect]] and [[prevspritesect]] should be used to go forward and back through the list of actors.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
headspritestat i 1 // look for all sprites with the stat of 0&lt;br /&gt;
whilevarn i -1&lt;br /&gt;
{&lt;br /&gt;
	// use i as the sprite ID&lt;br /&gt;
	addlogvar i&lt;br /&gt;
	nextspritestat i i&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:EDuke32 specific commands]]&lt;br /&gt;
[[Category:Sprite manipulation]]&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Prevspritesect&amp;diff=7266</id>
		<title>Prevspritesect</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Prevspritesect&amp;diff=7266"/>
		<updated>2008-09-07T18:42:20Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: New page: &amp;#039;&amp;#039;&amp;#039;nextspritesect &amp;lt;PrevSpriteID&amp;gt; &amp;lt;CurrentSpriteID&amp;gt;&amp;#039;&amp;#039;&amp;#039;  Finds the previous sprite that in the same sprite. See headspritesect‎ for more information.  [[Category:EDuke32 specific comma...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;nextspritesect &amp;lt;PrevSpriteID&amp;gt; &amp;lt;CurrentSpriteID&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finds the previous sprite that in the same sprite. See [[headspritesect?]] for more information.&lt;br /&gt;
&lt;br /&gt;
[[Category:EDuke32 specific commands]]&lt;br /&gt;
[[Category:Sprite manipulation]]&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Nextspritesect&amp;diff=7265</id>
		<title>Nextspritesect</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Nextspritesect&amp;diff=7265"/>
		<updated>2008-09-07T18:41:44Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: New page: &amp;#039;&amp;#039;&amp;#039;nextspritesect &amp;lt;NextSpriteID&amp;gt; &amp;lt;CurrentSpriteID&amp;gt;&amp;#039;&amp;#039;&amp;#039;  Finds the next sprite that in the same sprite. See headspritesect‎ for more information.  [[Category:EDuke32 specific commands]...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;nextspritesect &amp;lt;NextSpriteID&amp;gt; &amp;lt;CurrentSpriteID&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finds the next sprite that in the same sprite. See [[headspritesect?]] for more information.&lt;br /&gt;
&lt;br /&gt;
[[Category:EDuke32 specific commands]]&lt;br /&gt;
[[Category:Sprite manipulation]]&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Headspritesect&amp;diff=7264</id>
		<title>Headspritesect</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Headspritesect&amp;diff=7264"/>
		<updated>2008-09-07T18:31:24Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: New page: &amp;#039;&amp;#039;&amp;#039;headspritesect &amp;lt;spriteID&amp;gt; &amp;lt;sectID&amp;gt;&amp;#039;&amp;#039;&amp;#039;  Returns the ID of first sprite in the sector. The purpose of this command to scan through all sprites in the specified sector. The [[nextspritesta...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;headspritesect &amp;lt;spriteID&amp;gt; &amp;lt;sectID&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Returns the ID of first sprite in the sector. The purpose of this command to scan through all sprites in the specified sector. The [[nextspritestat]] and [[prevspritestat]] should be used to go forward and back through the list of actors.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
headspritestat i 1 // look for all sprites with the stat of 0&lt;br /&gt;
whilevarn i -1&lt;br /&gt;
{&lt;br /&gt;
	// use i as the sprite ID&lt;br /&gt;
	addlogvar i&lt;br /&gt;
	nextspritestat i i&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Constantly_updated_gamevars&amp;diff=7251</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=7251"/>
		<updated>2008-08-31T19:18:36Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: &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 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;
&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;
Video and misc&lt;br /&gt;
*[[current_menu]]&lt;br /&gt;
*[[currentweapon]]&lt;br /&gt;
*[[display_mirror]]&lt;br /&gt;
*[[framerate]]&lt;br /&gt;
*[[gametype_flags]]&lt;br /&gt;
*[[gravitationalconstant]]&lt;br /&gt;
*[[gs]]&lt;br /&gt;
*[[gun_pos]]&lt;br /&gt;
*[[lastvisinc]]&lt;br /&gt;
*[[looking_angSR1]]&lt;br /&gt;
*[[looking_arc]]&lt;br /&gt;
*[[myconnectindex]]&lt;br /&gt;
*[[numplayers]]&lt;br /&gt;
*[[numsectors]]&lt;br /&gt;
*[[randomseed]]&lt;br /&gt;
*[[screenpeek]]&lt;br /&gt;
*[[totalclock]]&lt;br /&gt;
*[[viewingrange]]&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;
| 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;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Pre-defined_gamevars&amp;diff=7250</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=7250"/>
		<updated>2008-08-31T19:07:57Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: &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;
&lt;br /&gt;
The WEAPON&#039;&#039;&#039;x&#039;&#039;&#039;_foobar are weapon properties. Here is the default list of what the &#039;&#039;&#039;x&#039;&#039;&#039; stands for:&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;0:&#039;&#039;&#039; Mighty Foot&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1:&#039;&#039;&#039; Pistol&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;2:&#039;&#039;&#039; Shotgun&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3:&#039;&#039;&#039; Chaingun Cannon - Ripper&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;4:&#039;&#039;&#039; RPG&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;5:&#039;&#039;&#039; Pipebomb&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;6:&#039;&#039;&#039; Shrinker&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;7:&#039;&#039;&#039; Devastator&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;8:&#039;&#039;&#039; Laser Tripbomb&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;9:&#039;&#039;&#039; Freezethrower - Freezer&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;10:&#039;&#039;&#039; Pipebomb Detonator &#039;&#039;&#039;(NOTE: It is advised that you do not alter the values for this.)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;11:&#039;&#039;&#039; Expander&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; style=&amp;quot;font-size:75%;&amp;quot;&lt;br /&gt;
! !! Kick !! 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]]&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]]&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]]&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]]&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]]&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]]&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;
|-&lt;br /&gt;
|[[WEAPONx_FLAGS]]&lt;br /&gt;
|Novisible&amp;lt;Br&amp;gt;Randomrestart&amp;lt;Br&amp;gt;Automatic&lt;br /&gt;
|Reload_Timing&lt;br /&gt;
|Checkatreload&lt;br /&gt;
|Automatic&amp;lt;Br&amp;gt;Fireeverythird&amp;lt;Br&amp;gt;Ammopershot&amp;lt;Br&amp;gt;Spawntype3&amp;lt;Br&amp;gt;Reset&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|0&lt;br /&gt;
|Throwit&lt;br /&gt;
|Glows&lt;br /&gt;
|Fireeveryother&amp;lt;Br&amp;gt;Ammopershot&lt;br /&gt;
|Standstill&amp;lt;Br&amp;gt;Checkatreload&lt;br /&gt;
|Reset&lt;br /&gt;
|Bomb_Trigger&amp;lt;Br&amp;gt;Novisible&lt;br /&gt;
|Glows&lt;br /&gt;
|-&lt;br /&gt;
|[[WEAPONx_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]]&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]]&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]]&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]]&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]]&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]]&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]]&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;
|-&lt;br /&gt;
|[[WEAPONx_RELOADSOUND1]]&lt;br /&gt;
|EJECT_CLIP&lt;br /&gt;
|EJECT_CLIP&lt;br /&gt;
|EJECT_CLIP&lt;br /&gt;
|EJECT_CLIP&lt;br /&gt;
|EJECT_CLIP&lt;br /&gt;
|EJECT_CLIP&lt;br /&gt;
|EJECT_CLIP&lt;br /&gt;
|EJECT_CLIP&lt;br /&gt;
|EJECT_CLIP&lt;br /&gt;
|EJECT_CLIP&lt;br /&gt;
|EJECT_CLIP&lt;br /&gt;
|EJECT_CLIP&lt;br /&gt;
|-&lt;br /&gt;
|[[WEAPONx_RELOADSOUND2]]&lt;br /&gt;
|INSERT_CLIP&lt;br /&gt;
|INSERT_CLIP&lt;br /&gt;
|INSERT_CLIP&lt;br /&gt;
|INSERT_CLIP&lt;br /&gt;
|INSERT_CLIP&lt;br /&gt;
|INSERT_CLIP&lt;br /&gt;
|INSERT_CLIP&lt;br /&gt;
|INSERT_CLIP&lt;br /&gt;
|INSERT_CLIP&lt;br /&gt;
|INSERT_CLIP&lt;br /&gt;
|INSERT_CLIP&lt;br /&gt;
|INSERT_CLIP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamevar manipulation]]&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Xvel&amp;diff=7249</id>
		<title>Xvel</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Xvel&amp;diff=7249"/>
		<updated>2008-08-31T18:37:54Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: I haven&amp;#039;t checked this statement&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;
The projectile doesn&#039;t move at the same speed as the normal actor, it moves faster. In order to make an actor move alongside a projectile (using [[define projecile]]), the speed of the actor should be multiplied by 2.5.&lt;br /&gt;
&lt;br /&gt;
[[Category:Sprite structure members]]&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Setgamepalette&amp;diff=7248</id>
		<title>Setgamepalette</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Setgamepalette&amp;diff=7248"/>
		<updated>2008-08-31T18:21:56Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;setgamepalette &amp;lt;pal_ID&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Switches between the palettes that Duke Nukem 3D uses. The palettes are located in LOOKUP.DAT. This command can take values between 0 and 6.&lt;br /&gt;
&lt;br /&gt;
It sets the palette that the game uses to 0, the normal game palette. (Remember that these palettes include underwater palette, night vision palette etc. so this can be used to block them)&lt;br /&gt;
&lt;br /&gt;
[[Category:EDuke32 specific commands]]&lt;br /&gt;
[[Category:Game manipulation]]&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Talk:WEAPON&amp;diff=7247</id>
		<title>Talk:WEAPON</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Talk:WEAPON&amp;diff=7247"/>
		<updated>2008-08-31T18:17:05Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I could have sworn this returned the WORKSLIKE value of the currently selected weapon.  Was that fixed since the 2.0 days, or am I remembering wrong?&lt;br /&gt;
:No, it&#039;s the [[curr_weapon]] of the current player.--[[User:Hunter byte|Hunter_byte]] 11:17, 31 August 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=NUMSECTORS&amp;diff=7246</id>
		<title>NUMSECTORS</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=NUMSECTORS&amp;diff=7246"/>
		<updated>2008-08-31T18:04:45Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;NUMSECTORS&#039;&#039;&#039; is a read-only gamevar pre-defined when a map loads.  It returns the number of sectors in the current level.&lt;br /&gt;
&lt;br /&gt;
[[Category:Constantly updated gamevars]]&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=NUMWALLS&amp;diff=7245</id>
		<title>NUMWALLS</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=NUMWALLS&amp;diff=7245"/>
		<updated>2008-08-31T18:03:44Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;NUMWALLS&#039;&#039;&#039; is a read-only gamevar predefined when a map loads.  It returns the number of walls in the current level.&lt;br /&gt;
&lt;br /&gt;
[[Category:Constantly updated gamevars]]&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Unsynchronized_events&amp;diff=7244</id>
		<title>Unsynchronized events</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Unsynchronized_events&amp;diff=7244"/>
		<updated>2008-08-31T17:22:28Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: New page: == Staying in sync in multiplayer game ==  &amp;#039;&amp;#039;&amp;#039;Unsynchronized events&amp;#039;&amp;#039;&amp;#039; are not synchronized in multiplayer game as they are usually triggered only a local computer so the CON code doesn&amp;#039;t ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Staying in sync in multiplayer game ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unsynchronized events&#039;&#039;&#039; are not synchronized in multiplayer game as they are usually triggered only a local computer so the CON code doesn&#039;t have to work the same way on different computers. These events usually are display related or have effect only on the current computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Synchronized events&#039;&#039;&#039; always triggered on all computers at the same time and at the same conditions. These events triggers on specific ingame situations.&lt;br /&gt;
&lt;br /&gt;
DO and DON&#039;Ts:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Do use [[randvar]],[[randvarvar]], [[ifrnd]] in &#039;&#039;&#039;synchronized&#039;&#039;&#039; events.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Do use [[displayrand]], [[displayrandvar]], [[displayrandvarvar]] in &#039;&#039;&#039;unsynchronized&#039;&#039;&#039; events.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Do not use [[randvar]],[[randvarvar]], [[ifrnd]] in &#039;&#039;&#039;unsynchronized&#039;&#039;&#039; events.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Do not use [[displayrand]], [[displayrandvar]], [[displayrandvarvar]] in &#039;&#039;&#039;synchronized&#039;&#039;&#039; events.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Do not collect information in &#039;&#039;&#039;unsynchronized&#039;&#039;&#039; events that later might be used in &#039;&#039;&#039;synchronized&#039;&#039;&#039; events or actors.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Do not use local vars(like user options) in &#039;&#039;&#039;synchronized&#039;&#039;&#039; events. The compiler will warn you about this(note: it won&#039;t if a local var is in a state).&amp;lt;br&amp;gt;&lt;br /&gt;
7. Do not use gameplay related commands in &#039;&#039;&#039;unsynchronized&#039;&#039;&#039; events. The compiler will warn you about this(note: it won&#039;t if a local var is in a state).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Event manipulation]]&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Event_list&amp;diff=7243</id>
		<title>Event list</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Event_list&amp;diff=7243"/>
		<updated>2008-08-31T17:21:48Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: Marked unsynchronized event&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EDuke32 Intro}}&lt;br /&gt;
&lt;br /&gt;
This is a list of every event in the current release of EDuke32.&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;
&lt;br /&gt;
*[[EVENT_AIMDOWN]]&lt;br /&gt;
*[[EVENT_AIMUP]]&lt;br /&gt;
*[[EVENT_ANIMATESPRITES]][1]&lt;br /&gt;
*[[EVENT_CHANGEWEAPON]]&lt;br /&gt;
*[[EVENT_CHEATGETBOOT]][1]&lt;br /&gt;
*[[EVENT_CHEATGETFIRSTAID]][1]&lt;br /&gt;
*[[EVENT_CHEATGETHEAT]][1]&lt;br /&gt;
*[[EVENT_CHEATGETHOLODUKE]][1]&lt;br /&gt;
*[[EVENT_CHEATGETJETPACK]][1]&lt;br /&gt;
*[[EVENT_CHEATGETSCUBA]][1]&lt;br /&gt;
*[[EVENT_CHEATGETSHIELD]][1]&lt;br /&gt;
*[[EVENT_CHEATGETSTEROIDS]][1]&lt;br /&gt;
*[[EVENT_CROUCH]]&lt;br /&gt;
*[[EVENT_DISPLAYBONUSSCREEN]][1]&lt;br /&gt;
*[[EVENT_DISPLAYCROSSHAIR]][1]&lt;br /&gt;
*[[EVENT_DISPLAYLOADINGSCREEN]][1]&lt;br /&gt;
*[[EVENT_DISPLAYMENU]][1]&lt;br /&gt;
*[[EVENT_DISPLAYMENUREST]][1]&lt;br /&gt;
*[[EVENT_DISPLAYREST]][1]&lt;br /&gt;
*[[EVENT_DISPLAYROOMS]][1]&lt;br /&gt;
*[[EVENT_DISPLAYSBAR]][1]&lt;br /&gt;
*[[EVENT_DISPLAYWEAPON]][1]&lt;br /&gt;
*[[EVENT_DOFIRE]]&lt;br /&gt;
*[[EVENT_DRAWWEAPON]][1]&lt;br /&gt;
*[[EVENT_EGS]]&lt;br /&gt;
*[[EVENT_ENTERLEVEL]][1]&lt;br /&gt;
*[[EVENT_FAKEDOMOVETHINGS]][1]&lt;br /&gt;
*[[EVENT_FIRE]]&lt;br /&gt;
*[[EVENT_FIREWEAPON]]&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;
&lt;br /&gt;
*[[EVENT_GAME]]&lt;br /&gt;
*[[EVENT_GETAUTOAIMANGLE]]&lt;br /&gt;
*[[EVENT_GETLOADTILE]][1]&lt;br /&gt;
*[[EVENT_GETMENUTILE]][1]&lt;br /&gt;
*[[EVENT_GETSHOTRANGE]]&lt;br /&gt;
*[[EVENT_HOLODUKEOFF]]&lt;br /&gt;
*[[EVENT_HOLODUKEON]]&lt;br /&gt;
*[[EVENT_HOLSTER]]&lt;br /&gt;
*[[EVENT_INCURDAMAGE]]&lt;br /&gt;
*[[EVENT_INIT]][1]&lt;br /&gt;
*[[EVENT_INVENTORY]]&lt;br /&gt;
*[[EVENT_INVENTORYLEFT]]&lt;br /&gt;
*[[EVENT_INVENTORYRIGHT]]&lt;br /&gt;
*[[EVENT_JUMP]]&lt;br /&gt;
*[[EVENT_KILLIT]]&lt;br /&gt;
*[[EVENT_LOADACTOR]]&lt;br /&gt;
*[[EVENT_LOGO]]&lt;br /&gt;
*[[EVENT_LOOKDOWN]]&lt;br /&gt;
*[[EVENT_LOOKLEFT]]&lt;br /&gt;
*[[EVENT_LOOKRIGHT]]&lt;br /&gt;
*[[EVENT_LOOKUP]]&lt;br /&gt;
*[[EVENT_MOVEBACKWARD]]&lt;br /&gt;
*[[EVENT_MOVEFORWARD]]&lt;br /&gt;
*[[EVENT_NEXTWEAPON]]&lt;br /&gt;
*[[EVENT_PRESSEDFIRE]]&lt;br /&gt;
*[[EVENT_PREVIOUSWEAPON]]&lt;br /&gt;
*[[EVENT_PROCESSINPUT]]&lt;br /&gt;
*[[EVENT_QUICKKICK]]&lt;br /&gt;
*[[EVENT_RESETINVENTORY]]&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;
&lt;br /&gt;
*[[EVENT_RESETPLAYER]]&lt;br /&gt;
*[[EVENT_RESETWEAPONS]]&lt;br /&gt;
*[[EVENT_RETURNTOCENTER]]&lt;br /&gt;
*[[EVENT_SELECTWEAPON]]&lt;br /&gt;
*[[EVENT_SOARDOWN]]&lt;br /&gt;
*[[EVENT_SOARUP]]&lt;br /&gt;
*[[EVENT_SPAWN]]&lt;br /&gt;
*[[EVENT_STRAFELEFT]]&lt;br /&gt;
*[[EVENT_STRAFERIGHT]]&lt;br /&gt;
*[[EVENT_SWIMDOWN]]&lt;br /&gt;
*[[EVENT_SWIMUP]]&lt;br /&gt;
*[[EVENT_TURNAROUND]]&lt;br /&gt;
*[[EVENT_TURNLEFT]]&lt;br /&gt;
*[[EVENT_TURNRIGHT]]&lt;br /&gt;
*[[EVENT_USE]]&lt;br /&gt;
*[[EVENT_USEJETPACK]]&lt;br /&gt;
*[[EVENT_USEMEDKIT]]&lt;br /&gt;
*[[EVENT_USENIGHTVISION]]&lt;br /&gt;
*[[EVENT_USESTEROIDS]]&lt;br /&gt;
*[[EVENT_WEAPKEY1]]&lt;br /&gt;
*[[EVENT_WEAPKEY10]]&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;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[1] [[unsynchronized events|Unsynchronized events]]&lt;br /&gt;
&lt;br /&gt;
All [[events]] are accessed using the [[onevent]] command.&lt;br /&gt;
&lt;br /&gt;
[[Category:Event manipulation]]&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Category:Gamevar_manipulation&amp;diff=7193</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=7193"/>
		<updated>2008-08-22T15:07:22Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: Updated according to the latest available snapshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
The syntax for defining a gamevar is &#039;gamevar &amp;lt;varname&amp;gt; &amp;lt;value&amp;gt; &amp;lt;flags&amp;gt;&#039;&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;
{| {{prettytable}}&lt;br /&gt;
!Name!!Number!!Description!!Page where such variables should be listed&lt;br /&gt;
|-&lt;br /&gt;
|GAMEVAR_FLAG_GLOBAL||0||global variable; this is the default||&lt;br /&gt;
|-&lt;br /&gt;
|GAMEVAR_FLAG_PERPLAYER||1||per-player variable||&lt;br /&gt;
|-&lt;br /&gt;
|GAMEVAR_FLAG_PERACTOR||2||per-actor variable||&lt;br /&gt;
|-&lt;br /&gt;
|GAMEVAR_FLAG_USER_MASK||3||bitmask controling what flags can be set from con||&lt;br /&gt;
|-&lt;br /&gt;
|GAMEVAR_FLAG_DEFAULT||256||allow override||&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;
&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>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Members_of_the_userdef_structure&amp;diff=7192</id>
		<title>Members of the userdef structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Members_of_the_userdef_structure&amp;diff=7192"/>
		<updated>2008-08-22T14:35:04Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: Updated according to the latest available snapshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
*[[althud]]&lt;br /&gt;
*[[angleinterpolation]]&lt;br /&gt;
*[[automsg]]&lt;br /&gt;
*[[auto_run]]&lt;br /&gt;
*[[autovote]]&lt;br /&gt;
*[[brightness]]&lt;br /&gt;
*[[camerasprite]]&lt;br /&gt;
*[[camera_time]]&lt;br /&gt;
*[[cashman]]&lt;br /&gt;
*[[clipping]]&lt;br /&gt;
*[[color]]&lt;br /&gt;
*[[const_visibility]]&lt;br /&gt;
*[[coop]]&lt;br /&gt;
*[[coords]]&lt;br /&gt;
*[[crosshair]]&lt;br /&gt;
*[[deathmsgs]]&lt;br /&gt;
*[[democams]]&lt;br /&gt;
*[[detail]]&lt;br /&gt;
*[[display_bonus_screen]]&lt;br /&gt;
*[[drawweapon]]&lt;br /&gt;
*[[entered_name]]&lt;br /&gt;
*[[eog]]&lt;br /&gt;
*[[executions]]&lt;br /&gt;
*[[ffire]]&lt;br /&gt;
*[[fola]]&lt;br /&gt;
*[[folavel]]&lt;br /&gt;
*[[folfvel]]&lt;br /&gt;
*[[folx]]&lt;br /&gt;
*[[foly]]&lt;br /&gt;
*[[from_bonus]]&lt;br /&gt;
*[[fta_on]]&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;
*[[god]]&lt;br /&gt;
*[[idplayers]]&lt;br /&gt;
*[[last_camsprite]]&lt;br /&gt;
*[[last_level]]&lt;br /&gt;
*[[last_overhead]]&lt;br /&gt;
*[[level_number]]&lt;br /&gt;
*[[levelstats]]&lt;br /&gt;
*[[lockout]]&lt;br /&gt;
*[[marker]]&lt;br /&gt;
*[[m_coop]]&lt;br /&gt;
*[[m_ffire]]&lt;br /&gt;
*[[m_level_number]]&lt;br /&gt;
*[[m_marker]]&lt;br /&gt;
*[[m_monsters_off]]&lt;br /&gt;
*[[m_noexits]]&lt;br /&gt;
*[[monsters_off]]&lt;br /&gt;
*[[mouseaiming]]&lt;br /&gt;
*[[mouseflip]]&lt;br /&gt;
*[[m_player_skill]]&lt;br /&gt;
*[[m_recstat]]&lt;br /&gt;
*[[m_respawn_inventory]]&lt;br /&gt;
*[[m_respawn_items]]&lt;br /&gt;
*[[m_respawn_monsters]]&lt;br /&gt;
*[[msgdisptime]]&lt;br /&gt;
*[[multimode]]&lt;br /&gt;
*[[m_volume_number]]&lt;br /&gt;
*[[noexits]]&lt;br /&gt;
*[[obituaries]]&lt;br /&gt;
*[[overhead_on]]&lt;br /&gt;
*[[pause_on]]&lt;br /&gt;
*[[playerai]]&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;
*[[player_skill]]&lt;br /&gt;
*[[pwlockout]]&lt;br /&gt;
*[[reccnt]]&lt;br /&gt;
*[[recstat]]&lt;br /&gt;
*[[respawn_inventory]]&lt;br /&gt;
*[[respawn_items]]&lt;br /&gt;
*[[respawn_monsters]]&lt;br /&gt;
*[[ridecule]]&lt;br /&gt;
*[[rtsname;]]&lt;br /&gt;
*[[savegame]]&lt;br /&gt;
*[[screen_size]]&lt;br /&gt;
*[[screen_tilting]]&lt;br /&gt;
*[[scrollmode]]&lt;br /&gt;
*[[secretlevel]]&lt;br /&gt;
*[[shadows]]&lt;br /&gt;
*[[showallmap]]&lt;br /&gt;
*[[show_help]]&lt;br /&gt;
*[[showweapons]]&lt;br /&gt;
*[[statusbarmode]]&lt;br /&gt;
*[[statusbarscale]]&lt;br /&gt;
*[[team]]&lt;br /&gt;
*[[tickrate]]&lt;br /&gt;
*[[user_name]]&lt;br /&gt;
*[[uw_framerate]]&lt;br /&gt;
*[[viewbob]]&lt;br /&gt;
*[[volume_number]]&lt;br /&gt;
*[[warp_on]]&lt;br /&gt;
*[[wchoice]]&lt;br /&gt;
*[[weaponsway]]&lt;br /&gt;
*[[weaponswitch]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Structure member documentation]]&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Members_of_the_sprite,_hittype,_and_spriteext_structures&amp;diff=7191</id>
		<title>Members of the sprite, hittype, and spriteext structures</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Members_of_the_sprite,_hittype,_and_spriteext_structures&amp;diff=7191"/>
		<updated>2008-08-22T14:24:40Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: Updated according to the latest available snapshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Syntax:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;get/set&amp;gt;actor[&amp;lt;sprite id&amp;gt;].&amp;lt;member&amp;gt; &amp;lt;gamevar&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;get/set&amp;gt; - getactor to set the [[gamevar]] &amp;lt;gamevar&amp;gt; to the value of &amp;lt;member&amp;gt;. setactor to set the value of &amp;lt;member&amp;gt; to the [[gamevar]] &amp;lt;gamevar&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sprite id&amp;gt; is the reference number for a sprite. Use THISACTOR to set &amp;lt;sprite id&amp;gt; to the current [[actor]]&#039;s reference number.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;member&amp;gt; is the name of the member of the struct you want to set or get.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gamevar&amp;gt; is the [[gamevar]] to get or set the value of.&lt;br /&gt;
&lt;br /&gt;
Here is the list of the members for the sprite, hittype and spriteext structs, commonly used for [[actor]]s:&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;
&lt;br /&gt;
*[[ang]]&lt;br /&gt;
*[[clipdist]]&lt;br /&gt;
*[[cstat]]&lt;br /&gt;
*[[extra]]&lt;br /&gt;
*[[filler]]&lt;br /&gt;
*[[hitag]]&lt;br /&gt;
*[[lotag]]&lt;br /&gt;
*[[owner]]&lt;br /&gt;
*[[pal]]&lt;br /&gt;
*[[picnum]]&lt;br /&gt;
*[[sectnum]]&lt;br /&gt;
*[[shade]]&lt;br /&gt;
*[[statnum]]&lt;br /&gt;
*[[x]]&lt;br /&gt;
*[[xoffset]]&lt;br /&gt;
*[[xrepeat]]&lt;br /&gt;
*[[xvel]]&lt;br /&gt;
*[[y]]&lt;br /&gt;
*[[yoffset]]&lt;br /&gt;
*[[yrepeat]]&lt;br /&gt;
*[[yvel]]&lt;br /&gt;
*[[z]]&lt;br /&gt;
*[[zvel]]&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;
&lt;br /&gt;
*[[htactorstayput]]&lt;br /&gt;
*[[htang]]&lt;br /&gt;
*[[htbposx]]&lt;br /&gt;
*[[htbposy]]&lt;br /&gt;
*[[htbposz]]&lt;br /&gt;
*[[htceilingz]]&lt;br /&gt;
*[[htcgg]]&lt;br /&gt;
*[[htdispicnum]]&lt;br /&gt;
*[[htextra]]&lt;br /&gt;
*[[htfloorz]]&lt;br /&gt;
*[[htg_t]]&lt;br /&gt;
*[[htlastvx]]&lt;br /&gt;
*[[htlastvy]]&lt;br /&gt;
*[[htmovflag]]&lt;br /&gt;
*[[htowner]]&lt;br /&gt;
*[[htpicnum]]&lt;br /&gt;
*[[httempang]]&lt;br /&gt;
*[[httimetosleep]]&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;
&lt;br /&gt;
*[[angoff]]&lt;br /&gt;
*[[mdflags]]&lt;br /&gt;
*[[mdxoff]]&lt;br /&gt;
*[[mdyoff]]&lt;br /&gt;
*[[mdzoff]]&lt;br /&gt;
*[[pitch]]&lt;br /&gt;
*[[roll]]&lt;br /&gt;
*[[xpanning]]&lt;br /&gt;
*[[ypanning]]&lt;br /&gt;
*[[htflags]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Structure member documentation]]&lt;br /&gt;
[[Category:Sprite manipulation]]&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Console_commands&amp;diff=7190</id>
		<title>Console commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Console_commands&amp;diff=7190"/>
		<updated>2008-08-22T14:19:18Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: Updated according to the latest available snapshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Variables&lt;br /&gt;
|-&lt;br /&gt;
|cl_angleinterpolation&lt;br /&gt;
|enable/disable angle interpolation&lt;br /&gt;
|-&lt;br /&gt;
|cl_autoaim&lt;br /&gt;
|enable/disable weapon autoaim&lt;br /&gt;
|-&lt;br /&gt;
|cl_automsg&lt;br /&gt;
|enable/disable automatically sending messages to all players&lt;br /&gt;
|-&lt;br /&gt;
|cl_autovote&lt;br /&gt;
|enable/disable automatic voting&lt;br /&gt;
|-&lt;br /&gt;
|cl_democams&lt;br /&gt;
|enable/disable demo playback cameras&lt;br /&gt;
|-&lt;br /&gt;
|cl_idplayers&lt;br /&gt;
|enable/disable name display when aiming at opponents&lt;br /&gt;
|-&lt;br /&gt;
|cl_levelstats&lt;br /&gt;
|enable/disable level statistics display&lt;br /&gt;
|-&lt;br /&gt;
|cl_messagetime&lt;br /&gt;
|length of time to display multiplayer chat messages&lt;br /&gt;
|-&lt;br /&gt;
|cl_obituaries&lt;br /&gt;
|enable/disable multiplayer death messages&lt;br /&gt;
|-&lt;br /&gt;
|cl_showcoords&lt;br /&gt;
|show your position in the game world&lt;br /&gt;
|-&lt;br /&gt;
|cl_viewbob&lt;br /&gt;
|enable/disable player head bobbing&lt;br /&gt;
|-&lt;br /&gt;
|cl_weaponsway&lt;br /&gt;
|enable/disable player weapon swaying&lt;br /&gt;
|-&lt;br /&gt;
|cl_weaponswitch&lt;br /&gt;
|enable/disable auto weapon switching&lt;br /&gt;
|-&lt;br /&gt;
|crosshair&lt;br /&gt;
|enable/disable crosshair&lt;br /&gt;
|-&lt;br /&gt;
|hud_althud&lt;br /&gt;
|enable/disable alternate mini-hud&lt;br /&gt;
|-&lt;br /&gt;
|hud_flashing&lt;br /&gt;
|enable/disable althud flashing&lt;br /&gt;
|-&lt;br /&gt;
|hud_numberpal&lt;br /&gt;
|pal for alt hud numbers&lt;br /&gt;
|-&lt;br /&gt;
|hud_numbertile&lt;br /&gt;
|first tile in alt hud number set&lt;br /&gt;
|-&lt;br /&gt;
|hud_shadows&lt;br /&gt;
|enable/disable althud shadows&lt;br /&gt;
|-&lt;br /&gt;
|osdhightile&lt;br /&gt;
|enable/disable hires art replacements for console text&lt;br /&gt;
|-&lt;br /&gt;
|in_mousebias&lt;br /&gt;
|emulates the original mouse code&#039;s weighting of input&amp;lt;br/&amp;gt; towards whichever axis is moving the most at any given time&lt;br /&gt;
|-&lt;br /&gt;
|in_mousefilter&lt;br /&gt;
|amount of mouse movement to filter out&lt;br /&gt;
|-&lt;br /&gt;
|in_smoothinput&lt;br /&gt;
|enable/disable input smoothing&lt;br /&gt;
|-&lt;br /&gt;
|r_anamorphic&lt;br /&gt;
|enable/disable widescreen mode&lt;br /&gt;
|-&lt;br /&gt;
|r_drawweapon&lt;br /&gt;
|enable/disable weapon drawing&lt;br /&gt;
|-&lt;br /&gt;
|r_precache&lt;br /&gt;
|enable/disable the pre-level caching routine&lt;br /&gt;
|-&lt;br /&gt;
|r_projectionhack&lt;br /&gt;
|enable/disable projection hack&lt;br /&gt;
|-&lt;br /&gt;
|r_showfps&lt;br /&gt;
|show the frame rate counter&lt;br /&gt;
|-&lt;br /&gt;
|snd_ambience&lt;br /&gt;
|enables/disables ambient sounds&lt;br /&gt;
|-&lt;br /&gt;
|snd_duketalk&lt;br /&gt;
|enables/disables Duke&#039;s speech&lt;br /&gt;
|-&lt;br /&gt;
|snd_fxvolume&lt;br /&gt;
|volume of sound effects&lt;br /&gt;
|-&lt;br /&gt;
|snd_mixrate&lt;br /&gt;
|sound mixing rate&lt;br /&gt;
|-&lt;br /&gt;
|snd_musvolume&lt;br /&gt;
|volume of midi music&lt;br /&gt;
|-&lt;br /&gt;
|snd_numbits&lt;br /&gt;
|sound bits&lt;br /&gt;
|-&lt;br /&gt;
|snd_numchannels&lt;br /&gt;
|the number of sound channels&lt;br /&gt;
|-&lt;br /&gt;
|snd_numvoices&lt;br /&gt;
|the number of concurrent sounds&lt;br /&gt;
|-&lt;br /&gt;
|snd_reversestereo&lt;br /&gt;
|reverses the stereo channels&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|astub.c&lt;br /&gt;
|-&lt;br /&gt;
|addpath &amp;lt;path&amp;gt;&lt;br /&gt;
|adds path to game filesystem &lt;br /&gt;
|-&lt;br /&gt;
|echo [text]&lt;br /&gt;
|echoes text to the console&lt;br /&gt;
|-&lt;br /&gt;
|editorgridextent&lt;br /&gt;
|sets the size of the 2D mode editing grid&lt;br /&gt;
|-&lt;br /&gt;
|exec &amp;lt;scriptfile&amp;gt;&lt;br /&gt;
|executes a script &lt;br /&gt;
|-&lt;br /&gt;
|fileinfo &amp;lt;file&amp;gt;&lt;br /&gt;
|gets a file&#039;s information&lt;br /&gt;
|-&lt;br /&gt;
|gamma &amp;lt;value&amp;gt;&lt;br /&gt;
|changes brightness&lt;br /&gt;
|-&lt;br /&gt;
|initgroupfile &amp;lt;path&amp;gt;&lt;br /&gt;
|adds a grp file into the game filesystem&lt;br /&gt;
|-&lt;br /&gt;
|noclip&lt;br /&gt;
|toggles clipping mode&lt;br /&gt;
|-&lt;br /&gt;
|pk_quickmapcycling&lt;br /&gt;
|allows cycling of maps with (Shift-)Ctrl-X&lt;br /&gt;
|-&lt;br /&gt;
|pk_turnaccel&lt;br /&gt;
|sets turning acceleration&lt;br /&gt;
|-&lt;br /&gt;
|pk_turndecel&lt;br /&gt;
|sets turning deceleration&lt;br /&gt;
|-&lt;br /&gt;
|pk_uedaccel&lt;br /&gt;
|sets UnrealEd movement speed factor (0-5, exponentially)&lt;br /&gt;
|-&lt;br /&gt;
|quit&lt;br /&gt;
|exits the game immediately&lt;br /&gt;
|-&lt;br /&gt;
|sensitivity &amp;lt;value&amp;gt;&lt;br /&gt;
|changes the mouse sensitivity&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|baselayer.c&lt;br /&gt;
|-&lt;br /&gt;
|glinfo&lt;br /&gt;
|shows OpenGL information about the current OpenGL mode&lt;br /&gt;
|-&lt;br /&gt;
|hicsetpalettetint&lt;br /&gt;
|sets palette tinting values&lt;br /&gt;
|-&lt;br /&gt;
|r_novoxmips&lt;br /&gt;
|turn off/on the use of mipmaps when rendering 8-bit voxels&lt;br /&gt;
|-&lt;br /&gt;
|r_scrcaptureformat&lt;br /&gt;
|sets the output format for screenshots (TGA or PCX)&lt;br /&gt;
|-&lt;br /&gt;
|r_voxels&lt;br /&gt;
|enable/disable automatic sprite-&amp;gt;voxel rendering&lt;br /&gt;
|-&lt;br /&gt;
|setrendermode &amp;lt;number&amp;gt;&lt;br /&gt;
|sets the engine&#039;s rendering mode.&lt;br /&gt;
Mode numbers are:&amp;lt;br/&amp;gt;&lt;br /&gt;
0 - Classic Build software&amp;lt;br/&amp;gt;&lt;br /&gt;
1 - Polygonal flat-shaded software (removed)&amp;lt;br/&amp;gt;&lt;br /&gt;
2 - Polygonal textured software (removed)&amp;lt;br/&amp;gt;&lt;br /&gt;
3 - Polygonal OpenGL&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|build.c&lt;br /&gt;
|-&lt;br /&gt;
|restartvid&lt;br /&gt;
|reinitialise the video mode&lt;br /&gt;
|-&lt;br /&gt;
|vidmode &amp;lt;xdim&amp;gt; &amp;lt;ydim&amp;gt; &amp;lt;bpp&amp;gt; &amp;lt;fullscreen&amp;gt;&lt;br /&gt;
|immediately change the video mode&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|osd.c&lt;br /&gt;
|-&lt;br /&gt;
|alias&lt;br /&gt;
|creates an alias for calling multiple commands&lt;br /&gt;
|-&lt;br /&gt;
|clear&lt;br /&gt;
|clears the console text buffer&lt;br /&gt;
|-&lt;br /&gt;
|exec &amp;lt;scriptfile&amp;gt;&lt;br /&gt;
|executes a script&lt;br /&gt;
|-&lt;br /&gt;
|help&lt;br /&gt;
|displays help for the specified cvar or command&lt;br /&gt;
|-&lt;br /&gt;
|history&lt;br /&gt;
|displays the console command history&lt;br /&gt;
|-&lt;br /&gt;
|listsymbols&lt;br /&gt;
|lists all the recognized symbols&lt;br /&gt;
|-&lt;br /&gt;
|logcutoff&lt;br /&gt;
|sets the maximal line count of the log file&lt;br /&gt;
|-&lt;br /&gt;
|osdeditpal&lt;br /&gt;
|sets the palette of the OSD input text&lt;br /&gt;
|-&lt;br /&gt;
|osdeditshade&lt;br /&gt;
|sets the shade of the OSD input text&lt;br /&gt;
|-&lt;br /&gt;
|osdpromptpal&lt;br /&gt;
|sets the palette of the OSD prompt&lt;br /&gt;
|-&lt;br /&gt;
|osdpromptshade&lt;br /&gt;
|sets the shade of the OSD prompt&lt;br /&gt;
|-&lt;br /&gt;
|osdrows&lt;br /&gt;
|sets the number of visible lines of the OSD&lt;br /&gt;
|-&lt;br /&gt;
|osdtextmode&lt;br /&gt;
|set OSD text mode (0:graphical, 1:fast)&lt;br /&gt;
|-&lt;br /&gt;
|osdtextpal&lt;br /&gt;
|sets the palette of the OSD text&lt;br /&gt;
|-&lt;br /&gt;
|osdtextshade&lt;br /&gt;
|sets the shade of the OSD text&lt;br /&gt;
|-&lt;br /&gt;
|unalias&lt;br /&gt;
|removes an alias created with &amp;quot;alias&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|osdcmds.c&lt;br /&gt;
|-&lt;br /&gt;
|addlogvar&lt;br /&gt;
|prints the value of a gamevar&lt;br /&gt;
|-&lt;br /&gt;
|addpath &amp;lt;path&amp;gt;&lt;br /&gt;
|adds path to game filesystem&lt;br /&gt;
|-&lt;br /&gt;
|bind&lt;br /&gt;
|executes a command script when &amp;lt;key&amp;gt; gets pressed.&amp;lt;br&amp;gt; Type &amp;quot;bind showkeys&amp;quot; for a list of keys&lt;br /&gt;
|-&lt;br /&gt;
|changelevel &amp;lt;volume&amp;gt; &amp;lt;level&amp;gt;&lt;br /&gt;
|warps to the given level&lt;br /&gt;
|-&lt;br /&gt;
|cmenu &amp;lt;#&amp;gt;&lt;br /&gt;
|jumps to menu&lt;br /&gt;
|-&lt;br /&gt;
|crosshaircolor&lt;br /&gt;
|changes crosshair color&lt;br /&gt;
|-&lt;br /&gt;
|crosshairscale&lt;br /&gt;
|changes the crosshair scale&lt;br /&gt;
|-&lt;br /&gt;
|echo [text]&lt;br /&gt;
|echoes text to the console&lt;br /&gt;
|-&lt;br /&gt;
|exit&lt;br /&gt;
|exits the game immediately&lt;br /&gt;
|-&lt;br /&gt;
|fileinfo &amp;lt;file&amp;gt;&lt;br /&gt;
|gets a file&#039;s information&lt;br /&gt;
|-&lt;br /&gt;
|give &amp;lt;item&amp;gt;&lt;br /&gt;
|gives requested item. Item can be all, health, weapons, ammo, armor, keys or inventory.&lt;br /&gt;
|-&lt;br /&gt;
|god&lt;br /&gt;
|toggles god mode&lt;br /&gt;
|-&lt;br /&gt;
|hud_scale&lt;br /&gt;
|changes the hud scale&lt;br /&gt;
|-&lt;br /&gt;
|in_joystick&lt;br /&gt;
|enables input from the joystick if it is present&lt;br /&gt;
|-&lt;br /&gt;
|in_mouse&lt;br /&gt;
|enables input from the mouse if it is present&lt;br /&gt;
|-&lt;br /&gt;
|initgroupfile &amp;lt;path&amp;gt;&lt;br /&gt;
|adds a grp file into the game filesystem&lt;br /&gt;
|-&lt;br /&gt;
|map &amp;lt;mapfile&amp;gt;&lt;br /&gt;
|loads the given user map&lt;br /&gt;
|-&lt;br /&gt;
|name&lt;br /&gt;
|change your multiplayer nickname&lt;br /&gt;
|-&lt;br /&gt;
|noclip&lt;br /&gt;
|toggles clipping mode&lt;br /&gt;
|-&lt;br /&gt;
|quickload&lt;br /&gt;
|performs a quick load&lt;br /&gt;
|-&lt;br /&gt;
|quicksave&lt;br /&gt;
|performs a quick save&lt;br /&gt;
|-&lt;br /&gt;
|quit&lt;br /&gt;
|exits the game immediately&lt;br /&gt;
|-&lt;br /&gt;
|r_ambientlight&lt;br /&gt;
|sets the global map light level&lt;br /&gt;
|-&lt;br /&gt;
|rate&lt;br /&gt;
|sets the multiplayer packet send rate, in packets/sec&lt;br /&gt;
|-&lt;br /&gt;
|restartsound&lt;br /&gt;
|reinitialises the sound system&lt;br /&gt;
|-&lt;br /&gt;
|restartvid&lt;br /&gt;
|reinitialises the video mode&lt;br /&gt;
|-&lt;br /&gt;
|screenshot&lt;br /&gt;
|takes a screenshot&lt;br /&gt;
|-&lt;br /&gt;
|sensitivity &amp;lt;value&amp;gt;&lt;br /&gt;
|changes the mouse sensitivity&lt;br /&gt;
|-&lt;br /&gt;
|setactorvar &amp;lt;actor#&amp;gt; &amp;lt;gamevar&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
|sets the value of &amp;lt;actor#&amp;gt;&#039;s &amp;lt;gamevar&amp;gt; to &amp;lt;value&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|setvar &amp;lt;gamevar&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
|sets the value of a gamevar&lt;br /&gt;
|-&lt;br /&gt;
|setvarvar &amp;lt;gamevar1&amp;gt; &amp;lt;gamevar2&amp;gt;&lt;br /&gt;
|sets the value of &amp;lt;gamevar1&amp;gt; to &amp;lt;gamevar2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|spawn &amp;lt;picnum&amp;gt; [palnum] [cstat] [ang] [x y z]&lt;br /&gt;
|spawns a sprite with the given properties&lt;br /&gt;
|-&lt;br /&gt;
|unbind&lt;br /&gt;
|unbinds a key&lt;br /&gt;
|-&lt;br /&gt;
|unbindall&lt;br /&gt;
|unbinds all keys&lt;br /&gt;
|-&lt;br /&gt;
|vid_brightness&lt;br /&gt;
|adjusts gamma ramp&lt;br /&gt;
|-&lt;br /&gt;
|vid_contrast&lt;br /&gt;
|adjusts gamma ramp&lt;br /&gt;
|-&lt;br /&gt;
|vid_gamma&lt;br /&gt;
|adjusts gamma ramp&lt;br /&gt;
|-&lt;br /&gt;
|vidmode &amp;lt;xdim&amp;gt; &amp;lt;ydim&amp;gt; &amp;lt;bpp&amp;gt; &amp;lt;fullscreen&amp;gt;&lt;br /&gt;
|immediately change the video mode.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|polymost.c&lt;br /&gt;
|-&lt;br /&gt;
|r_animsmoothing&lt;br /&gt;
|enable/disable model animation smoothing&lt;br /&gt;
|-&lt;br /&gt;
|r_curpeel&lt;br /&gt;
|allows to display one depth layer at a time (for development purposes)&lt;br /&gt;
|-&lt;br /&gt;
|r_depthpeeling&lt;br /&gt;
|enable/disable order-independant transparency&lt;br /&gt;
|-&lt;br /&gt;
|r_detailmapping&lt;br /&gt;
|enable/disable detail mapping&lt;br /&gt;
|-&lt;br /&gt;
|r_downsize&lt;br /&gt;
|controls downsizing factor for hires textures&lt;br /&gt;
|-&lt;br /&gt;
|r_fullbrights&lt;br /&gt;
|enable/disable fullbright textures&lt;br /&gt;
|-&lt;br /&gt;
|r_glowmapping&lt;br /&gt;
|enable/disable glow mapping&lt;br /&gt;
|-&lt;br /&gt;
|r_hightile&lt;br /&gt;
|enable/disable hightile texture rendering in &amp;gt;8-bit mode&lt;br /&gt;
|-&lt;br /&gt;
|r_modelocclusionchecking&lt;br /&gt;
|enable/disable hack to cull &amp;quot;obstructed&amp;quot; models&lt;br /&gt;
|-&lt;br /&gt;
|r_models&lt;br /&gt;
|enable/disable model rendering in &amp;gt;8-bit mode&lt;br /&gt;
|-&lt;br /&gt;
|r_multisample&lt;br /&gt;
|sets the number of samples used for antialiasing (0 = off)&lt;br /&gt;
|-&lt;br /&gt;
|r_nvmultisamplehint&lt;br /&gt;
|enable/disable Nvidia multisampling hinting&lt;br /&gt;
|-&lt;br /&gt;
|r_parallaxskyclamping&lt;br /&gt;
|enable/disable parallaxed floor/ceiling sky texture clamping&lt;br /&gt;
|-&lt;br /&gt;
|r_parallaxskypanning&lt;br /&gt;
|enable/disable parallaxed floor/ceiling panning when drawing a parallaxed sky&lt;br /&gt;
|-&lt;br /&gt;
|r_peelscount&lt;br /&gt;
|sets the number of depth layers for depth peeling&lt;br /&gt;
|-&lt;br /&gt;
|r_polygonmode&lt;br /&gt;
|debugging feature&lt;br /&gt;
|-&lt;br /&gt;
|r_redbluemode&lt;br /&gt;
|enable/disable experimental OpenGL red-blue glasses mode&lt;br /&gt;
|-&lt;br /&gt;
|r_shadescale&lt;br /&gt;
|multiplier for lighting&lt;br /&gt;
|-&lt;br /&gt;
|r_swapinterval&lt;br /&gt;
|sets the GL swap interval (VSync)&lt;br /&gt;
|-&lt;br /&gt;
|r_texcache&lt;br /&gt;
|enable/disable OpenGL compressed texture cache&lt;br /&gt;
|-&lt;br /&gt;
|r_texcachecompression&lt;br /&gt;
|enable/disable compression of files in the OpenGL compressed texture cache&lt;br /&gt;
|-&lt;br /&gt;
|r_texcompr&lt;br /&gt;
|enable/disable OpenGL texture compression&lt;br /&gt;
|-&lt;br /&gt;
|r_textureanisotropy&lt;br /&gt;
|changes the OpenGL texture anisotropy setting&lt;br /&gt;
|-&lt;br /&gt;
|r_texturemaxsize&lt;br /&gt;
|changes the maximum OpenGL texture size limit&lt;br /&gt;
|-&lt;br /&gt;
|r_texturemiplevel&lt;br /&gt;
|changes the highest OpenGL mipmap level used&lt;br /&gt;
|-&lt;br /&gt;
|r_texturemode&lt;br /&gt;
|changes the texture filtering settings&lt;br /&gt;
|-&lt;br /&gt;
|r_vbocount&lt;br /&gt;
|sets the number of Vertex Buffer Objects to use when drawing models&lt;br /&gt;
|-&lt;br /&gt;
|r_vbos&lt;br /&gt;
|enable/disable using Vertex Buffer Objects when drawing models&lt;br /&gt;
|-&lt;br /&gt;
|r_vertexarrays&lt;br /&gt;
|enable/disable using vertex arrays when drawing models&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|winlayer.c&lt;br /&gt;
|-&lt;br /&gt;
|maxrefreshfreq&lt;br /&gt;
|maximum display frequency to set for OpenGL Polymost modes (0=no maximum)&lt;br /&gt;
|-&lt;br /&gt;
|r_windowpositioning&lt;br /&gt;
|enable/disable window position memory&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Console_commands&amp;diff=7189</id>
		<title>Console commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Console_commands&amp;diff=7189"/>
		<updated>2008-08-22T13:26:45Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: sorted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Variables&lt;br /&gt;
|-&lt;br /&gt;
|cl_angleinterpolation&lt;br /&gt;
|enable/disable angle interpolation&lt;br /&gt;
|-&lt;br /&gt;
|cl_autoaim&lt;br /&gt;
|enable/disable weapon autoaim&lt;br /&gt;
|-&lt;br /&gt;
|cl_automsg&lt;br /&gt;
|enable/disable automatically sending messages to all players&lt;br /&gt;
|-&lt;br /&gt;
|cl_autovote&lt;br /&gt;
|enable/disable automatic voting&lt;br /&gt;
|-&lt;br /&gt;
|cl_deathmessages&lt;br /&gt;
|enable/disable multiplayer death messages&lt;br /&gt;
|-&lt;br /&gt;
|cl_democams&lt;br /&gt;
|enable/disable demo playback cameras&lt;br /&gt;
|-&lt;br /&gt;
|cl_drawweapon&lt;br /&gt;
|enable/disable weapon drawing&lt;br /&gt;
|-&lt;br /&gt;
|cl_idplayers&lt;br /&gt;
|enable/disable name display when aiming at opponents&lt;br /&gt;
|-&lt;br /&gt;
|cl_messagetime&lt;br /&gt;
|length of time to display multiplayer chat messages&lt;br /&gt;
|-&lt;br /&gt;
|cl_mousebias&lt;br /&gt;
|emulates the original mouse code&#039;s weighting of input&amp;lt;br/&amp;gt; towards whichever axis is moving the most at any given time&lt;br /&gt;
|-&lt;br /&gt;
|cl_mousefilter&lt;br /&gt;
|amount of mouse movement to filter out&lt;br /&gt;
|-&lt;br /&gt;
|cl_showcoords&lt;br /&gt;
|show your position in the game world&lt;br /&gt;
|-&lt;br /&gt;
|cl_showfps&lt;br /&gt;
|show the frame rate counter&lt;br /&gt;
|-&lt;br /&gt;
|cl_smoothinput&lt;br /&gt;
|enable/disable input smoothing&lt;br /&gt;
|-&lt;br /&gt;
|cl_viewbob&lt;br /&gt;
|enable/disable player head bobbing&lt;br /&gt;
|-&lt;br /&gt;
|cl_weaponsway&lt;br /&gt;
|enable/disable player weapon swaying&lt;br /&gt;
|-&lt;br /&gt;
|cl_weaponswitch&lt;br /&gt;
|enable/disable auto weapon switching&lt;br /&gt;
|-&lt;br /&gt;
|r_anamorphic&lt;br /&gt;
|enable/disable widescreen mode&lt;br /&gt;
|-&lt;br /&gt;
|r_precache&lt;br /&gt;
|enable/disable the pre-level caching routine&lt;br /&gt;
|-&lt;br /&gt;
|r_projectionhack&lt;br /&gt;
|enable/disable projection hack&lt;br /&gt;
|-&lt;br /&gt;
|crosshair&lt;br /&gt;
|enable/disable crosshair&lt;br /&gt;
|-&lt;br /&gt;
|snd_ambience&lt;br /&gt;
|enables/disables ambient sounds&lt;br /&gt;
|-&lt;br /&gt;
|snd_duketalk&lt;br /&gt;
|enables/disables Duke&#039;s speech&lt;br /&gt;
|-&lt;br /&gt;
|snd_fxvolume&lt;br /&gt;
|volume of sound effects&lt;br /&gt;
|-&lt;br /&gt;
|snd_mixrate&lt;br /&gt;
|sound mixing rate&lt;br /&gt;
|-&lt;br /&gt;
|snd_musvolume&lt;br /&gt;
|volume of midi music&lt;br /&gt;
|-&lt;br /&gt;
|snd_numbits&lt;br /&gt;
|sound bits&lt;br /&gt;
|-&lt;br /&gt;
|snd_numchannels&lt;br /&gt;
|the number of sound channels&lt;br /&gt;
|-&lt;br /&gt;
|snd_numvoices&lt;br /&gt;
|the number of concurrent sounds&lt;br /&gt;
|-&lt;br /&gt;
|snd_reversestereo&lt;br /&gt;
|reverses the stereo channels&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|astub.c&lt;br /&gt;
|-&lt;br /&gt;
|addpath &amp;lt;path&amp;gt;&lt;br /&gt;
|adds path to game filesystem &lt;br /&gt;
|-&lt;br /&gt;
|echo [text]&lt;br /&gt;
|echoes text to the console&lt;br /&gt;
|-&lt;br /&gt;
|editorgridextent&lt;br /&gt;
|sets the size of the 2D mode editing grid&lt;br /&gt;
|-&lt;br /&gt;
|exec &amp;lt;scriptfile&amp;gt;&lt;br /&gt;
|executes a script &lt;br /&gt;
|-&lt;br /&gt;
|fileinfo &amp;lt;file&amp;gt;&lt;br /&gt;
|gets a file&#039;s information&lt;br /&gt;
|-&lt;br /&gt;
|gamma &amp;lt;value&amp;gt;&lt;br /&gt;
|changes brightness&lt;br /&gt;
|-&lt;br /&gt;
|initgroupfile &amp;lt;path&amp;gt;&lt;br /&gt;
|adds a grp file into the game filesystem&lt;br /&gt;
|-&lt;br /&gt;
|noclip&lt;br /&gt;
|toggles clipping mode&lt;br /&gt;
|-&lt;br /&gt;
|pk_quickmapcycling&lt;br /&gt;
|allows cycling of maps with (Shift-)Ctrl-X&lt;br /&gt;
|-&lt;br /&gt;
|pk_turnaccel&lt;br /&gt;
|sets turning acceleration&lt;br /&gt;
|-&lt;br /&gt;
|pk_turndecel&lt;br /&gt;
|sets turning deceleration&lt;br /&gt;
|-&lt;br /&gt;
|pk_uedaccel&lt;br /&gt;
|sets UnrealEd movement speed factor (0-5, exponentially)&lt;br /&gt;
|-&lt;br /&gt;
|quit&lt;br /&gt;
|exits the game immediately&lt;br /&gt;
|-&lt;br /&gt;
|sensitivity &amp;lt;value&amp;gt;&lt;br /&gt;
|changes the mouse sensitivity&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|baselayer.c&lt;br /&gt;
|-&lt;br /&gt;
|glinfo&lt;br /&gt;
|shows OpenGL information about the current OpenGL mode&lt;br /&gt;
|-&lt;br /&gt;
|hicsetpalettetint&lt;br /&gt;
|sets palette tinting values&lt;br /&gt;
|-&lt;br /&gt;
|setrendermode &amp;lt;number&amp;gt;&lt;br /&gt;
|sets the engine&#039;s rendering mode.&lt;br /&gt;
Mode numbers are:&amp;lt;br/&amp;gt;&lt;br /&gt;
0 - Classic Build software&amp;lt;br/&amp;gt;&lt;br /&gt;
1 - Polygonal flat-shaded software (removed)&amp;lt;br/&amp;gt;&lt;br /&gt;
2 - Polygonal textured software (removed)&amp;lt;br/&amp;gt;&lt;br /&gt;
3 - Polygonal OpenGL&lt;br /&gt;
|-&lt;br /&gt;
|r_novoxmips&lt;br /&gt;
|turn off/on the use of mipmaps when rendering 8-bit voxels&lt;br /&gt;
|-&lt;br /&gt;
|r_scrcaptureformat&lt;br /&gt;
|sets the output format for screenshots (TGA or PCX)&lt;br /&gt;
|-&lt;br /&gt;
|r_voxels&lt;br /&gt;
|enable/disable automatic sprite-&amp;gt;voxel rendering&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|build.c&lt;br /&gt;
|-&lt;br /&gt;
|restartvid&lt;br /&gt;
|reinitialise the video mode&lt;br /&gt;
|-&lt;br /&gt;
|vidmode &amp;lt;xdim&amp;gt; &amp;lt;ydim&amp;gt; &amp;lt;bpp&amp;gt; &amp;lt;fullscreen&amp;gt;&lt;br /&gt;
|immediately change the video mode&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|osd.c&lt;br /&gt;
|-&lt;br /&gt;
|alias&lt;br /&gt;
|creates an alias for calling multiple commands&lt;br /&gt;
|-&lt;br /&gt;
|clear&lt;br /&gt;
|clears the console text buffer&lt;br /&gt;
|-&lt;br /&gt;
|exec &amp;lt;scriptfile&amp;gt;&lt;br /&gt;
|executes a script&lt;br /&gt;
|-&lt;br /&gt;
|help&lt;br /&gt;
|displays help for the specified cvar or command&lt;br /&gt;
|-&lt;br /&gt;
|history&lt;br /&gt;
|displays the console command history&lt;br /&gt;
|-&lt;br /&gt;
|listsymbols&lt;br /&gt;
|lists all the recognized symbols&lt;br /&gt;
|-&lt;br /&gt;
|logcutoff&lt;br /&gt;
|sets the maximal line count of the log file&lt;br /&gt;
|-&lt;br /&gt;
|osdeditpal&lt;br /&gt;
|sets the palette of the OSD input text&lt;br /&gt;
|-&lt;br /&gt;
|osdeditshade&lt;br /&gt;
|sets the shade of the OSD input text&lt;br /&gt;
|-&lt;br /&gt;
osdpromptpal&lt;br /&gt;
|sets the palette of the OSD prompt&lt;br /&gt;
|-&lt;br /&gt;
|osdpromptshade&lt;br /&gt;
|sets the shade of the OSD prompt&lt;br /&gt;
|-&lt;br /&gt;
|osdrows&lt;br /&gt;
|sets the number of visible lines of the OSD&lt;br /&gt;
|-&lt;br /&gt;
|osdtextmode&lt;br /&gt;
|set OSD text mode (0:graphical, 1:fast)&lt;br /&gt;
|-&lt;br /&gt;
|osdtextpal&lt;br /&gt;
|sets the palette of the OSD text&lt;br /&gt;
|-&lt;br /&gt;
|osdtextshade&lt;br /&gt;
|sets the shade of the OSD text&lt;br /&gt;
|-&lt;br /&gt;
|unalias&lt;br /&gt;
|removes an alias created with &amp;quot;alias&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|osdcmds.c&lt;br /&gt;
|-&lt;br /&gt;
|addlogvar&lt;br /&gt;
|prints the value of a gamevar&lt;br /&gt;
|-&lt;br /&gt;
|addpath &amp;lt;path&amp;gt;&lt;br /&gt;
|adds path to game filesystem&lt;br /&gt;
|-&lt;br /&gt;
|bind&lt;br /&gt;
|executes a command script when &amp;lt;key&amp;gt; gets pressed. Type &amp;quot;bind showkeys&amp;quot; for a list of keys&lt;br /&gt;
|-&lt;br /&gt;
|changelevel &amp;lt;volume&amp;gt; &amp;lt;level&amp;gt;&lt;br /&gt;
|warps to the given level&lt;br /&gt;
|-&lt;br /&gt;
|cl_statusbarscale&lt;br /&gt;
|changes the status bar scale&lt;br /&gt;
|-&lt;br /&gt;
|cmenu &amp;lt;#&amp;gt;&lt;br /&gt;
|jumps to menu&lt;br /&gt;
|-&lt;br /&gt;
|crosshaircolor&lt;br /&gt;
|changes crosshair color&lt;br /&gt;
|-&lt;br /&gt;
|crosshairscale&lt;br /&gt;
|changes the crosshair scale&lt;br /&gt;
|-&lt;br /&gt;
|echo [text]&lt;br /&gt;
|echoes text to the console&lt;br /&gt;
|-&lt;br /&gt;
|exit&lt;br /&gt;
|exits the game immediately&lt;br /&gt;
|-&lt;br /&gt;
|fileinfo &amp;lt;file&amp;gt;&lt;br /&gt;
|gets a file&#039;s information&lt;br /&gt;
|-&lt;br /&gt;
|give &amp;lt;item&amp;gt;&lt;br /&gt;
|gives requested item. Item can be all, health, weapons, ammo, armor, keys or inventory.&lt;br /&gt;
|-&lt;br /&gt;
|god&lt;br /&gt;
|toggles god mode&lt;br /&gt;
|-&lt;br /&gt;
|hud_scale&lt;br /&gt;
|changes the hud scale&lt;br /&gt;
|-&lt;br /&gt;
|in_joystick&lt;br /&gt;
|enables input from the joystick if it is present&lt;br /&gt;
|-&lt;br /&gt;
|in_mouse&lt;br /&gt;
|enables input from the mouse if it is present&lt;br /&gt;
|-&lt;br /&gt;
|initgroupfile &amp;lt;path&amp;gt;&lt;br /&gt;
|adds a grp file into the game filesystem&lt;br /&gt;
|-&lt;br /&gt;
|map &amp;lt;mapfile&amp;gt;&lt;br /&gt;
|loads the given user map&lt;br /&gt;
|-&lt;br /&gt;
|name&lt;br /&gt;
|change your multiplayer nickname&lt;br /&gt;
|-&lt;br /&gt;
|noclip&lt;br /&gt;
|toggles clipping mode&lt;br /&gt;
|-&lt;br /&gt;
|quickload&lt;br /&gt;
|performs a quick load&lt;br /&gt;
|-&lt;br /&gt;
|quicksave&lt;br /&gt;
|performs a quick save&lt;br /&gt;
|-&lt;br /&gt;
|quit&lt;br /&gt;
|exits the game immediately&lt;br /&gt;
|-&lt;br /&gt;
|r_ambientlight&lt;br /&gt;
|sets the global map light level&lt;br /&gt;
|-&lt;br /&gt;
|rate&lt;br /&gt;
|sets the multiplayer packet send rate, in packets/sec&lt;br /&gt;
|-&lt;br /&gt;
|restartsound&lt;br /&gt;
|reinitialises the sound system&lt;br /&gt;
|-&lt;br /&gt;
|restartvid&lt;br /&gt;
|reinitialises the video mode&lt;br /&gt;
|-&lt;br /&gt;
|sensitivity &amp;lt;value&amp;gt;&lt;br /&gt;
|changes the mouse sensitivity&lt;br /&gt;
|-&lt;br /&gt;
|setactorvar &amp;lt;actor#&amp;gt; &amp;lt;gamevar&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
|sets the value of &amp;lt;actor#&amp;gt;&#039;s &amp;lt;gamevar&amp;gt; to &amp;lt;value&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|setvar &amp;lt;gamevar&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
|sets the value of a gamevar&lt;br /&gt;
|-&lt;br /&gt;
|setvarvar &amp;lt;gamevar1&amp;gt; &amp;lt;gamevar2&amp;gt;&lt;br /&gt;
|sets the value of &amp;lt;gamevar1&amp;gt; to &amp;lt;gamevar2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|spawn &amp;lt;picnum&amp;gt; [palnum] [cstat] [ang] [x y z]&lt;br /&gt;
|spawns a sprite with the given properties&lt;br /&gt;
|-&lt;br /&gt;
|unbind&lt;br /&gt;
|unbinds a key&lt;br /&gt;
|-&lt;br /&gt;
|unbindall&lt;br /&gt;
|unbinds all keys&lt;br /&gt;
|-&lt;br /&gt;
|vid_brightness&lt;br /&gt;
|adjusts gamma ramp&lt;br /&gt;
|-&lt;br /&gt;
|vid_contrast&lt;br /&gt;
|adjusts gamma ramp&lt;br /&gt;
|-&lt;br /&gt;
|vid_gamma&lt;br /&gt;
|adjusts gamma ramp&lt;br /&gt;
|-&lt;br /&gt;
|vidmode &amp;lt;xdim&amp;gt; &amp;lt;ydim&amp;gt; &amp;lt;bpp&amp;gt; &amp;lt;fullscreen&amp;gt;&lt;br /&gt;
|immediately change the video mode.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|polymost.c&lt;br /&gt;
|-&lt;br /&gt;
|r_animsmoothing&lt;br /&gt;
|enable/disable model animation smoothing&lt;br /&gt;
|-&lt;br /&gt;
|r_curpeel&lt;br /&gt;
|allows to display one depth layer at a time (for development purposes)&lt;br /&gt;
|-&lt;br /&gt;
|r_depthpeeling&lt;br /&gt;
|enable/disable order-independant transparency&lt;br /&gt;
|-&lt;br /&gt;
|r_detailmapping&lt;br /&gt;
|enable/disable detail mapping&lt;br /&gt;
|-&lt;br /&gt;
|r_glowmapping&lt;br /&gt;
|enable/disable glow mapping&lt;br /&gt;
|-&lt;br /&gt;
|r_multisample&lt;br /&gt;
|sets the number of samples used for antialiasing (0 = off)&lt;br /&gt;
|-&lt;br /&gt;
|r_nvmultisamplehint&lt;br /&gt;
|enable/disable Nvidia multisampling hinting&lt;br /&gt;
|-&lt;br /&gt;
|r_polygonmode&lt;br /&gt;
|debugging feature&lt;br /&gt;
|-&lt;br /&gt;
|r_usetexcache&lt;br /&gt;
|enable/disable OpenGL compressed texture cache&lt;br /&gt;
|-&lt;br /&gt;
|r_usehightile&lt;br /&gt;
|enable/disable hightile texture rendering in &amp;gt;8-bit mode&lt;br /&gt;
|-&lt;br /&gt;
|r_usemodels&lt;br /&gt;
|enable/disable model rendering in &amp;gt;8-bit mode&lt;br /&gt;
|-&lt;br /&gt;
|r_usetexcachecompression&lt;br /&gt;
|enable/disable compression of files in the OpenGL compressed texture cache&lt;br /&gt;
|-&lt;br /&gt;
|r_usetexcompr&lt;br /&gt;
|enable/disable OpenGL texture compression&lt;br /&gt;
|-&lt;br /&gt;
|r_parallaxskyclamping&lt;br /&gt;
|enable/disable parallaxed floor/ceiling sky texture clamping&lt;br /&gt;
|-&lt;br /&gt;
|r_parallaxskypanning&lt;br /&gt;
|enable/disable parallaxed floor/ceiling panning when drawing a parallaxed sky&lt;br /&gt;
|-&lt;br /&gt;
|r_peelscount&lt;br /&gt;
|sets the number of depth layers for depth peeling&lt;br /&gt;
|-&lt;br /&gt;
|r_redbluemode&lt;br /&gt;
|enable/disable experimental OpenGL red-blue glasses mode&lt;br /&gt;
|-&lt;br /&gt;
|r_shadescale&lt;br /&gt;
|multiplier for lighting&lt;br /&gt;
|-&lt;br /&gt;
|r_texturemode&lt;br /&gt;
|changes the texture filtering settings&lt;br /&gt;
|-&lt;br /&gt;
|r_textureanisotropy&lt;br /&gt;
|changes the OpenGL texture anisotropy setting&lt;br /&gt;
|-&lt;br /&gt;
|r_texturemaxsize&lt;br /&gt;
|changes the maximum OpenGL texture size limit&lt;br /&gt;
|-&lt;br /&gt;
|r_texturemiplevel&lt;br /&gt;
|changes the highest OpenGL mipmap level used&lt;br /&gt;
|-&lt;br /&gt;
|r_vbocount&lt;br /&gt;
|sets the number of Vertex Buffer Objects to use when drawing models&lt;br /&gt;
|-&lt;br /&gt;
|r_vbos&lt;br /&gt;
|enable/disable using Vertex Buffer Objects when drawing models&lt;br /&gt;
|-&lt;br /&gt;
|r_vertexarrays&lt;br /&gt;
|enable/disable using vertex arrays when drawing models&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|winlayer.c&lt;br /&gt;
|-&lt;br /&gt;
|maxrefreshfreq&lt;br /&gt;
|maximum display frequency to set for OpenGL Polymost modes (0=no maximum)&lt;br /&gt;
|-&lt;br /&gt;
|r_windowpositioning&lt;br /&gt;
|enable/disable window position memory&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Console_commands&amp;diff=7188</id>
		<title>Console commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Console_commands&amp;diff=7188"/>
		<updated>2008-08-22T12:54:53Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: Updated according to the latest available snapshot. I&amp;#039;m going to sort the commands and do the rest commands.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Variables&lt;br /&gt;
|-&lt;br /&gt;
|crosshair&lt;br /&gt;
|enable/disable crosshair&lt;br /&gt;
|-&lt;br /&gt;
|cl_autoaim&lt;br /&gt;
|enable/disable weapon autoaim&lt;br /&gt;
|-&lt;br /&gt;
|cl_automsg&lt;br /&gt;
|enable/disable automatically sending messages to all players&lt;br /&gt;
|-&lt;br /&gt;
|cl_autovote&lt;br /&gt;
|enable/disable automatic voting&lt;br /&gt;
|-&lt;br /&gt;
|cl_deathmessages&lt;br /&gt;
|enable/disable multiplayer death messages&lt;br /&gt;
|-&lt;br /&gt;
|cl_democams&lt;br /&gt;
|enable/disable demo playback cameras&lt;br /&gt;
|-&lt;br /&gt;
|cl_drawweapon&lt;br /&gt;
|enable/disable weapon drawing&lt;br /&gt;
|-&lt;br /&gt;
|cl_idplayers&lt;br /&gt;
|enable/disable name display when aiming at opponents&lt;br /&gt;
|-&lt;br /&gt;
|cl_messagetime&lt;br /&gt;
|length of time to display multiplayer chat messages&lt;br /&gt;
|-&lt;br /&gt;
|cl_mousebias&lt;br /&gt;
|emulates the original mouse code&#039;s weighting of input&amp;lt;br/&amp;gt; towards whichever axis is moving the most at any given time&lt;br /&gt;
|-&lt;br /&gt;
|cl_mousefilter&lt;br /&gt;
|amount of mouse movement to filter out&lt;br /&gt;
|-&lt;br /&gt;
|cl_showcoords&lt;br /&gt;
|show your position in the game world&lt;br /&gt;
|-&lt;br /&gt;
|cl_showfps&lt;br /&gt;
|show the frame rate counter&lt;br /&gt;
|-&lt;br /&gt;
|cl_smoothinput&lt;br /&gt;
|enable/disable input smoothing&lt;br /&gt;
|-&lt;br /&gt;
|cl_viewbob&lt;br /&gt;
|enable/disable player head bobbing&lt;br /&gt;
|-&lt;br /&gt;
|cl_weaponsway&lt;br /&gt;
|enable/disable player weapon swaying&lt;br /&gt;
|-&lt;br /&gt;
|cl_weaponswitch&lt;br /&gt;
|enable/disable auto weapon switching&lt;br /&gt;
|-&lt;br /&gt;
|cl_angleinterpolation&lt;br /&gt;
|enable/disable angle interpolation&lt;br /&gt;
|-&lt;br /&gt;
|r_anamorphic&lt;br /&gt;
|enable/disable widescreen mode&lt;br /&gt;
|-&lt;br /&gt;
|r_projectionhack&lt;br /&gt;
|enable/disable projection hack&lt;br /&gt;
|-&lt;br /&gt;
|r_precache&lt;br /&gt;
|enable/disable the pre-level caching routine&lt;br /&gt;
|-&lt;br /&gt;
|snd_ambience&lt;br /&gt;
|enables/disables ambient sounds&lt;br /&gt;
|-&lt;br /&gt;
|snd_duketalk&lt;br /&gt;
|enables/disables Duke&#039;s speech&lt;br /&gt;
|-&lt;br /&gt;
|snd_fxvolume&lt;br /&gt;
|volume of sound effects&lt;br /&gt;
|-&lt;br /&gt;
|snd_mixrate&lt;br /&gt;
|sound mixing rate&lt;br /&gt;
|-&lt;br /&gt;
|snd_musvolume&lt;br /&gt;
|volume of midi music&lt;br /&gt;
|-&lt;br /&gt;
|snd_numbits&lt;br /&gt;
|sound bits&lt;br /&gt;
|-&lt;br /&gt;
|snd_numchannels&lt;br /&gt;
|the number of sound channels&lt;br /&gt;
|-&lt;br /&gt;
|snd_numvoices&lt;br /&gt;
|the number of concurrent sounds&lt;br /&gt;
|-&lt;br /&gt;
|snd_reversestereo&lt;br /&gt;
|reverses the stereo channels&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|astub.c&lt;br /&gt;
|-&lt;br /&gt;
|addpath &amp;lt;path&amp;gt;&lt;br /&gt;
|adds path to game filesystem &lt;br /&gt;
|-&lt;br /&gt;
|echo [text]&lt;br /&gt;
|echoes text to the console&lt;br /&gt;
|-&lt;br /&gt;
|editorgridextent&lt;br /&gt;
|sets the size of the 2D mode editing grid&lt;br /&gt;
|-&lt;br /&gt;
|exec &amp;lt;scriptfile&amp;gt;&lt;br /&gt;
|executes a script &lt;br /&gt;
|-&lt;br /&gt;
|fileinfo &amp;lt;file&amp;gt;&lt;br /&gt;
|gets a file&#039;s information&lt;br /&gt;
|-&lt;br /&gt;
|gamma &amp;lt;value&amp;gt;&lt;br /&gt;
|changes brightness&lt;br /&gt;
|-&lt;br /&gt;
|initgroupfile &amp;lt;path&amp;gt;&lt;br /&gt;
|adds a grp file into the game filesystem&lt;br /&gt;
|-&lt;br /&gt;
|noclip&lt;br /&gt;
|toggles clipping mode&lt;br /&gt;
|-&lt;br /&gt;
|quit&lt;br /&gt;
|exits the game immediately&lt;br /&gt;
|-&lt;br /&gt;
|sensitivity &amp;lt;value&amp;gt;&lt;br /&gt;
|changes the mouse sensitivity&lt;br /&gt;
|-&lt;br /&gt;
|pk_quickmapcycling&lt;br /&gt;
|allows cycling of maps with (Shift-)Ctrl-X&lt;br /&gt;
|-&lt;br /&gt;
|pk_turnaccel&lt;br /&gt;
|sets turning acceleration&lt;br /&gt;
|-&lt;br /&gt;
|pk_turndecel&lt;br /&gt;
|sets turning deceleration&lt;br /&gt;
|-&lt;br /&gt;
|pk_uedaccel&lt;br /&gt;
|sets UnrealEd movement speed factor (0-5, exponentially)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|baselayer.c&lt;br /&gt;
|-&lt;br /&gt;
|setrendermode &amp;lt;number&amp;gt;&lt;br /&gt;
|sets the engine&#039;s rendering mode.&lt;br /&gt;
Mode numbers are:&amp;lt;br/&amp;gt;&lt;br /&gt;
0 - Classic Build software&amp;lt;br/&amp;gt;&lt;br /&gt;
1 - Polygonal flat-shaded software (removed)&amp;lt;br/&amp;gt;&lt;br /&gt;
2 - Polygonal textured software (removed)&amp;lt;br/&amp;gt;&lt;br /&gt;
3 - Polygonal OpenGL&lt;br /&gt;
|-&lt;br /&gt;
|r_scrcaptureformat&lt;br /&gt;
|sets the output format for screenshots (TGA or PCX)&lt;br /&gt;
|-&lt;br /&gt;
|r_novoxmips&lt;br /&gt;
|turn off/on the use of mipmaps when rendering 8-bit voxels&lt;br /&gt;
|-&lt;br /&gt;
|r_voxels&lt;br /&gt;
|enable/disable automatic sprite-&amp;gt;voxel rendering&lt;br /&gt;
|-&lt;br /&gt;
|hicsetpalettetint&lt;br /&gt;
|sets palette tinting values&lt;br /&gt;
|-&lt;br /&gt;
|glinfo&lt;br /&gt;
|shows OpenGL information about the current OpenGL mode&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|build.c&lt;br /&gt;
|-&lt;br /&gt;
|restartvid&lt;br /&gt;
|reinitialise the video mode&lt;br /&gt;
|-&lt;br /&gt;
|vidmode &amp;lt;xdim&amp;gt; &amp;lt;ydim&amp;gt; &amp;lt;bpp&amp;gt; &amp;lt;fullscreen&amp;gt;&lt;br /&gt;
|immediately change the video mode&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|osd.c&lt;br /&gt;
|-&lt;br /&gt;
|alias&lt;br /&gt;
|creates an alias for calling multiple commands&lt;br /&gt;
|-&lt;br /&gt;
|exec &amp;lt;scriptfile&amp;gt;&lt;br /&gt;
|executes a script&lt;br /&gt;
|-&lt;br /&gt;
|listsymbols&lt;br /&gt;
|lists all the recognized symbols&lt;br /&gt;
|-&lt;br /&gt;
|help&lt;br /&gt;
|displays help for the specified cvar or command&lt;br /&gt;
|-&lt;br /&gt;
|history&lt;br /&gt;
|displays the console command history&lt;br /&gt;
|-&lt;br /&gt;
|osdeditpal&lt;br /&gt;
|sets the palette of the OSD input text&lt;br /&gt;
|-&lt;br /&gt;
|osdeditshade&lt;br /&gt;
|sets the shade of the OSD input text&lt;br /&gt;
|-&lt;br /&gt;
osdpromptpal&lt;br /&gt;
|sets the palette of the OSD prompt&lt;br /&gt;
|-&lt;br /&gt;
|osdpromptshade&lt;br /&gt;
|sets the shade of the OSD prompt&lt;br /&gt;
|-&lt;br /&gt;
|osdtextmode&lt;br /&gt;
|set OSD text mode (0:graphical, 1:fast)&lt;br /&gt;
|-&lt;br /&gt;
|osdtextpal&lt;br /&gt;
|sets the palette of the OSD text&lt;br /&gt;
|-&lt;br /&gt;
|osdtextshade&lt;br /&gt;
|sets the shade of the OSD text&lt;br /&gt;
|-&lt;br /&gt;
|unalias&lt;br /&gt;
|removes an alias created with &amp;quot;alias&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|logcutoff&lt;br /&gt;
|sets the maximal line count of the log file&lt;br /&gt;
|-&lt;br /&gt;
|osdrows&lt;br /&gt;
|sets the number of visible lines of the OSD&lt;br /&gt;
|-&lt;br /&gt;
|clear&lt;br /&gt;
|clears the console text buffer&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|osdcmds.c&lt;br /&gt;
|-&lt;br /&gt;
|changelevel &amp;lt;volume&amp;gt; &amp;lt;level&amp;gt;&lt;br /&gt;
|warps to the given level&lt;br /&gt;
|-&lt;br /&gt;
|map &amp;lt;mapfile&amp;gt;&lt;br /&gt;
|loads the given user map&lt;br /&gt;
|-&lt;br /&gt;
|addlogvar&lt;br /&gt;
|prints the value of a gamevar&lt;br /&gt;
|-&lt;br /&gt;
|addpath &amp;lt;path&amp;gt;&lt;br /&gt;
|adds path to game filesystem&lt;br /&gt;
|-&lt;br /&gt;
|cl_statusbarscale&lt;br /&gt;
|changes the status bar scale&lt;br /&gt;
|-&lt;br /&gt;
|cmenu &amp;lt;#&amp;gt;&lt;br /&gt;
|jumps to menu&lt;br /&gt;
|-&lt;br /&gt;
|crosshaircolor&lt;br /&gt;
|changes crosshair color&lt;br /&gt;
|-&lt;br /&gt;
|crosshairscale&lt;br /&gt;
|changes the crosshair scale&lt;br /&gt;
|-&lt;br /&gt;
|echo [text]&lt;br /&gt;
|echoes text to the console&lt;br /&gt;
|-&lt;br /&gt;
|exit&lt;br /&gt;
|exits the game immediately&lt;br /&gt;
|-&lt;br /&gt;
|fileinfo &amp;lt;file&amp;gt;&lt;br /&gt;
|gets a file&#039;s information&lt;br /&gt;
|-&lt;br /&gt;
|give &amp;lt;item&amp;gt;&lt;br /&gt;
|gives requested item. Item can be all, health, weapons, ammo, armor, keys or inventory.&lt;br /&gt;
|-&lt;br /&gt;
|god&lt;br /&gt;
|toggles god mode&lt;br /&gt;
|-&lt;br /&gt;
|bind&lt;br /&gt;
|executes a command script when &amp;lt;key&amp;gt; gets pressed. Type &amp;quot;bind showkeys&amp;quot; for a list of keys&lt;br /&gt;
|-&lt;br /&gt;
|hud_scale&lt;br /&gt;
|changes the hud scale&lt;br /&gt;
|-&lt;br /&gt;
|in_joystick&lt;br /&gt;
|enables input from the joystick if it is present&lt;br /&gt;
|-&lt;br /&gt;
|in_mouse&lt;br /&gt;
|enables input from the mouse if it is present&lt;br /&gt;
|-&lt;br /&gt;
|initgroupfile &amp;lt;path&amp;gt;&lt;br /&gt;
|adds a grp file into the game filesystem&lt;br /&gt;
|-&lt;br /&gt;
|name&lt;br /&gt;
|change your multiplayer nickname&lt;br /&gt;
|-&lt;br /&gt;
|noclip&lt;br /&gt;
|toggles clipping mode&lt;br /&gt;
|-&lt;br /&gt;
|quickload&lt;br /&gt;
|performs a quick load&lt;br /&gt;
|-&lt;br /&gt;
|quicksave&lt;br /&gt;
|performs a quick save&lt;br /&gt;
|-&lt;br /&gt;
|quit&lt;br /&gt;
|exits the game immediately&lt;br /&gt;
|-&lt;br /&gt;
|r_ambientlight&lt;br /&gt;
|sets the global map light level&lt;br /&gt;
|-&lt;br /&gt;
|rate&lt;br /&gt;
|sets the multiplayer packet send rate, in packets/sec&lt;br /&gt;
|-&lt;br /&gt;
|restartsound&lt;br /&gt;
|reinitialises the sound system&lt;br /&gt;
|-&lt;br /&gt;
|restartvid&lt;br /&gt;
|reinitialises the video mode&lt;br /&gt;
|-&lt;br /&gt;
|sensitivity &amp;lt;value&amp;gt;&lt;br /&gt;
|changes the mouse sensitivity&lt;br /&gt;
|-&lt;br /&gt;
|setactorvar &amp;lt;actor#&amp;gt; &amp;lt;gamevar&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
|sets the value of &amp;lt;actor#&amp;gt;&#039;s &amp;lt;gamevar&amp;gt; to &amp;lt;value&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|setvar &amp;lt;gamevar&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
|sets the value of a gamevar&lt;br /&gt;
|-&lt;br /&gt;
|setvarvar &amp;lt;gamevar1&amp;gt; &amp;lt;gamevar2&amp;gt;&lt;br /&gt;
|sets the value of &amp;lt;gamevar1&amp;gt; to &amp;lt;gamevar2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|spawn &amp;lt;picnum&amp;gt; [palnum] [cstat] [ang] [x y z]&lt;br /&gt;
|spawns a sprite with the given properties&lt;br /&gt;
|-&lt;br /&gt;
|unbind&lt;br /&gt;
|unbinds a key&lt;br /&gt;
|-&lt;br /&gt;
|unbindall&lt;br /&gt;
|unbinds all keys&lt;br /&gt;
|-&lt;br /&gt;
|vid_brightness&lt;br /&gt;
|adjusts gamma ramp&lt;br /&gt;
|-&lt;br /&gt;
|vid_contrast&lt;br /&gt;
|adjusts gamma ramp&lt;br /&gt;
|-&lt;br /&gt;
|vid_gamma&lt;br /&gt;
|adjusts gamma ramp&lt;br /&gt;
|-&lt;br /&gt;
|vidmode &amp;lt;xdim&amp;gt; &amp;lt;ydim&amp;gt; &amp;lt;bpp&amp;gt; &amp;lt;fullscreen&amp;gt;&lt;br /&gt;
|immediately change the video mode.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|polymost.c&lt;br /&gt;
|-&lt;br /&gt;
|glusetexcompr&lt;br /&gt;
|enable/disable OpenGL texture compression&lt;br /&gt;
|-&lt;br /&gt;
|glredbluemode&lt;br /&gt;
|enable/disable experimental OpenGL red-blue glasses mode&lt;br /&gt;
|-&lt;br /&gt;
|gltexturemode&lt;br /&gt;
|changes the texture filtering settings&lt;br /&gt;
|-&lt;br /&gt;
|gltextureanisotropy&lt;br /&gt;
|changes the OpenGL texture anisotropy setting&lt;br /&gt;
|-&lt;br /&gt;
|gltexturemaxsize&lt;br /&gt;
|changes the maximum OpenGL texture size limit&lt;br /&gt;
|-&lt;br /&gt;
|gltexturemiplevel&lt;br /&gt;
|changes the highest OpenGL mipmap level used&lt;br /&gt;
|-&lt;br /&gt;
|glpolygonmode&lt;br /&gt;
|debugging feature&lt;br /&gt;
|-&lt;br /&gt;
|glusetexcache&lt;br /&gt;
|enable/disable OpenGL compressed texture cache&lt;br /&gt;
|-&lt;br /&gt;
|usetexcachecompression&lt;br /&gt;
|enable/disable compression of files in the OpenGL compressed texture cache&lt;br /&gt;
|-&lt;br /&gt;
|glmultisample&lt;br /&gt;
|sets the number of samples used for antialiasing (0 = off)&lt;br /&gt;
|-&lt;br /&gt;
|glnvmultisamplehint&lt;br /&gt;
|enable/disable Nvidia multisampling hinting&lt;br /&gt;
|-&lt;br /&gt;
|r_shadescale&lt;br /&gt;
|multiplier for lighting&lt;br /&gt;
|-&lt;br /&gt;
|r_depthpeeling&lt;br /&gt;
|enable/disable order-independant transparency&lt;br /&gt;
|-&lt;br /&gt;
|r_peelscount&lt;br /&gt;
|sets the number of depth layers for depth peeling&lt;br /&gt;
|-&lt;br /&gt;
|r_curpeel&lt;br /&gt;
|allows to display one depth layer at a time (for development purposes)&lt;br /&gt;
|-&lt;br /&gt;
|r_detailmapping&lt;br /&gt;
|enable/disable detail mapping&lt;br /&gt;
|-&lt;br /&gt;
|r_glowmapping&lt;br /&gt;
|enable/disable glow mapping&lt;br /&gt;
|-&lt;br /&gt;
|r_vertexarrays&lt;br /&gt;
|enable/disable using vertex arrays when drawing models&lt;br /&gt;
|-&lt;br /&gt;
|r_vbos&lt;br /&gt;
|enable/disable using Vertex Buffer Objects when drawing models&lt;br /&gt;
|-&lt;br /&gt;
|r_vbocount&lt;br /&gt;
|sets the number of Vertex Buffer Objects to use when drawing models&lt;br /&gt;
|-&lt;br /&gt;
|r_animsmoothing&lt;br /&gt;
|enable/disable model animation smoothing&lt;br /&gt;
|-&lt;br /&gt;
|r_parallaxskyclamping&lt;br /&gt;
|enable/disable parallaxed floor/ceiling sky texture clamping&lt;br /&gt;
|-&lt;br /&gt;
|r_parallaxskypanning&lt;br /&gt;
|enable/disable parallaxed floor/ceiling panning when drawing a parallaxed sky&lt;br /&gt;
|-&lt;br /&gt;
|usemodels&lt;br /&gt;
|enable/disable model rendering in &amp;gt;8-bit mode&lt;br /&gt;
|-&lt;br /&gt;
|usehightile&lt;br /&gt;
|enable/disable hightile texture rendering in &amp;gt;8-bit mode&lt;br /&gt;
|-&lt;br /&gt;
|dumptexturedefs&lt;br /&gt;
|dumps all texture definitions in the new style&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|winlayer.c&lt;br /&gt;
|-&lt;br /&gt;
|maxrefreshfreq&lt;br /&gt;
|maximum display frequency to set for OpenGL Polymost modes (0=no maximum)&lt;br /&gt;
|-&lt;br /&gt;
|r_windowpositioning&lt;br /&gt;
|enable/disable window position memory&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Event_list&amp;diff=7187</id>
		<title>Event list</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Event_list&amp;diff=7187"/>
		<updated>2008-08-22T11:48:50Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: Updated according to the latest available snapshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EDuke32 Intro}}&lt;br /&gt;
&lt;br /&gt;
This is a list of every event in the current release of EDuke32.&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;
&lt;br /&gt;
*[[EVENT_AIMDOWN]]&lt;br /&gt;
*[[EVENT_AIMUP]]&lt;br /&gt;
*[[EVENT_ANIMATESPRITES]]&lt;br /&gt;
*[[EVENT_CHANGEWEAPON]]&lt;br /&gt;
*[[EVENT_CHEATGETBOOT]]&lt;br /&gt;
*[[EVENT_CHEATGETFIRSTAID]]&lt;br /&gt;
*[[EVENT_CHEATGETHEAT]]&lt;br /&gt;
*[[EVENT_CHEATGETHOLODUKE]]&lt;br /&gt;
*[[EVENT_CHEATGETJETPACK]]&lt;br /&gt;
*[[EVENT_CHEATGETSCUBA]]&lt;br /&gt;
*[[EVENT_CHEATGETSHIELD]]&lt;br /&gt;
*[[EVENT_CHEATGETSTEROIDS]]&lt;br /&gt;
*[[EVENT_CROUCH]]&lt;br /&gt;
*[[EVENT_DISPLAYBONUSSCREEN]]&lt;br /&gt;
*[[EVENT_DISPLAYCROSSHAIR]]&lt;br /&gt;
*[[EVENT_DISPLAYLOADINGSCREEN]]&lt;br /&gt;
*[[EVENT_DISPLAYMENU]]&lt;br /&gt;
*[[EVENT_DISPLAYMENUREST]]&lt;br /&gt;
*[[EVENT_DISPLAYREST]]&lt;br /&gt;
*[[EVENT_DISPLAYROOMS]]&lt;br /&gt;
*[[EVENT_DISPLAYSBAR]]&lt;br /&gt;
*[[EVENT_DISPLAYWEAPON]]&lt;br /&gt;
*[[EVENT_DOFIRE]]&lt;br /&gt;
*[[EVENT_DRAWWEAPON]]&lt;br /&gt;
*[[EVENT_EGS]]&lt;br /&gt;
*[[EVENT_ENTERLEVEL]]&lt;br /&gt;
*[[EVENT_FAKEDOMOVETHINGS]]&lt;br /&gt;
*[[EVENT_FIRE]]&lt;br /&gt;
*[[EVENT_FIREWEAPON]]&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;
&lt;br /&gt;
*[[EVENT_GAME]]&lt;br /&gt;
*[[EVENT_GETAUTOAIMANGLE]]&lt;br /&gt;
*[[EVENT_GETLOADTILE]]&lt;br /&gt;
*[[EVENT_GETMENUTILE]]&lt;br /&gt;
*[[EVENT_GETSHOTRANGE]]&lt;br /&gt;
*[[EVENT_HOLODUKEOFF]]&lt;br /&gt;
*[[EVENT_HOLODUKEON]]&lt;br /&gt;
*[[EVENT_HOLSTER]]&lt;br /&gt;
*[[EVENT_INCURDAMAGE]]&lt;br /&gt;
*[[EVENT_INIT]]&lt;br /&gt;
*[[EVENT_INVENTORY]]&lt;br /&gt;
*[[EVENT_INVENTORYLEFT]]&lt;br /&gt;
*[[EVENT_INVENTORYRIGHT]]&lt;br /&gt;
*[[EVENT_JUMP]]&lt;br /&gt;
*[[EVENT_KILLIT]]&lt;br /&gt;
*[[EVENT_LOADACTOR]]&lt;br /&gt;
*[[EVENT_LOGO]]&lt;br /&gt;
*[[EVENT_LOOKDOWN]]&lt;br /&gt;
*[[EVENT_LOOKLEFT]]&lt;br /&gt;
*[[EVENT_LOOKRIGHT]]&lt;br /&gt;
*[[EVENT_LOOKUP]]&lt;br /&gt;
*[[EVENT_MOVEBACKWARD]]&lt;br /&gt;
*[[EVENT_MOVEFORWARD]]&lt;br /&gt;
*[[EVENT_NEXTWEAPON]]&lt;br /&gt;
*[[EVENT_PRESSEDFIRE]]&lt;br /&gt;
*[[EVENT_PREVIOUSWEAPON]]&lt;br /&gt;
*[[EVENT_PROCESSINPUT]]&lt;br /&gt;
*[[EVENT_QUICKKICK]]&lt;br /&gt;
*[[EVENT_RESETINVENTORY]]&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;
&lt;br /&gt;
*[[EVENT_RESETPLAYER]]&lt;br /&gt;
*[[EVENT_RESETWEAPONS]]&lt;br /&gt;
*[[EVENT_RETURNTOCENTER]]&lt;br /&gt;
*[[EVENT_SELECTWEAPON]]&lt;br /&gt;
*[[EVENT_SOARDOWN]]&lt;br /&gt;
*[[EVENT_SOARUP]]&lt;br /&gt;
*[[EVENT_SPAWN]]&lt;br /&gt;
*[[EVENT_STRAFELEFT]]&lt;br /&gt;
*[[EVENT_STRAFERIGHT]]&lt;br /&gt;
*[[EVENT_SWIMDOWN]]&lt;br /&gt;
*[[EVENT_SWIMUP]]&lt;br /&gt;
*[[EVENT_TURNAROUND]]&lt;br /&gt;
*[[EVENT_TURNLEFT]]&lt;br /&gt;
*[[EVENT_TURNRIGHT]]&lt;br /&gt;
*[[EVENT_USE]]&lt;br /&gt;
*[[EVENT_USEJETPACK]]&lt;br /&gt;
*[[EVENT_USEMEDKIT]]&lt;br /&gt;
*[[EVENT_USENIGHTVISION]]&lt;br /&gt;
*[[EVENT_USESTEROIDS]]&lt;br /&gt;
*[[EVENT_WEAPKEY1]]&lt;br /&gt;
*[[EVENT_WEAPKEY10]]&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;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All [[events]] are accessed using the [[onevent]] command.&lt;br /&gt;
&lt;br /&gt;
[[Category:Event manipulation]]&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Full_command_list&amp;diff=7186</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=7186"/>
		<updated>2008-08-22T11:44:01Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: columns&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;
{| 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;
*[[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;
*[[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;
*[[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;
| 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;
*[[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;
*[[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;
*[[ifvarg]]&lt;br /&gt;
*[[ifvarl]]&lt;br /&gt;
*[[ifvarn]]&lt;br /&gt;
*[[ifvarvarand]]&lt;br /&gt;
*[[ifvarvare]]&lt;br /&gt;
*[[ifvarvarg]]&lt;br /&gt;
*[[ifvarvarl]]&lt;br /&gt;
*[[ifvarvarn]]&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;
| 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;
*[[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;
*[[qsubstr]]&lt;br /&gt;
*[[quake]]&lt;br /&gt;
*[[quote]]&lt;br /&gt;
*[[randvar]]&lt;br /&gt;
*[[randvarvar]]&lt;br /&gt;
*[[readarrayfromfile]] (stub)&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;
*[[rotatepoint]]&lt;br /&gt;
*[[rotatesprite]]&lt;br /&gt;
*[[rotatesprite16]]&lt;br /&gt;
*[[save]]&lt;br /&gt;
*[[savegamevar]]&lt;br /&gt;
*[[savemapstate]]&lt;br /&gt;
*[[scriptsize]]&lt;br /&gt;
*[[sectgethitag]]&lt;br /&gt;
*[[sectgetlotag]]&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;
*[[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]] (stub)&lt;br /&gt;
*[[xorvar]]&lt;br /&gt;
*[[xorvarvar]]&lt;br /&gt;
*[[zshoot]]&lt;br /&gt;
*[[zshootvar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:All commands]]&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Full_command_list&amp;diff=7185</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=7185"/>
		<updated>2008-08-22T11:42:42Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: Updated according to the latest available snapshot&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;
{| 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;
*[[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;
*[[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;
*[[getceilzofslope]]&lt;br /&gt;
*[[getcurraddress]]&lt;br /&gt;
*[[getflorzofslope]]&lt;br /&gt;
*[[getincangle]]&lt;br /&gt;
*[[getinput]]&lt;br /&gt;
*[[getkeyname]]&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;
*[[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;
*[[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;
*[[ifvarg]]&lt;br /&gt;
*[[ifvarl]]&lt;br /&gt;
*[[ifvarn]]&lt;br /&gt;
*[[ifvarvarand]]&lt;br /&gt;
*[[ifvarvare]]&lt;br /&gt;
*[[ifvarvarg]]&lt;br /&gt;
*[[ifvarvarl]]&lt;br /&gt;
*[[ifvarvarn]]&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;
| 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;
*[[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;
*[[qsubstr]]&lt;br /&gt;
*[[quake]]&lt;br /&gt;
*[[quote]]&lt;br /&gt;
*[[randvar]]&lt;br /&gt;
*[[randvarvar]]&lt;br /&gt;
*[[readarrayfromfile]] (stub)&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;
*[[rotatepoint]]&lt;br /&gt;
*[[rotatesprite]]&lt;br /&gt;
*[[rotatesprite16]]&lt;br /&gt;
*[[save]]&lt;br /&gt;
*[[savegamevar]]&lt;br /&gt;
*[[savemapstate]]&lt;br /&gt;
*[[scriptsize]]&lt;br /&gt;
*[[sectgethitag]]&lt;br /&gt;
*[[sectgetlotag]]&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;
*[[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]] (stub)&lt;br /&gt;
*[[xorvar]]&lt;br /&gt;
*[[xorvarvar]]&lt;br /&gt;
*[[zshoot]]&lt;br /&gt;
*[[zshootvar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:All commands]]&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Httempang&amp;diff=7178</id>
		<title>Httempang</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Httempang&amp;diff=7178"/>
		<updated>2008-08-15T09:47:47Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: &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 (if the sprite is not a player).  The sprite&#039;s pal 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;
Given the name of this member, it seems likely that it was originally intended to store an angle.&lt;br /&gt;
&lt;br /&gt;
[[Category:Sprite structure members]]&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Htdispicnum&amp;diff=7177</id>
		<title>Htdispicnum</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Htdispicnum&amp;diff=7177"/>
		<updated>2008-08-15T09:46:55Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;htdispicnum&#039;&#039;&#039; is the tile number that the sprite is currently displaying.  If the sprite is using an [[action]], then the htdispicnum may differ from the sprite&#039;s picnum.  For example, if a LIZTROOP is lying dead, then it has a htdispicnum of 1734, the lying dead frame.&lt;br /&gt;
&lt;br /&gt;
[[Category:Sprite structure members]]&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Htmovflag&amp;diff=7176</id>
		<title>Htmovflag</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Htmovflag&amp;diff=7176"/>
		<updated>2008-08-15T09:46:17Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;htmovflag&#039;&#039;&#039; has a nonzero value if the sprite is using a move command and it bumps into something (htmovflag is set to the return value of the movesprite function).  If the moving sprite is bumping into another sprite, then the ID of that other sprite will be equal to htmovflag + 16384.&lt;br /&gt;
&lt;br /&gt;
[[Category:Sprite structure members]]&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Htlastvy&amp;diff=7175</id>
		<title>Htlastvy</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Htlastvy&amp;diff=7175"/>
		<updated>2008-08-15T09:45:41Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The last y coordinate at which the player (or the player&#039;s holoduke, if that was visible) was seen by the actor when the actor used the [[ifcansee]] command.&lt;br /&gt;
&lt;br /&gt;
[[Category:Sprite structure members]]&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Htlastvx&amp;diff=7174</id>
		<title>Htlastvx</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Htlastvx&amp;diff=7174"/>
		<updated>2008-08-15T09:45:15Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The last x coordinate at which the player (or the player&#039;s holoduke, if that was visible) was seen by the actor when the actor used the [[ifcansee]] command.&lt;br /&gt;
&lt;br /&gt;
[[Category:Sprite structure members]]&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Talk:Htg_t&amp;diff=7173</id>
		<title>Talk:Htg t</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Talk:Htg_t&amp;diff=7173"/>
		<updated>2008-08-15T09:40:24Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: New page: ==The page status== At this point indexes from 5 to 9 are covered completely in this list. They still need some testing ingame. The indexes form 0 to 4 appears to be intensively used for s...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Htg_t&amp;diff=7172</id>
		<title>Htg t</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Htg_t&amp;diff=7172"/>
		<updated>2008-08-15T09:36:55Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: New page: The &amp;#039;&amp;#039;&amp;#039;htg_t&amp;#039;&amp;#039;&amp;#039; is an array with 10 elements(from 0 to 9) assigned to an actor/a sector effector. There is no defined purpose for these elements(multipurpose elements) as their interpretat...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=DEF_Language&amp;diff=7142</id>
		<title>DEF Language</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=DEF_Language&amp;diff=7142"/>
		<updated>2008-08-11T11:37:48Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: Update the page according to the latest available snapshot. Notes: palmap and sound/music related stuff aren&amp;#039;t documented yet. The upcoming snapshot will add only the animtilerange command.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New to JFDuke3D\EDuke32 are DEF files. These parsed scripts allow redefinition of flat, Hightile textures, 3D models, miscellaneous settings, and, possibly, in the future, higher-quality sounds and music, and enhanced cutscenes.&lt;br /&gt;
&lt;br /&gt;
Comments can be used by prefixing the text with a double forward-slash (C++ style), &amp;lt;code&amp;gt;//&amp;lt;/code&amp;gt;, or surrounding the text with &amp;lt;code&amp;gt;/* (comment here) */&amp;lt;/code&amp;gt; (C style).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;floatleft&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Preferred Commands ==&lt;br /&gt;
&lt;br /&gt;
=== include ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;include &#039;&#039;filename&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;#include &#039;&#039;filename&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Processes the script commands in &#039;&#039;&#039;&#039;&#039;filename&#039;&#039;&#039;&#039;&#039; at the point of the &#039;&#039;&#039;include&#039;&#039;&#039; call.&lt;br /&gt;
&lt;br /&gt;
=== define ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;define &#039;&#039;label integer-value&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;#define &#039;&#039;label integer-value&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Declares &#039;&#039;&#039;&#039;&#039;label&#039;&#039;&#039;&#039;&#039; to represent the numeric value &#039;&#039;&#039;&#039;&#039;integer-value&#039;&#039;&#039;&#039;&#039;. &#039;&#039;&#039;&#039;&#039;integer-value&#039;&#039;&#039;&#039;&#039; can be a label, in which case the value of the label given is used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; You may find it convenient to include DEFS.CON (for JFDuke3D) or NAMES.H to predefine many of the tile names in the art file.&lt;br /&gt;
&lt;br /&gt;
=== texture ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;texture &#039;&#039;tilenum&#039;&#039; { ... }&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines a Hightile texture to replace an ART-file tile. &#039;&#039;&#039;&#039;&#039;tilenum&#039;&#039;&#039;&#039;&#039; may be a number, or a defined label.&lt;br /&gt;
&lt;br /&gt;
The brace-enclosed block may contain these instructions:&lt;br /&gt;
&lt;br /&gt;
==== pal ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;pal &#039;&#039;palnum&#039;&#039; { ... }&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Replaces the palette &#039;&#039;&#039;&#039;&#039;palnum&#039;&#039;&#039;&#039;&#039;. If a palette has no pal definition palette 0 definition will be used. Tint will not be used on palettes defined with this instruction.&lt;br /&gt;
&lt;br /&gt;
The brace-enclosed block may contain these instructions:&lt;br /&gt;
&lt;br /&gt;
===== file =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;file &#039;&#039;filename&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;name &#039;&#039;filename&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines which texture file to use. File may be any PNG, JPG, TGA, BMP, GIF or PCX file. This instruction must be supplied.&lt;br /&gt;
&lt;br /&gt;
===== alphacut =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;alphacut &#039;&#039;cutoff-value&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sets the level of transparency at which a pixel in the texture is considered opaque. Pixels with more transparency than the cut-off are not drawn to the screen when rendered. The default setting is 0.32, which is just below the 33% transparency level of Build. If your texture has areas that are more transparent than the default, you can lower the cut-off level to preserve that detail.&lt;br /&gt;
&lt;br /&gt;
===== nocompress =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;nocompress&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prevents the texture from being compressed using S3TC if texture compression is enabled.&lt;br /&gt;
&lt;br /&gt;
===== scale =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;xscale &#039;&#039;value&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;yscale &#039;&#039;value&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sets the scale of the hightile texture in relation to the original texture. A &#039;&#039;&#039;&#039;&#039;value&#039;&#039;&#039;&#039;&#039; of 1.0 makes it the same size, higher makes it cover more then the original tile and smaller makes it cover a smaller area. &#039;&#039;&#039;xscale&#039;&#039;&#039; sets the horizontal scale and &#039;&#039;&#039;yscale&#039;&#039;&#039; sets the vertical scale.&lt;br /&gt;
&lt;br /&gt;
==== detail (EDuke32-Native)====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;detail {...}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines a [[Detail_mapping|detail texture]] for the texture. The brace-enclosed block may contain these instructions:&lt;br /&gt;
&lt;br /&gt;
===== file =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;file &#039;&#039;filename&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Specifies which detail texture file to use. File may be any PNG, JPG, TGA, BMP, GIF or PCX file. This instruction must be supplied.&lt;br /&gt;
&lt;br /&gt;
===== scale =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;scale &#039;&#039;value&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;value&#039;&#039;&#039;&#039;&#039; is a positive floating-point value that&#039;ll determine how much your detail map should repeat on your diffuse map (if you want your detail map to repeat five times, use a 1/5 scale : 0.2).&lt;br /&gt;
&lt;br /&gt;
==== glow (EDuke32-Native) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;glow {...}&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines a [[Glow_mapping|glow map]] for the texture. The brace-enclosed block may contain these instructions:&lt;br /&gt;
&lt;br /&gt;
===== file =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;file &#039;&#039;filename&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Specifies which glow map file to use. This instruction must be supplied.&lt;br /&gt;
&lt;br /&gt;
=== tint ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;tint { ... }&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines a Hightile texture tint to simulate palette effects normally used on ART-file tiles. The brace-enclosed block may contain these instructions:&lt;br /&gt;
&lt;br /&gt;
==== pal ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;pal &#039;&#039;palnum&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The palette number the tint applies to.&lt;br /&gt;
&lt;br /&gt;
==== color ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;red &#039;&#039;value&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;green &#039;&#039;value&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;blue &#039;&#039;value&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;r &#039;&#039;value&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;g &#039;&#039;value&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;b &#039;&#039;value&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Specifies a color component value, in the range of 0 to 255. Unspecified components are assumed to be 255 and any out of range values are clamped to the maximum or minimum as appropriate.&lt;br /&gt;
&lt;br /&gt;
==== flags ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;flags &#039;&#039;flags&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Specifies any special processing effects to use for the tint. The value of flags may be the sum of any of these values:&lt;br /&gt;
&lt;br /&gt;
* 0 = no effects&lt;br /&gt;
* 1 = convert to greyscale&lt;br /&gt;
* 2 = invert colors&lt;br /&gt;
&lt;br /&gt;
=== skybox ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;skybox { ... }&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines a skybox that overrides a parallaxing floor or ceiling in OpenGL Polymost rendering mode. The brace-enclosed block may contain these instructions:&lt;br /&gt;
&lt;br /&gt;
==== tile ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;tile &#039;&#039;tilenum&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Specifies the ART file tile to override.&lt;br /&gt;
&lt;br /&gt;
==== pal ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;pal &#039;&#039;palnum&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Specifies the palette number the skybox should happen for.&lt;br /&gt;
&lt;br /&gt;
==== facename ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*facename* &#039;&#039;filename&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines a single face of the skybox where facename may be any of these keywords appropriate for the face in question:&lt;br /&gt;
&lt;br /&gt;
 Front	Right 	Back	Left 	Top	Bottom&lt;br /&gt;
 ft	rt	bk	lf	up	dn&lt;br /&gt;
 front	right	back	left	top 	bottom&lt;br /&gt;
 forward			lt	ceiling floor&lt;br /&gt;
 				ceil	down&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; All six faces are required to be specified.&lt;br /&gt;
&lt;br /&gt;
=== model ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;model &#039;&#039;filename&#039;&#039; { ... }&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines a model to replace certain sprites in the game when running in OpenGL Polymost mode. &#039;&#039;&#039;&#039;&#039;filename&#039;&#039;&#039;&#039;&#039; is the model file in md2 or md3 format.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; md2 is considered deprecated.&lt;br /&gt;
&lt;br /&gt;
The brace-enclosed block may contain these instructions:&lt;br /&gt;
&lt;br /&gt;
==== scale ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;scale &#039;&#039;value&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;value&#039;&#039;&#039;&#039;&#039; is a (possibly fractional) value specifying a scaling factor for the model when it is rendered, eg. 1.5 for one-and-a-half times as big.&lt;br /&gt;
&lt;br /&gt;
==== shade ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;shade &#039;&#039;shade-offset&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;shade-offset&#039;&#039;&#039;&#039;&#039; is an integer value specifying how much to bias the sprite&#039;s shade value by. A negative value for this makes the model brighter. Conversely, a positive value makes it darker.&lt;br /&gt;
&lt;br /&gt;
==== zadd ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;zadd &#039;&#039;offset&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;offset&#039;&#039;&#039;&#039;&#039; is a (possibly fractional) value specifying a height offset for the model. Quake models are aligned in the center while Build models are aligned at the floor. Using this command will allow Build to use Quake models without modification to the MD2/3 file itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== flags (EDuke32-Native)====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;flags &#039;&#039;flags&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Specifies any special properties the model should have, the values of which should be added together to combine multiple options.&lt;br /&gt;
*0: default value&lt;br /&gt;
*1: Prevents the the model from being affected by the tints.&lt;br /&gt;
&lt;br /&gt;
==== skin ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;skin { ... }&#039;&#039;&#039;&lt;br /&gt;
Defines a skin to be used on the model for all frames declared after this command. The brace-enclosed block may contain these instructions:&lt;br /&gt;
&lt;br /&gt;
===== pal =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;pal &#039;&#039;palnum&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Specifies which palette this skin maps to.&lt;br /&gt;
&lt;br /&gt;
===== surface =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;surface &#039;&#039;surfnum&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Specifies which MD3 surface this skin should be applied to. This has no significance for MD2 models.&lt;br /&gt;
&lt;br /&gt;
===== file =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;file &#039;&#039;filename&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Specifies the texture file to use for the skin. File may be any PNG, JPG, TGA, BMP, GIF or PCX file&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT:&#039;&#039;&#039; If your model exists in a subdirectory (ie. the model filename includes a path to the .md2/3) you will need to give the same path to filename if the skin is in the same directory.&lt;br /&gt;
&lt;br /&gt;
==== anim ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;anim { ... }&#039;&#039;&#039;&lt;br /&gt;
Defines an animation from a group of frames in the model. The brace-enclosed block may contain these instructions:&lt;br /&gt;
&lt;br /&gt;
===== frame =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;frame0 &#039;&#039;framename&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;frame1 &#039;&#039;framename&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
        &lt;br /&gt;
Specifies the names of the start (&#039;&#039;&#039;&#039;&#039;frame0&#039;&#039;&#039;&#039;&#039;) and end (&#039;&#039;&#039;&#039;&#039;frame1&#039;&#039;&#039;&#039;&#039;) frames of the animation.&lt;br /&gt;
&lt;br /&gt;
===== fps =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;fps &#039;&#039;fps&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Specifies the frame rate at which the animation should play. This value may be fractional.&lt;br /&gt;
&lt;br /&gt;
===== flags =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;flags &#039;&#039;flags&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Specifies any special properties the animation should have, the values of which should be added together to combine multiple options.&lt;br /&gt;
&lt;br /&gt;
Valid options are:&lt;br /&gt;
* 0 = none (looping animation)&lt;br /&gt;
* 1 = one-shot (plays beginning to end once and stops on the last frame).&lt;br /&gt;
&lt;br /&gt;
==== frame ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;frame { ... }&#039;&#039;&#039;&lt;br /&gt;
Defines a range of ART-file tiles to correspond with the given frame/animation of the model. The brace-enclosed block may contain these instructions:&lt;br /&gt;
&lt;br /&gt;
===== name =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;name &#039;&#039;framename&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;frame &#039;&#039;framename&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;&#039;&#039;framename&#039;&#039;&#039;&#039;&#039; is identical to the starting frame of an animation, the engine will play that animation, otherwise the replacement will be static. You can choose to use the &#039;&#039;&#039;frame&#039;&#039;&#039; or &#039;&#039;&#039;name&#039;&#039;&#039; versions of this instruction as both are identical.&lt;br /&gt;
&lt;br /&gt;
===== tile =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;tile &#039;&#039;tilenum&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;tile0 &#039;&#039;tilenum&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;tile1 &#039;&#039;tilenum&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use the tile instruction to specify an ART-file tile which this model should replace. Use the &#039;&#039;&#039;tile0&#039;&#039;&#039; and &#039;&#039;&#039;tile1&#039;&#039;&#039; instructions together to specify a range of ART-file tiles. If you use &#039;&#039;&#039;tile0&#039;&#039;&#039;, you must also have a &#039;&#039;&#039;tile1&#039;&#039;&#039;. You may not use the same instruction twice to specify multiple ranges.&lt;br /&gt;
&lt;br /&gt;
===== smoothduration (EDuke32-Native)=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;smoothduration &#039;&#039;value&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If smoothduration is non-zero switching from another animation to the one defined by that frame block will trigger an intermediary animation smoothing state of duration &#039;&#039;value&#039;&#039; seconds.&lt;br /&gt;
&lt;br /&gt;
===== pal (EDuke32-Native)=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;pal &#039;&#039;value&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Makes the model definition exclusive for the this pal. This allow to assign different models for different pal.&lt;br /&gt;
&lt;br /&gt;
==== hud ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;hud { ... }&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines a range of ART-file tiles to use with a heads-up-display. The brace-enclosed block may contain these instructions:&lt;br /&gt;
&lt;br /&gt;
===== tile =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;tile &#039;&#039;tilenum&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;tile0 &#039;&#039;tilenum&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;tile1 &#039;&#039;tilenum&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;tile0&#039;&#039;&#039; and &#039;&#039;&#039;tile1&#039;&#039;&#039; together specify a range of ART-file tiles which this model frame should replace when rendered as part of the HUD. You can specify individual tiles using a single tile command.&lt;br /&gt;
    &lt;br /&gt;
===== offset =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;xadd &#039;&#039;offset&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;yadd &#039;&#039;offset&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;zadd &#039;&#039;offset&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;angadd &#039;&#039;offset&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use these offsets to fine-tune the location of the model placement. &#039;&#039;&#039;xadd&#039;&#039;&#039;, &#039;&#039;&#039;yadd&#039;&#039;&#039;, and &#039;&#039;&#039;zadd&#039;&#039;&#039; are position offsets relative to the viewer&#039;s orienation. You can use floating point values with them. &#039;&#039;&#039;angadd&#039;&#039;&#039; is a Build angle offset. (512 = 90 degrees, 1024 = 180 degrees, etc...).&lt;br /&gt;
&lt;br /&gt;
===== hide =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;hide&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some weapons use multiple ART tiles for constructing the gun or animation. Use this option to hide parts that you don&#039;t need in your replacement.&lt;br /&gt;
&lt;br /&gt;
===== nobob =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;nobob&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By default, the HUD model offset is affected by the player bobbing offset when the player is walking. Use this option to disable that.&lt;br /&gt;
&lt;br /&gt;
===== flipped =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;flipped&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use this option to apply the settings inside the hud block only if the object is normally rendered x-flipped (mirror image). Some weapons, such as the devastator, are rendered in 2 pieces, the left devastator is actually a mirror image of the right.&lt;br /&gt;
&lt;br /&gt;
===== nodepth =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;nodepth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use this to render a HUD model without the use of the depth buffer. Normally, you should avoid this. The one exception where this is useful is for the spinning nuke menu pointer because it should always be in front - and it just happens to be convex ... which is the one case that is safe with the depth buffer disabled … a rather fortunate coincidence. [[Image:Smile.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== detail (EDuke32-Native)====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;detail {...}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines a [[Detail_mapping|detail texture]] for the model. The brace-enclosed block may contain these instructions:&lt;br /&gt;
&lt;br /&gt;
===== file =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;file &#039;&#039;filename&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Specifies which detail texture file to use. File may be any PNG, JPG, TGA, BMP, GIF or PCX file. This instruction must be supplied.&lt;br /&gt;
&lt;br /&gt;
===== scale =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;scale &#039;&#039;value&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;value&#039;&#039;&#039;&#039;&#039; is a positive floating-point value that&#039;ll determine how much your detail map should repeat on your diffuse map (if you want your detail map to repeat five times, use a 1/5 scale : 0.2).&lt;br /&gt;
&lt;br /&gt;
===== surface =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;surface &#039;&#039;surfnum&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Specifies which MD3 surface this detail texture should be applied to. This has no significance for MD2 models.&lt;br /&gt;
&lt;br /&gt;
==== glow (EDuke32-Native) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;glow {...}&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines a [[Glow_mapping|glow map]] for the model. The brace-enclosed block may contain these instructions:&lt;br /&gt;
&lt;br /&gt;
===== file =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;file &#039;&#039;filename&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Specifies which glow map file to use. This instruction must be supplied.&lt;br /&gt;
&lt;br /&gt;
===== surface =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;surface &#039;&#039;surfnum&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Specifies which MD3 surface this glow map should be applied to. This has no significance for MD2 models.&lt;br /&gt;
&lt;br /&gt;
=== voxel ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;voxel &#039;&#039;filename&#039;&#039; { ... }&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines a voxel to replace sprites. filename is the name of the .KVX file containing the voxel. The brace-enclosed block may contain these instructions:&lt;br /&gt;
&lt;br /&gt;
==== tile ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;tile &#039;&#039;tilenum&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;tile0 &#039;&#039;tilenum&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;tile1 &#039;&#039;tilenum&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use these instructions to map tiles that should be rendered as a voxels. Use &#039;&#039;&#039;tile&#039;&#039;&#039; to map a single tile to be rendered as voxels and &#039;&#039;&#039;tile0&#039;&#039;&#039;, &#039;&#039;&#039;tile1&#039;&#039;&#039; together define a range of tiles to be rendered as voxels. The &#039;&#039;&#039;tile0&#039;&#039;&#039; instruction should appear before the &#039;&#039;&#039;tile1&#039;&#039;&#039; instruction to define a correct range.&lt;br /&gt;
&lt;br /&gt;
==== scale ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;scale &#039;&#039;value&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;value&#039;&#039;&#039;&#039;&#039; is a (possibly fractional) value specifying a scaling factor for the voxelmodel when it is rendered, eg. 1.5 for one-and-a-half times as big.&lt;br /&gt;
&lt;br /&gt;
== Un-Definitions ==&lt;br /&gt;
&lt;br /&gt;
The main use for these is for cases in which the .ART files are somewhat different, and you want to ensure compatibility for the new art without new textures or models. A good example of this is the [http://www.freewebtown.com/hendricks266/nwhrp.html Duke: Nuclear Winter HRP] by [[User:Hendricks 266|Hendricks266]]. (see undef.def)&lt;br /&gt;
&lt;br /&gt;
=== undeftexture ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;undeftexture &#039;&#039;tile&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is for undefining Hightile textures.&lt;br /&gt;
&lt;br /&gt;
==== undeftexturerange ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;undeftexturerange &#039;&#039;tile0&#039;&#039; &#039;&#039;tile1&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as &#039;&#039;&#039;&#039;&#039;undeftexture&#039;&#039;&#039;&#039;&#039;, but with a range of tiles.&lt;br /&gt;
&lt;br /&gt;
=== undefmodel ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;undefmodel &#039;&#039;tile&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is for undefining 3D models.&lt;br /&gt;
&lt;br /&gt;
==== undefmodelrange ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;undefmodelrange &#039;&#039;tile0&#039;&#039; &#039;&#039;tile1&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as &#039;&#039;&#039;&#039;&#039;undefmodel&#039;&#039;&#039;&#039;&#039;, but with a range of tiles.&lt;br /&gt;
&lt;br /&gt;
==== undefmodelof ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;undefmodelof &#039;&#039;tile&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as &#039;&#039;&#039;&#039;&#039;undefmodel&#039;&#039;&#039;&#039;&#039;, but all the tiles grouped together within the same .DEF code block are un-defined.&lt;br /&gt;
&lt;br /&gt;
Support of &#039;&#039;&#039;&#039;&#039;undefmodelof&#039;&#039;&#039;&#039;&#039; seems to be broken at this time. Using it in your .DEF files will result in crashing upon compiling.&lt;br /&gt;
&lt;br /&gt;
== EDuke32-Native Commands ==&lt;br /&gt;
&lt;br /&gt;
=== alphahack ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;alphahack &amp;lt;&#039;&#039;tilenum&#039;&#039;&amp;gt; &amp;lt;&#039;&#039;value&#039;&#039;&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;alphahack&#039;&#039;&#039;&#039;&#039; is a deprecated command to improve alpha filtering of highres art of &#039;&#039;&#039;&amp;lt;&#039;&#039;tilenum&#039;&#039;&amp;gt;&#039;&#039;&#039;. &#039;&#039;&#039;&amp;lt;&#039;&#039;value&#039;&#039;&amp;gt;&#039;&#039;&#039; is always &#039;&#039;&#039;-1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== alphahackrange ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;alphahackrange &amp;lt;&#039;&#039;tilenum1&#039;&#039;&amp;gt; &amp;lt;&#039;&#039;tilenum2&#039;&#039;&amp;gt; &amp;lt;&#039;&#039;value&#039;&#039;&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as &#039;&#039;&#039;&#039;&#039;alphahack&#039;&#039;&#039;&#039;&#039;, but with a range of tiles.&lt;br /&gt;
&lt;br /&gt;
=== dummytile ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dummytile &amp;lt;&#039;&#039;tilenum&#039;&#039;&amp;gt; &amp;lt;&#039;&#039;x-dimension&#039;&#039;&amp;gt; &amp;lt;&#039;&#039;y-dimension&#039;&#039;&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used in DEF files to create a blank tile at location &#039;&#039;&#039;&amp;lt;&#039;&#039;tilenum&#039;&#039;&amp;gt;&#039;&#039;&#039; of the dimensions &#039;&#039;&#039;&amp;lt;&#039;&#039;x-dimension&#039;&#039;&amp;gt;&#039;&#039;&#039; and &#039;&#039;&#039;&amp;lt;&#039;&#039;y-dimension&#039;&#039;&amp;gt;&#039;&#039;&#039;. This allows the creation of placeholder tiles for use with definetexture\texture without having to edit .ART files.&lt;br /&gt;
&lt;br /&gt;
==== dummytilerange ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dummytilerange &amp;lt;&#039;&#039;tilenum1&#039;&#039;&amp;gt; &amp;lt;&#039;&#039;tilenum2&#039;&#039;&amp;gt; &amp;lt;&#039;&#039;x-dimension&#039;&#039;&amp;gt; &amp;lt;&#039;&#039;y-dimension&#039;&#039;&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as &#039;&#039;&#039;&#039;&#039;dummytile&#039;&#039;&#039;&#039;&#039;, but with a range of tiles.&lt;br /&gt;
&lt;br /&gt;
=== setuptile ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setuptile &amp;lt;&#039;&#039;tilenum&#039;&#039;&amp;gt; &amp;lt;&#039;&#039;x-dimension&#039;&#039;&amp;gt; &amp;lt;&#039;&#039;y-dimension&#039;&#039;&amp;gt;&#039;&#039; &amp;lt;&#039;&#039;x-offset&#039;&#039;&amp;gt; &amp;lt;&#039;&#039;y-offset&#039;&#039;&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used in DEF files to setup the properties which are applied to the highres replacement of the tile. This allows the creation of placeholder tiles for use with definetexture\texture without having to edit .ART files.&lt;br /&gt;
Unlike &#039;&#039;&#039;dummytile&#039;&#039;&#039; this command won&#039;t draw black squares and accepts the offsets.&lt;br /&gt;
&lt;br /&gt;
==== setuptilerange ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setuptilerange &amp;lt;&#039;&#039;tilenum1&#039;&#039;&amp;gt; &amp;lt;&#039;&#039;tilenum2&#039;&#039;&amp;gt; &amp;lt;&#039;&#039;x-dimension&#039;&#039;&amp;gt; &amp;lt;&#039;&#039;y-dimension&#039;&#039;&amp;gt;&#039;&#039; &amp;lt;&#039;&#039;x-offset&#039;&#039;&amp;gt; &amp;lt;&#039;&#039;y-offset&#039;&#039;&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as &#039;&#039;&#039;&#039;&#039;setuptile&#039;&#039;&#039;&#039;&#039;, but with a range of tiles.&lt;br /&gt;
&lt;br /&gt;
=== loadgrp ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;loadgrp &amp;lt;&#039;&#039;.GRP\.ZIP file&#039;&#039;&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The DEF equivalent of the &#039;&#039;&#039;/g&#039;&#039;&#039; command line switch. &#039;&#039;&#039;&#039;&#039;loadgrp&#039;&#039;&#039;&#039;&#039; can only be used in the originating .DEF file; it is usually &#039;&#039;&#039;duke3d.def&#039;&#039;&#039; or the .DEF file specified by the &#039;&#039;&#039;/h&#039;&#039;&#039; command line switch.&lt;br /&gt;
&lt;br /&gt;
=== cachesize ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;cachesize &amp;lt;size&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Specifies the size of the cache in Kb.&lt;br /&gt;
&lt;br /&gt;
=== fogpal ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;fogpal &amp;lt;&#039;&#039;palette number&#039;&#039;&amp;gt; &amp;lt;&#039;&#039;red intensity&#039;&#039;&amp;gt; &amp;lt;&#039;&#039;green intensity&#039;&#039;&amp;gt; &amp;lt;&#039;&#039;blue intensity&#039;&#039;&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;fogpal&#039;&#039;&#039;&#039;&#039; defines a palette a sector-based fog effect. To use it, change the pal of your sector to the pal defined with &#039;&#039;&#039;&#039;&#039;fogpal&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Intensities range from 0-63. Palettes 26, 27, 28 and 29 are pre-defined for you as white, red, green and blue respectively. Sector visibility controls fog density.&lt;br /&gt;
&lt;br /&gt;
=== 2dcol ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2dcol &amp;lt;&#039;&#039;colornum&#039;&#039;&amp;gt; &amp;lt;&#039;&#039;red&#039;&#039;&amp;gt; &amp;lt;&#039;&#039;green&#039;&#039;&amp;gt; &amp;lt;&#039;&#039;blue&#039;&#039;&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;2dcol&#039;&#039;&#039;&#039;&#039; is a definition of a color to be used in the 2D mode of [[Mapster32]], in conjunction with &#039;&#039;&#039;&#039;&#039;spritecol&#039;&#039;&#039;&#039;&#039; that works similarly to &#039;&#039;&#039;&#039;&#039;tint&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;definetint&#039;&#039;&#039;&#039;&#039;. &#039;&#039;&#039;&amp;lt;&#039;&#039;colornum&#039;&#039;&amp;gt;&#039;&#039;&#039; is a unique identifier, similar to [[define|defines]] and [[gamevar|gamevars]]. &#039;&#039;&#039;&amp;lt;&#039;&#039;red&#039;&#039;&amp;gt;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;&#039;&#039;green&#039;&#039;&amp;gt;&#039;&#039;&#039;, and &#039;&#039;&#039;&amp;lt;&#039;&#039;blue&#039;&#039;&amp;gt;&#039;&#039;&#039; are the RGB color values that are mixed together to get your custom color.&lt;br /&gt;
&lt;br /&gt;
Certain low values are already hard-coded, and redefining them will change colors of the default layout. If you know the correct value, you can replace the default colors used for &#039;&#039;&#039;all&#039;&#039;&#039; the sprites. You truly have the power to customize Mapster32. Lime green 2D mode background, anyone?&lt;br /&gt;
&lt;br /&gt;
=== spritecol ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;spritecol &amp;lt;&#039;&#039;tilenum&#039;&#039;&amp;gt; &amp;lt;&#039;&#039;normalcolornum&#039;&#039;&amp;gt; &amp;lt;&#039;&#039;blockingcolornum&#039;&#039;&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;spritecol&#039;&#039;&#039;&#039;&#039; is a definition of the color a sprite will appear in 2D mode, instead of the standard sky blue and hot pink, or another special color (like yellow for hard-coded enemies or white for the [[Special_Sprite_Reference_Guide|special sprites]]). &#039;&#039;&#039;&amp;lt;&#039;&#039;normalcolornum&#039;&#039;&amp;gt;&#039;&#039;&#039; is the &#039;&#039;&#039;&amp;lt;&#039;&#039;colornum&#039;&#039;&amp;gt;&#039;&#039;&#039; of the &#039;&#039;&#039;&#039;&#039;2dcol&#039;&#039;&#039;&#039;&#039; definition of your color for the standard sprite color as defined by &#039;&#039;&#039;&amp;lt;&#039;&#039;tilenum&#039;&#039;&amp;gt;&#039;&#039;&#039;. The same goes for &#039;&#039;&#039;&amp;lt;&#039;&#039;blockingcolornum&#039;&#039;&amp;gt;&#039;&#039;&#039;, except that this value is for when the sprite has the first bit of [[cstat]] set (1) (&amp;lt;code&amp;gt;[&#039;]+[B]&amp;lt;/code&amp;gt; keys in [[Mapster32]]), which is the blocking flag.&lt;br /&gt;
&lt;br /&gt;
== Deprecated Commands ==&lt;br /&gt;
&lt;br /&gt;
=== definetexture ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;definetexture &#039;&#039;tile-number palette-number x-center y-center x-size y-size filename&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines a Hightile texture to replace an ART-file picture. &#039;&#039;tile-number&#039;&#039; may be an number, or a defined label. Use a value of 0 for &#039;&#039;x-center&#039;&#039; and &#039;&#039;y-center&#039;&#039; and a value of -1 for &#039;&#039;x-size&#039;&#039; and &#039;&#039;y-size&#039;&#039; for now until these values are actually used. &#039;&#039;filename&#039;&#039; may be any PNG, JPG, TGA, BMP, GIF or PCX file.&lt;br /&gt;
&lt;br /&gt;
=== definetint ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;definetint &#039;&#039;palette-number red green blue flags&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines a Hightile texture tint to simulate palette effects normally used on ART-file tiles. &#039;&#039;red&#039;&#039;, &#039;&#039;green&#039;&#039;, and &#039;&#039;blue&#039;&#039; are numbers in the range 0 to 255 which specify the color the tint should look like. &#039;&#039;flags&#039;&#039; specifies any processing effects to use. Valid values are:&lt;br /&gt;
* 0 = no effects&lt;br /&gt;
* 1 = convert to greyscale&lt;br /&gt;
* 2 = invert colours&lt;br /&gt;
These values can be added together to produce a combination of effects.&lt;br /&gt;
&lt;br /&gt;
=== defineskybox ===&lt;br /&gt;
&#039;&#039;&#039;defineskybox &#039;&#039;tile-number palette-number reserved front-face-filename right-face-filename back-face-filename left-face-filename top-face-filename bottom-face-filename&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines a sky-box composed of six images mapped onto the faces of a cube to be used when &#039;&#039;tile-number&#039;&#039; is set as parallaxing in GL Polymost mode. &#039;&#039;reserved&#039;&#039; should be 0 for now until its meaning is fully conceived.&lt;br /&gt;
&lt;br /&gt;
=== definemodel ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;definemodel &#039;&#039;filename scale shade-offset&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines an MD2/3-format model file to replace certain sprites in the game. See &#039;&#039;&#039;&#039;&#039;definemodelframe&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;definemodelanim&#039;&#039;&#039;&#039;&#039; for details on how to specify the ART-file tiles to replace. &#039;&#039;filename&#039;&#039; is the name of the MD2/3 model. &#039;&#039;scale&#039;&#039; is a (possibly fractional) value specifying a scaling factor for the model when it is rendered, eg. 1.5 for one-and-a-half times as big. &#039;&#039;shade-offset&#039;&#039; is an integer value specifying how much to bias the sprite&#039;s shade value by. A negative value for this makes the model brighter. Conversely, a positive value makes it darker.&lt;br /&gt;
&lt;br /&gt;
==== definemodelskin ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;definemodelskin &#039;&#039;palette-number filename&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines a skin to be used on the model for all frames declared after this command, when the sprite palette is equal to &#039;&#039;palette-number&#039;&#039;. (This makes more sense when given a demonstration.) &#039;&#039;&#039;IMPORTANT:&#039;&#039;&#039; If your model exists in a subdirectory (ie. &#039;&#039;&#039;&#039;&#039;definemodel&#039;&#039;&#039;&#039;&#039; includes a path to the .md2/3) you will need to give the same path to filename if the skin is in the same directory.&lt;br /&gt;
&lt;br /&gt;
==== selectmodelskin ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;selectmodelskin &#039;&#039;&amp;lt;skin ID&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Selects a model skin.&lt;br /&gt;
&lt;br /&gt;
==== definemodelanim ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;definemodelanim &#039;&#039;start-frame end-frame frame-rate flags&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines an animation from a group of frames in the model given by the last preceding &#039;&#039;&#039;&#039;&#039;definemodel&#039;&#039;&#039;&#039;&#039; instruction. &#039;&#039;start-frame&#039;&#039; and &#039;&#039;end-frame&#039;&#039; specify the names of the starting and ending frames of the animation. &#039;&#039;frame-rate&#039;&#039; is the frame rate at which the animation should play. This value can be fractional. &#039;&#039;flags&#039;&#039; specifies any special properties the animation should have. Valid options are:&lt;br /&gt;
&lt;br /&gt;
* 0 = none (looping animation)&lt;br /&gt;
* 1 = one-shot (plays beginning to end once and stops on the last frame)&lt;br /&gt;
&lt;br /&gt;
==== definemodelframe ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;definemodelframe &#039;&#039;frame-name first-tile last-tile&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines a range of ART-file tiles to correspond with the given frame of the model specified in the last preceding &#039;&#039;&#039;&#039;&#039;definemodel&#039;&#039;&#039;&#039;&#039; instruction. &#039;&#039;frame-name&#039;&#039; is the name of the frame, which if identical to the starting frame of a &#039;&#039;&#039;&#039;&#039;definemodelanim&#039;&#039;&#039;&#039;&#039; animation will play that animation. If &#039;&#039;frame-name&#039;&#039; is not corresponding with an animation, the replacement will be static. &#039;&#039;first-tile&#039;&#039; and &#039;&#039;last-tile&#039;&#039; specify a range of ART-file tiles which this model frame should replace.&lt;br /&gt;
&lt;br /&gt;
=== definevoxel ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;definevoxel &#039;&#039;filename&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines a voxel to replace sprites in the game. See &#039;&#039;&#039;&#039;&#039;definevoxeltiles&#039;&#039;&#039;&#039;&#039; for details on how to specify the ART-file tiles to replace. &#039;&#039;filename&#039;&#039; is the name of the .KVX file containing the voxel.&lt;br /&gt;
&lt;br /&gt;
==== definevoxeltiles ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;definevoxeltiles &#039;&#039;first-tile last-tile&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines the range of ART-file tiles to replace with the voxel given in the last preceding &#039;&#039;&#039;&#039;&#039;definevoxel&#039;&#039;&#039;&#039;&#039; instruction.&lt;br /&gt;
&lt;br /&gt;
[[Category:All commands]]&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Setuserdef&amp;diff=7141</id>
		<title>Setuserdef</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Setuserdef&amp;diff=7141"/>
		<updated>2008-08-11T09:41:42Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;setuserdef[&amp;lt;sprite id&amp;gt;].&amp;lt;functionname&amp;gt; &amp;lt;gamevar&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Use setuserdef to set the value of the gamevar &amp;lt;gamevar&amp;gt; to the value of &amp;lt;functionname&amp;gt; within the actor determined by the gamevar &amp;lt;sprite id&amp;gt; and set the value of it to the gamevar.&lt;br /&gt;
&lt;br /&gt;
[[Category:EDuke commands]]&lt;br /&gt;
[[Category:Userdef structure members]]&lt;br /&gt;
[[Category:Gamevar manipulation]]&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Getuserdef&amp;diff=7140</id>
		<title>Getuserdef</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Getuserdef&amp;diff=7140"/>
		<updated>2008-08-11T09:40:12Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;getuserdef[&amp;lt;sprite id&amp;gt;].&amp;lt;functionname&amp;gt; &amp;lt;gamevar&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Use getuserdef to set the value of the gamevar &amp;lt;gamevar&amp;gt; to the value of &amp;lt;functionname&amp;gt; within the actor determined by the gamevar &amp;lt;sprite id&amp;gt; and save it to the gamevar.&lt;br /&gt;
&lt;br /&gt;
[[Category:EDuke commands]]&lt;br /&gt;
[[Category:Userdef structure members]]&lt;br /&gt;
[[Category:Gamevar manipulation]]&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Build/Mapster32_Keyboard_Commands&amp;diff=7115</id>
		<title>Build/Mapster32 Keyboard Commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Build/Mapster32_Keyboard_Commands&amp;diff=7115"/>
		<updated>2008-08-09T21:43:12Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: A few corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 3D Mode: Mouse ==&lt;br /&gt;
The purpose of mouse in 3D mode is pointing at some objects in a map and looking around(&#039;&#039;&#039;F3&#039;&#039;&#039; - mouselook).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mouse pointer always points(see info about it at the bottom of the screen) at one of these object:&amp;lt;br&amp;gt;&lt;br /&gt;
1. wall&amp;lt;br&amp;gt;&lt;br /&gt;
2. ceiling of sector&amp;lt;br&amp;gt;&lt;br /&gt;
3. floor of sector&amp;lt;br&amp;gt;&lt;br /&gt;
4. sprite&amp;lt;br&amp;gt;&lt;br /&gt;
5. masked wall (non-transparent  or semi-transparent  wall between sectors)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to understand this concept:&amp;lt;br&amp;gt;&lt;br /&gt;
Some commands work differently  depending on the current object(the object the mouse points at).&amp;lt;br&amp;gt;&lt;br /&gt;
Some commands manipulate only with current object, and some commands manipulate with sprites/sectors selected(hereinafter referred to as &amp;quot;selected&amp;quot;) in 2D mode, and some commands work globally.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mouse buttons:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;LEFT&#039;&#039;&#039; lock the current object. The current object won&#039;t be changing as long as the button pressed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;LEFT+MIDDLE&#039;&#039;&#039; toggle mouse look&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;WHEEL&#039;&#039;&#039; change shade/visibility&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;LEFT+WHEEL&#039;&#039;&#039; change tile&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;RIGHT+WHEEL&#039;&#039;&#039; move object up/down&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, there is now UnrealEd-style mouse navigation in 3D mode (toggle it with &#039;&#039;&#039;F5&#039;&#039;&#039;), with the following bindings:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;RIGHT&#039;&#039;&#039; mouselook&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;LEFT&#039;&#039;&#039; x: turning, y: move forward/back&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;LEFT+RIGHT&#039;&#039;&#039; x: strafe left/right, y: move up/down&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;MIDDLE&#039;&#039;&#039; y: move in viewing direction&amp;lt;br&amp;gt;&lt;br /&gt;
The console variable &#039;pk_uedaccel&#039; changes the speed of navigation exponentially (valid values are 0-5).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEFT+ALT&#039;&#039;&#039; move object up/down&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;LEFT+SHIFT&#039;&#039;&#039; pan ceiling/floor/wall&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;LEFT+SHIFT&#039;&#039;&#039; move sprite in horizontal plane&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;LEFT+CTRL&#039;&#039;&#039; scale wall texture or size of sprite&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;LEFT+CTRL&#039;&#039;&#039; Change slope of sector&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 3D Mode: Selecting Tile Mode ==&lt;br /&gt;
After pressing &#039;&#039;&#039;V&#039;&#039;&#039; key in 3D mode, mapster32 switches to &amp;quot;select tile&amp;quot; mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keys:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;KP /&#039;&#039;&#039; zoom in&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;KP *&#039;&#039;&#039; zoom out&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UP/DOWN/LEFT/RIGHT/PAGE UP/PAGE DOWN&#039;&#039;&#039; movements&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;G&#039;&#039;&#039; goto specified tile&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;U&#039;&#039;&#039; goto start of user defined art (3584)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A&#039;&#039;&#039; goto start of Atomic edition&#039;s art (4096)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;E&#039;&#039;&#039; goto start of extended art (6144,9216)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V&#039;&#039;&#039; select from all tiles&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;T&#039;&#039;&#039; select from pre-defined tileset&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Z&#039;&#039;&#039; tile zoom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ESC&#039;&#039;&#039; cancel&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ENTER&#039;&#039;&#039; accept&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mouse:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;LEFT&#039;&#039;&#039; select&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CTRL+WHEEL&#039;&#039;&#039; zoom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;WHEEL&#039;&#039;&#039; scroll&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;RIGHT&#039;&#039;&#039; smooth scrolling&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  3D Mode: Keys ==&lt;br /&gt;
&#039;&#039;&#039;UP&#039;&#039;&#039; move forward&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DOWN&#039;&#039;&#039; move backward&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;LEFT+RCTRL&#039;&#039;&#039; move left&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;RIGHT+RCTRL&#039;&#039;&#039; move right&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A&#039;&#039;&#039; move up&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Z&#039;&#039;&#039; move down&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;F4&#039;&#039;&#039; Toggle showing the first wall&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+LSHIFT&#039;&#039;&#039; speed up movements&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEFT&#039;&#039;&#039; turn left&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;RIGHT&#039;&#039;&#039; turn right&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A+CTRL&#039;&#039;&#039; look down&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Z+CTRL&#039;&#039;&#039; lood up&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039; V&#039;&#039;&#039; set sector visibility&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;; V&#039;&#039;&#039; set sector visibility on all selected sectors&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;V&#039;&#039;&#039; choose tile&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3&#039;&#039;&#039; toggle Sector over Sector. See documentation here(http://www.users.on.net/~triforce/cduke3d/)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;F3&#039;&#039;&#039; toggle mouselook&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039; BACKSPACE&#039;&#039;&#039; clear all flags for wall/sprite&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039; P&#039;&#039;&#039; paste palette to all selected sectors&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;; P&#039;&#039;&#039; paste palette to all selected sectors &amp;amp; sprites&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DEL&#039;&#039;&#039; delete sprite&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;F6&#039;&#039;&#039; toggle automatic SECTOREFFECTOR help&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;F7&#039;&#039;&#039; toggle automatic sector tag help&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;,&#039;&#039;&#039; rotate sprite&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;.&#039;&#039;&#039; rotate sprite&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;&#039;&#039;&#039; slowly rotate sprite&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; slowly rotate sprite&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;.&#039;&#039;&#039; search &amp;amp; fix panning of the wall to the right&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039; L&#039;&#039;&#039; change the coordinates of the current object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CAPS LOCK&#039;&#039;&#039; cycle zmode&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039; Z&#039;&#039;&#039; cycle zmode&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039; M&#039;&#039;&#039; set the extra of the current object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1&#039;&#039;&#039; toggle one sided sprite/wall&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;2&#039;&#039;&#039; toggle bottom wall swapping&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;O&#039;&#039;&#039; set top or bottom orientation of wall&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;O&#039;&#039;&#039; ornament sprite onto wall&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;M&#039;&#039;&#039; toggle masking wall&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;H&#039;&#039;&#039; toggle hitscan sensitivity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;H+SHIFT&#039;&#039;&#039; toggle one side hitscan sensitivity for the wall&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039; H&#039;&#039;&#039; set hitag of the current object&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KP_MINUS&#039;&#039;&#039; shades down individual sector/wall/sprite or selected sectors&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;KP_MINUS+ALT&#039;&#039;&#039; decreases visibility of sector or selected sectors&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;KP_MINUS+ALT+SHIFT&#039;&#039;&#039; slowly decreases visibility of sector or selected sectors&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;KP_MINUS+ALT+CTRL&#039;&#039;&#039; decreases global visibility&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;KP_PLUS&#039;&#039;&#039; shades up individual sector/wall/sprite or selected sectors&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;KP_PLUS+ALT&#039;&#039;&#039; increases visibility of sector or selected sectors&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;KP_PLUS+ALT+SHIFT&#039;&#039;&#039; slowly increases visibility of sector or selected sectors&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;KP_PLUS+ALT+CTRL&#039;&#039;&#039; increases global visibility&amp;lt;br&amp;gt;&lt;br /&gt;
Note: &#039;&#039;&#039;ALT,CTRL, SHIFT&#039;&#039;&#039; are modifiers so they work with mouse too.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PLUS/MINUS&#039;&#039;&#039; cycle tile&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;E&#039;&#039;&#039; toggle sector texture expansion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R&#039;&#039;&#039; toggle sector texture relativity alignment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;R&#039;&#039;&#039; cycle sprite aligment between:  wall aligned, floor aligned, view aligned&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039; R&#039;&#039;&#039; toggle framerate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;F&#039;&#039;&#039; flip the current object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;F+ALT&#039;&#039;&#039; set the first wall of sector&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PAGE UP&#039;&#039;&#039; move up selected sprites or sectors&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;PAGE DN&#039;&#039;&#039; move down selected sprites or sectors&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;PAGE UP+CTRL&#039;&#039;&#039; put selected sprites on ceiling&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;PAGE DN+CTRL&#039;&#039;&#039; put selected sprites on ground&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+CTRL&#039;&#039;&#039; speed up movement&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+END&#039;&#039;&#039; slow down movement&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+HOME&#039;&#039;&#039; slow down movement even more&amp;lt;br&amp;gt;&lt;br /&gt;
Note: &#039;&#039;&#039;CTRL, HOME, END&#039;&#039;&#039; are modifiers so they work with mouse too.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039; D&#039;&#039;&#039; cycle skill level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039; X&#039;&#039;&#039; toggle sprite shade preview&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039; W&#039;&#039;&#039; toggle sprite display&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039; Y&#039;&#039;&#039; toggle purple background&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039; C&#039;&#039;&#039; copy shade from the clipboard to all objects in the map which are the same tile as the tile of the object that in the clipboard. It works separately for sectors/walls/sprites depending on the current object. (I hope somebody who understands this, will clarify this)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039; T&#039;&#039;&#039; set lotag&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039; H&#039;&#039;&#039; set hitag&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039; S&#039;&#039;&#039; set shade&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;F2&#039;&#039;&#039; toggle clipboard preview&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;TAB&#039;&#039;&#039; copy to the clipboard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;F1&#039;&#039;&#039; toggle help&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;G&#039;&#039;&#039; set picnum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;B&#039;&#039;&#039; toggle blocking&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;B+SHIFT&#039;&#039;&#039; toggle one side blocking for the wall&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;T&#039;&#039;&#039; cycles translucence for sprites/masked walls&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LENTER+CTRL+SHIFT&#039;&#039;&#039; autoshade wall&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039; LENTER&#039;&#039;&#039; paste picnum only&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;LENTER+SHIFT&#039;&#039;&#039; paste some visaul(shading+pal) properties of the clipboard on sector/wall/sprite&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;LENTER+CTRL&#039;&#039;&#039; paste some visaul(picnum+shading+pal) properties of the clipboard on sector/wall/sprite&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;LENTER&#039;&#039;&#039; paste all(picnum+shading+pal+flags+tags+extra) properties of the clipboard on sector/wall/sprite&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039; A&#039;&#039;&#039; toggle autosave. The interval is configurable in the mapster32(by default: every 3 minutes)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039; N&#039;&#039;&#039; toggle noclip for the camera&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;N+CTRL&#039;&#039;&#039; toggle noclip sprites&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S+CTRL&#039;&#039;&#039; save map&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;L+CTRL&#039;&#039;&#039; load map&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ESC&#039;&#039;&#039; quit&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;F11&#039;&#039;&#039; brightness&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;F12&#039;&#039;&#039; screenshot&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;F12+SHIFT&#039;&#039;&#039; inverted screenshot&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;F9&#039;&#039;&#039; reload and activate maphacks&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;F10&#039;&#039;&#039; disable maphacks&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;C&#039;&#039;&#039; toggle center sprite&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ALT+C&#039;&#039;&#039; replace all tiles in the map with one from the clipboard&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[&#039;&#039;&#039; slopes up fast&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[+RSHIFT&#039;&#039;&#039; slope up with medium speed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[+LSHIFT&#039;&#039;&#039; slope up slowly&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[+ALT&#039;&#039;&#039; align slope to the floor of adjoining sector&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;]&#039;&#039;&#039; slope down fast&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;]+RSHIFT&#039;&#039;&#039; slope down with medium speed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;]+LSHIFT&#039;&#039;&#039; slope down slowly&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;]+ALT&#039;&#039;&#039; align slope to the ceiling of adjoining sector&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KP_4&#039;&#039;&#039; panning floor/ceiling horizontally&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;KP_6&#039;&#039;&#039; panning floor/ceiling horizontally&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;KP_2&#039;&#039;&#039; panning floor/ceiling vertically&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;KP_8&#039;&#039;&#039; panning floor/ceiling vertically&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;KP_4&#039;&#039;&#039; scaling wall/sprite horizontally&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;KP_6&#039;&#039;&#039; scaling wall/sprite horizontally&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;KP_2&#039;&#039;&#039; scaling wall/sprite vertically&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;KP_8&#039;&#039;&#039; scaling wall/sprite vertically&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+SHIFT&#039;&#039;&#039; force panning(for walls)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+KP_5&#039;&#039;&#039; speed up&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;/&#039;&#039;&#039; Reset panning, repeat and flags to defaults&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;/+SHIFT&#039;&#039;&#039; set xrepeat to yrepeat(makes square)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;P&#039;&#039;&#039; enable/disable parallax&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;P+CTRL&#039;&#039;&#039; change parallax type(works only in classic render)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;P+ALT&#039;&#039;&#039; change pal of sector/wall/sprite&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;D+ALT&#039;&#039;&#039; adjust clip distance of the sprite&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;T&#039;&#039;&#039; translucence for sprites/masked walls&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; insert sprite&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;RENTER&#039;&#039;&#039; switch to 2D mode&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2D Mode: Mouse ==&lt;br /&gt;
The purpose of mouse in 2D mode is pointing, selecting, moving object in a map.&lt;br /&gt;
&lt;br /&gt;
Every time mouse is pointing at one of these:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Nothing&amp;lt;br&amp;gt;&lt;br /&gt;
2. Sector&amp;lt;br&amp;gt;&lt;br /&gt;
3. Sector and wall&amp;lt;br&amp;gt;&lt;br /&gt;
4. Sector and sprite&amp;lt;br&amp;gt;&lt;br /&gt;
5. Wall (wall without sector - map is corrupt)&amp;lt;br&amp;gt;&lt;br /&gt;
6. Sprite (sprite without sector - map is corrupt)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some commands work differently depending on the current object(the object the mouse points at).&amp;lt;br&amp;gt; To solve ambiguous between sector and wall/sprite, one usually must press ALT to work with wall/sprite instead of sectors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RSHIFT&#039;&#039;&#039; select vertex/sprites&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;RALT&#039;&#039;&#039; select sectors&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;WHELL&#039;&#039;&#039; zoom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;WHELL+ALT&#039;&#039;&#039; move camera and zoom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;LEFT BUTTON&#039;&#039;&#039; drag sectors/vertex/sprites&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;RIGHT BUTTON&#039;&#039;&#039; move camera&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;RIGHT MIDDLE&#039;&#039;&#039; move camera&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  2D Mode: Keys ==&lt;br /&gt;
&#039;&#039;&#039;LSHIFT&#039;&#039;&#039; show coords&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;F1&#039;&#039;&#039; show help&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;F9&#039;&#039;&#039; show the Sector Tags help&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;M&#039;&#039;&#039; set extra of sector&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;M+ALT&#039;&#039;&#039; set extra of wall/sprite&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;/&#039;&#039;&#039; Reset panning, repeat and flags to defaults&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;/+SHIFT&#039;&#039;&#039; set xrepeat to yrepeat(makes square)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KP_4&#039;&#039;&#039; scaling sprite horizontally&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;KP_6&#039;&#039;&#039; scaling sprite horizontally&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;KP_2&#039;&#039;&#039; scaling sprite vertically&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;KP_8&#039;&#039;&#039; scaling sprite vertically&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+KP_5&#039;&#039;&#039; speed up&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;R&#039;&#039;&#039; cycle sprite alignment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039; S&#039;&#039;&#039; set sprite size&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039; F&#039;&#039;&#039; function menu&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;F7+ALT&#039;&#039;&#039; search sector lotag&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;F8+ALT&#039;&#039;&#039; search wall/sprite lotag&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[&#039;&#039;&#039; search backward&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;]&#039;&#039;&#039; search forward&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;G&#039;&#039;&#039; cycle grid size&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;G+SHIFT&#039;&#039;&#039; cycle grid size backward&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039; L&#039;&#039;&#039; set sprite/wall coordinates&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039; 3&#039;&#039;&#039; cycle modes of showing object&#039;s name&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039; 7&#039;&#039;&#039; swap lotag and hitag of wall/sprite&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039; J&#039;&#039;&#039; goto X,Y&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;X&#039;&#039;&#039; flip selected sectors in x&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Y&#039;&#039;&#039; flip selected sectors in y&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;X+ALT&#039;&#039;&#039; mirror selected sectors in x&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Y+ALT&#039;&#039;&#039; mirror selected sectors in y&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;F12&#039;&#039;&#039; screenshot&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;F12+SHIFT&#039;&#039;&#039; inverted screenshot&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B&#039;&#039;&#039; toggle blocking&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;B+SHIFT&#039;&#039;&#039; toggle one side blocking for wall&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;F+ALT&#039;&#039;&#039; set the first wall of sector&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;O&#039;&#039;&#039; ornament sprite onto wall&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;,&#039;&#039;&#039; rotate sprite/selected sectors&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;.&#039;&#039;&#039; rotate sprite/selected sectors&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;&#039;&#039;&#039; slowly rotate sprite/selected sectors&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; slowly rotate sprite/selected sectors&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SCROLL LOCK&#039;&#039;&#039; set starting position&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;F5&#039;&#039;&#039; show item count&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;F6&#039;&#039;&#039; show actor count when pointed at wall&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;F6&#039;&#039;&#039; show Sector Effector help when pointed at sprite&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;F7&#039;&#039;&#039; edit sector data&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;F8&#039;&#039;&#039; edit wall/sprite data&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;T&#039;&#039;&#039; set sector lotag&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;T+ALT&#039;&#039;&#039; set wall/sprite lotag&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;T+CTRL&#039;&#039;&#039; toggle show tags&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;H&#039;&#039;&#039; set sector hitag&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;H+ALT&#039;&#039;&#039; set wall/sprite hitag&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;H+CTRL&#039;&#039;&#039; toggle hitscan sensitivity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;H+CTRL+SHIFT&#039;&#039;&#039; toggle hitscan sensitivity&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;P&#039;&#039;&#039; set sector pal&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;E&#039;&#039;&#039; set sprite status list&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;TAB&#039;&#039;&#039; show sector data&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;TAB+CTRL&#039;&#039;&#039; show wall/sprite data&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;TAB+ALT&#039;&#039;&#039; show wall/sprite data (Windows may trigger on this shortcut)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LCTRL+RSHIFT&#039;&#039;&#039; select all walls of the current sector(point at a wall and holding CTRL, press SHIFT).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A&#039;&#039;&#039; zoom in&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Z&#039;&#039;&#039; zoom out&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;L&#039;&#039;&#039; toggle grid lock&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;J&#039;&#039;&#039; join sectors&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; insert sprite, pressing a key from &#039;&#039;&#039;1&#039;&#039;&#039; to &#039;&#039;&#039;0&#039;&#039;&#039; on the upper row before pressing &#039;&#039;&#039;S&#039;&#039;&#039; will make the inserted sprite&#039;s picnum be 1 to 10, respectively&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;S+ALT&#039;&#039;&#039; make inner sector&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;C&#039;&#039;&#039; duplicate sectors/sprites&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;C&#039;&#039;&#039; start circle attached to a wall&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;KP +&#039;&#039;&#039; increase amount of walls in circle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;KP -&#039;&#039;&#039; decrease amount of walls in circle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SPACE&#039;&#039;&#039; start/end drawing of sector, end drawing of circle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;LENTER&#039;&#039;&#039; check all pointers for the current sector&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;LSHIFT+LCTRL+LENTER&#039;&#039;&#039; check ALL pointers (manual attempt to recover map)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BACKSPACE&#039;&#039;&#039; remove the last wall during drawing sector&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DEL&#039;&#039;&#039; delete sprite&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DEL+CTRL&#039;&#039;&#039; delete sector&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;INS&#039;&#039;&#039; duplicate sectors/sprites&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;INS&#039;&#039;&#039; start circle attached to a wall&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;INS&#039;&#039;&#039; add vertex to wall&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;RENTER&#039;&#039;&#039; switch to 3D mode&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ESC&#039;&#039;&#039; menu&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039; A&#039;&#039;&#039; toggle autosave(every 3 minutes)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039; N&#039;&#039;&#039; toggle noclip&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;S+CTRL&#039;&#039;&#039; save map&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;L+CTRL&#039;&#039;&#039; load map&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Level editing documentation]]&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Talk:EVENT_DISPLAYBONUSSCREEN&amp;diff=7114</id>
		<title>Talk:EVENT DISPLAYBONUSSCREEN</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Talk:EVENT_DISPLAYBONUSSCREEN&amp;diff=7114"/>
		<updated>2008-08-09T21:33:52Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: New page: The purpose of the EVENT_DISPLAY family is to draw some sprites over the screen at a specific situation.  For some events it&amp;#039;s possible to prevent drawing hardcoded stuff, like hiding the ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The purpose of the EVENT_DISPLAY family is to draw some sprites over the screen at a specific situation.&lt;br /&gt;
&lt;br /&gt;
For some events it&#039;s possible to prevent drawing hardcoded stuff, like hiding the status bar or the crosshair via setting the RETURN var to a non-zero value on exit of the correspond event.&lt;br /&gt;
But it&#039;s not the case for this(EVENT_DISPLAYBONUSSCREEN) event.&lt;br /&gt;
&lt;br /&gt;
These event can be used to collect information about the map or change it but it is advisable to not do it since it can cause the game to go out of sync in multiplayer mode.  --[[User:Hunter byte|Hunter_byte]] 14:33, 9 August 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=WEAPONx_FLAGS&amp;diff=7106</id>
		<title>WEAPONx FLAGS</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=WEAPONx_FLAGS&amp;diff=7106"/>
		<updated>2008-08-07T09:42:26Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: Added names so they match with names of the predefined gamavar table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WEAPONx_FLAGS is a [[gamevar]] that has the power to change several different things about weapons (not projectiles).&lt;br /&gt;
&lt;br /&gt;
The flag values for WEAPONx_FLAGS are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Name!!Number!!Description!!&lt;br /&gt;
|-&lt;br /&gt;
|WEAPON_FLAG_HOLSTER_CLEARS_CLIP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|Holstering clears clip&lt;br /&gt;
|-&lt;br /&gt;
|WEAPON_FLAG_GLOWS&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
|Glows&lt;br /&gt;
|-&lt;br /&gt;
|WEAPON_FLAG_AUTOMATIC&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|Automatic&lt;br /&gt;
|-&lt;br /&gt;
|WEAPON_FLAG_FIREEVERYOTHER&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;8&#039;&#039;&#039;&lt;br /&gt;
|Fire every other frame&lt;br /&gt;
|-&lt;br /&gt;
|WEAPON_FLAG_FIREEVERYTHIRD&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;16&#039;&#039;&#039;&lt;br /&gt;
|Fire every third frame&lt;br /&gt;
|-&lt;br /&gt;
|WEAPON_FLAG_RANDOMRESTART&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;32&#039;&#039;&#039;&lt;br /&gt;
|Random restart on automatic&lt;br /&gt;
|-&lt;br /&gt;
|WEAPON_FLAG_AMMOPERSHOT&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;64&#039;&#039;&#039;&lt;br /&gt;
|Use ammo per burst (like the Devastator)&lt;br /&gt;
|-&lt;br /&gt;
|WEAPON_FLAG_BOMB_TRIGGER&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;128&#039;&#039;&#039;&lt;br /&gt;
|Is a bomb trigger (Pipebomb Detonator)&lt;br /&gt;
|-&lt;br /&gt;
|WEAPON_FLAG_NOVISIBLE&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;256&#039;&#039;&#039;&lt;br /&gt;
|Using does NOT cause player to become &#039;visible&#039;&lt;br /&gt;
|-&lt;br /&gt;
|WEAPON_FLAG_THROWIT&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;512&#039;&#039;&#039;&lt;br /&gt;
|Use &#039;throws&#039; the &#039;shoots&#039; item&lt;br /&gt;
|-&lt;br /&gt;
|WEAPON_FLAG_CHECKATRELOAD&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;1024&#039;&#039;&#039;&lt;br /&gt;
|Check weapon availability at &#039;reload&#039; time&lt;br /&gt;
|-&lt;br /&gt;
|WEAPON_FLAG_STANDSTILL&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;2048&#039;&#039;&#039;&lt;br /&gt;
|player should stop jumping&lt;br /&gt;
|-&lt;br /&gt;
|WEAPON_FLAG_SPAWNTYPE1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
|Spawn Type 1 (Pistol shells)&lt;br /&gt;
|-&lt;br /&gt;
|WEAPON_FLAG_SPAWNTYPE2&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;4096&#039;&#039;&#039;&lt;br /&gt;
|Spawn Type 2 (Shotgun shells)&lt;br /&gt;
|-&lt;br /&gt;
|WEAPON_FLAG_SPAWNTYPE3&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;8192&#039;&#039;&#039;&lt;br /&gt;
|Spawn Type 3 (Chaingun shells)&lt;br /&gt;
|-&lt;br /&gt;
|WEAPON_FLAG_SEMIAUTO&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;16384&#039;&#039;&#039;&lt;br /&gt;
|Semi-automatic (cancel button press after each shot)&lt;br /&gt;
|-&lt;br /&gt;
|WEAPON_FLAG_RELOAD_TIMING&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;32768&#039;&#039;&#039;&lt;br /&gt;
|Alternate reload sound timing (hack for pistol reload sound timing)&lt;br /&gt;
|-&lt;br /&gt;
|WEAPON_FLAG_RESET&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;65536&#039;&#039;&#039;&lt;br /&gt;
|Alternate weapon timing (hack for chaingun and freezer, see player.c)&lt;br /&gt;
|}&lt;br /&gt;
WEAPONx_FLAGS is a bitfield, so you can add the individual flags together in the manner of [[cstat]] and [[orientation]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Pre-defined gamevars]]&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Members_of_the_player_structure&amp;diff=7102</id>
		<title>Members of the player structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Members_of_the_player_structure&amp;diff=7102"/>
		<updated>2008-08-03T17:44:00Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The various members of the player structure affect various aspects of the player, and manipulating their values is a very important aspect of scripting in EDuke32.  Values can be retrieved from the game&#039;s internal player structures and stored in a [[gamevar]] with the [[getplayer]] command, and the [[setplayer]] command allows you to set any of the player structure member&#039;s value to that of a gamevar.&lt;br /&gt;
&lt;br /&gt;
Here is the list of members of the player structure:&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;
*[[access_incs]]&lt;br /&gt;
*[[access_spritenum]]&lt;br /&gt;
*[[access_wallnum]]&lt;br /&gt;
*[[actors_killed]]&lt;br /&gt;
*[[actorsqu]]&lt;br /&gt;
*[[aim_mode]]&lt;br /&gt;
*[[airleft]]&lt;br /&gt;
*[[ammo_amount]]&lt;br /&gt;
*[[ang]]&lt;br /&gt;
*[[angvel]]&lt;br /&gt;
*[[auto_aim]]&lt;br /&gt;
*[[bobcounter]]&lt;br /&gt;
*[[bobposx]]&lt;br /&gt;
*[[bobposy]]&lt;br /&gt;
*[[boot_amount]]&lt;br /&gt;
*[[buttonpalette]]&lt;br /&gt;
*[[cheat_phase]]&lt;br /&gt;
*[[crack_time]]&lt;br /&gt;
*[[curr_weapon]]&lt;br /&gt;
*[[cursectnum]]&lt;br /&gt;
*[[customexitsound]]&lt;br /&gt;
*[[dead_flag]]&lt;br /&gt;
*[[dummyplayersprite]]&lt;br /&gt;
*[[exitx]][1]&lt;br /&gt;
*[[exity]][1]&lt;br /&gt;
*[[extra_extra8]]&lt;br /&gt;
*[[falling_counter]]&lt;br /&gt;
*[[firstaid_amount]]&lt;br /&gt;
*[[fist_incs]]&lt;br /&gt;
*[[footprintcount]]&lt;br /&gt;
*[[footprintpal]]&lt;br /&gt;
*[[footprintshade]]&lt;br /&gt;
*[[frag]]&lt;br /&gt;
*[[frag_ps]]&lt;br /&gt;
*[[fraggedself]]&lt;br /&gt;
*[[fta]]&lt;br /&gt;
*[[ftq]]&lt;br /&gt;
*[[gm]]&lt;br /&gt;
*[[got_access]]&lt;br /&gt;
*[[gotweapon]]&lt;br /&gt;
*[[hard_landing]]&lt;br /&gt;
*[[hbomb_hold_delay]]&lt;br /&gt;
*[[hbomb_on]]&lt;br /&gt;
*[[heat_amount]]&lt;br /&gt;
*[[heat_on]]&lt;br /&gt;
*[[holoduke_amount]]&lt;br /&gt;
*[[holoduke_on]]&lt;br /&gt;
*[[holster_weapon]]&lt;br /&gt;
*[[horiz]]&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;
&lt;br /&gt;
*[[horizoff]]&lt;br /&gt;
*[[hurt_delay]]&lt;br /&gt;
*[[i]]&lt;br /&gt;
*[[interface_toggle_flag]]&lt;br /&gt;
*[[invdisptime]]&lt;br /&gt;
*[[inven_icon]]&lt;br /&gt;
*[[jetpack_amount]]&lt;br /&gt;
*[[jetpack_on]]&lt;br /&gt;
*[[jumping_counter]]&lt;br /&gt;
*[[jumping_toggle]]&lt;br /&gt;
*[[kickback_pic]]&lt;br /&gt;
*[[knee_incs]]&lt;br /&gt;
*[[knuckle_incs]]&lt;br /&gt;
*[[last_extra]]&lt;br /&gt;
*[[last_pissed_time]]&lt;br /&gt;
*[[lastrandomspot]][1]&lt;br /&gt;
*[[last_full_weapon]]&lt;br /&gt;
*[[last_weapon]]&lt;br /&gt;
*[[loogcnt]]&lt;br /&gt;
*[[loogiex]]&lt;br /&gt;
*[[loogiey]]&lt;br /&gt;
*[[look_ang]]&lt;br /&gt;
*[[max_actors_killed]]&lt;br /&gt;
*[[max_ammo_amount]]&lt;br /&gt;
*[[max_player_health]]&lt;br /&gt;
*[[max_secret_rooms]]&lt;br /&gt;
*[[max_shield_amount]]&lt;br /&gt;
*[[movement_lock]]&lt;br /&gt;
*[[name]][2]&lt;br /&gt;
*[[newowner]]&lt;br /&gt;
*[[numloogs]]&lt;br /&gt;
*[[oang]]&lt;br /&gt;
*[[ohoriz]]&lt;br /&gt;
*[[ohorizoff]]&lt;br /&gt;
*[[on_crane]]&lt;br /&gt;
*[[on_ground]]&lt;br /&gt;
*[[on_warping_sector]]&lt;br /&gt;
*[[one_eighty_count]]&lt;br /&gt;
*[[one_parallax_sectnum]]&lt;br /&gt;
*[[oposx]]&lt;br /&gt;
*[[oposy]]&lt;br /&gt;
*[[oposz]]&lt;br /&gt;
*[[opyoff]]&lt;br /&gt;
*[[over_shoulder_on]]&lt;br /&gt;
*[[palette]][2]&lt;br /&gt;
*[[palookup]]&lt;br /&gt;
*[[pals]]&lt;br /&gt;
*[[pals_time]]&lt;br /&gt;
*[[player_par]]&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;
&lt;br /&gt;
*[[posx]]&lt;br /&gt;
*[[posxv]]&lt;br /&gt;
*[[posy]]&lt;br /&gt;
*[[posyv]]&lt;br /&gt;
*[[posz]]&lt;br /&gt;
*[[poszv]]&lt;br /&gt;
*[[pycount]]&lt;br /&gt;
*[[pyoff]]&lt;br /&gt;
*[[quick_kick]]&lt;br /&gt;
*[[random_club_frame]]&lt;br /&gt;
*[[randomflamex]][1]&lt;br /&gt;
*[[rapid_fire_hold]]&lt;br /&gt;
*[[refresh_inventory]]&lt;br /&gt;
*[[reloading]]&lt;br /&gt;
*[[return_to_center]]&lt;br /&gt;
*[[rotscrnang]]&lt;br /&gt;
*[[runspeed]]&lt;br /&gt;
*[[sbs]]&lt;br /&gt;
*[[scream_voice]]&lt;br /&gt;
*[[scuba_amount]]&lt;br /&gt;
*[[scuba_on]]&lt;br /&gt;
*[[secret_rooms]]&lt;br /&gt;
*[[shield_amount]]&lt;br /&gt;
*[[show_empty_weapon]]&lt;br /&gt;
*[[somethingonplayer]]&lt;br /&gt;
*[[sound_pitch]]&lt;br /&gt;
*[[spritebridge]]&lt;br /&gt;
*[[steroids_amount]]&lt;br /&gt;
*[[subweapon]]&lt;br /&gt;
*[[team]]&lt;br /&gt;
*[[timebeforeexit]]&lt;br /&gt;
*[[tipincs]]&lt;br /&gt;
*[[toggle_key_flag]]&lt;br /&gt;
*[[transporter_hold]]&lt;br /&gt;
*[[truefz]]&lt;br /&gt;
*[[truecz]]&lt;br /&gt;
*[[visibility]]&lt;br /&gt;
*[[wackedbyactor]]&lt;br /&gt;
*[[walking_snd_toggle]]&lt;br /&gt;
*[[wantweaponfire]]&lt;br /&gt;
*[[weapon_ang]]&lt;br /&gt;
*[[weapon_pos]]&lt;br /&gt;
*[[weapon_sway]]&lt;br /&gt;
*[[weaponswitch]]&lt;br /&gt;
*[[weaprecs]][2]&lt;br /&gt;
*[[weapreccnt]]&lt;br /&gt;
*[[zoom]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[1] Unused members. The game doesn&#039;t use them.&amp;lt;br&amp;gt;&lt;br /&gt;
[2] Unavailable members. There is no access to them via CON.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player manipulation]]&lt;br /&gt;
[[Category:Structure member documentation]]&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Members_of_the_player_structure&amp;diff=7101</id>
		<title>Members of the player structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Members_of_the_player_structure&amp;diff=7101"/>
		<updated>2008-08-03T16:56:37Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: Some corrections. Note: scream_voice isn&amp;#039;t a new member.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The various members of the player structure affect various aspects of the player, and manipulating their values is a very important aspect of scripting in EDuke32.  Values can be retrieved from the game&#039;s internal player structures and stored in a [[gamevar]] with the [[getplayer]] command, and the [[setplayer]] command allows you to set any of the player structure member&#039;s value to that of a gamevar.&lt;br /&gt;
&lt;br /&gt;
Here is the list of members of the player structure:&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;
*[[access_incs]]&lt;br /&gt;
*[[access_spritenum]]&lt;br /&gt;
*[[access_wallnum]][1]&lt;br /&gt;
*[[actors_killed]]&lt;br /&gt;
*[[actorsqu]]&lt;br /&gt;
*[[aim_mode]]&lt;br /&gt;
*[[airleft]]&lt;br /&gt;
*[[ammo_amount]]&lt;br /&gt;
*[[ang]]&lt;br /&gt;
*[[angvel]]&lt;br /&gt;
*[[auto_aim]]&lt;br /&gt;
*[[bobcounter]]&lt;br /&gt;
*[[bobposx]]&lt;br /&gt;
*[[bobposy]]&lt;br /&gt;
*[[boot_amount]]&lt;br /&gt;
*[[buttonpalette]]&lt;br /&gt;
*[[cheat_phase]]&lt;br /&gt;
*[[crack_time]]&lt;br /&gt;
*[[curr_weapon]]&lt;br /&gt;
*[[cursectnum]]&lt;br /&gt;
*[[customexitsound]]&lt;br /&gt;
*[[dead_flag]]&lt;br /&gt;
*[[dummyplayersprite]]&lt;br /&gt;
*[[exitx]][1]&lt;br /&gt;
*[[exity]][1]&lt;br /&gt;
*[[extra_extra8]]&lt;br /&gt;
*[[falling_counter]]&lt;br /&gt;
*[[firstaid_amount]]&lt;br /&gt;
*[[fist_incs]]&lt;br /&gt;
*[[footprintcount]]&lt;br /&gt;
*[[footprintpal]]&lt;br /&gt;
*[[footprintshade]]&lt;br /&gt;
*[[frag]]&lt;br /&gt;
*[[frag_ps]]&lt;br /&gt;
*[[fraggedself]]&lt;br /&gt;
*[[fta]]&lt;br /&gt;
*[[ftq]]&lt;br /&gt;
*[[gm]]&lt;br /&gt;
*[[got_access]]&lt;br /&gt;
*[[gotweapon]]&lt;br /&gt;
*[[hard_landing]]&lt;br /&gt;
*[[hbomb_hold_delay]]&lt;br /&gt;
*[[hbomb_on]]&lt;br /&gt;
*[[heat_amount]]&lt;br /&gt;
*[[heat_on]]&lt;br /&gt;
*[[holoduke_amount]]&lt;br /&gt;
*[[holoduke_on]]&lt;br /&gt;
*[[holster_weapon]]&lt;br /&gt;
*[[horiz]]&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;
&lt;br /&gt;
*[[horizoff]]&lt;br /&gt;
*[[hurt_delay]]&lt;br /&gt;
*[[i]]&lt;br /&gt;
*[[interface_toggle_flag]]&lt;br /&gt;
*[[invdisptime]]&lt;br /&gt;
*[[inven_icon]]&lt;br /&gt;
*[[jetpack_amount]]&lt;br /&gt;
*[[jetpack_on]]&lt;br /&gt;
*[[jumping_counter]]&lt;br /&gt;
*[[jumping_toggle]]&lt;br /&gt;
*[[kickback_pic]]&lt;br /&gt;
*[[knee_incs]]&lt;br /&gt;
*[[knuckle_incs]]&lt;br /&gt;
*[[last_extra]]&lt;br /&gt;
*[[last_pissed_time]]&lt;br /&gt;
*[[lastrandomspot]][1]&lt;br /&gt;
*[[last_full_weapon]]&lt;br /&gt;
*[[last_weapon]]&lt;br /&gt;
*[[loogcnt]]&lt;br /&gt;
*[[loogiex]]&lt;br /&gt;
*[[loogiey]]&lt;br /&gt;
*[[look_ang]]&lt;br /&gt;
*[[max_actors_killed]]&lt;br /&gt;
*[[max_ammo_amount]]&lt;br /&gt;
*[[max_player_health]]&lt;br /&gt;
*[[max_secret_rooms]]&lt;br /&gt;
*[[max_shield_amount]]&lt;br /&gt;
*[[movement_lock]]&lt;br /&gt;
*[[name]][2]&lt;br /&gt;
*[[newowner]]&lt;br /&gt;
*[[numloogs]]&lt;br /&gt;
*[[oang]]&lt;br /&gt;
*[[ohoriz]]&lt;br /&gt;
*[[ohorizoff]]&lt;br /&gt;
*[[on_crane]]&lt;br /&gt;
*[[on_ground]]&lt;br /&gt;
*[[on_warping_sector]]&lt;br /&gt;
*[[one_eighty_count]]&lt;br /&gt;
*[[one_parallax_sectnum]]&lt;br /&gt;
*[[oposx]]&lt;br /&gt;
*[[oposy]]&lt;br /&gt;
*[[oposz]]&lt;br /&gt;
*[[opyoff]]&lt;br /&gt;
*[[over_shoulder_on]]&lt;br /&gt;
*[[palette]][2]&lt;br /&gt;
*[[palookup]]&lt;br /&gt;
*[[pals]]&lt;br /&gt;
*[[pals_time]]&lt;br /&gt;
*[[player_par]]&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;
&lt;br /&gt;
*[[posx]]&lt;br /&gt;
*[[posxv]]&lt;br /&gt;
*[[posy]]&lt;br /&gt;
*[[posyv]]&lt;br /&gt;
*[[posz]]&lt;br /&gt;
*[[poszv]]&lt;br /&gt;
*[[pycount]]&lt;br /&gt;
*[[pyoff]]&lt;br /&gt;
*[[quick_kick]]&lt;br /&gt;
*[[random_club_frame]]&lt;br /&gt;
*[[randomflamex]][1]&lt;br /&gt;
*[[rapid_fire_hold]]&lt;br /&gt;
*[[refresh_inventory]]&lt;br /&gt;
*[[reloading]]&lt;br /&gt;
*[[return_to_center]]&lt;br /&gt;
*[[rotscrnang]]&lt;br /&gt;
*[[runspeed]]&lt;br /&gt;
*[[sbs]]&lt;br /&gt;
*[[scream_voice]]&lt;br /&gt;
*[[scuba_amount]]&lt;br /&gt;
*[[scuba_on]]&lt;br /&gt;
*[[secret_rooms]]&lt;br /&gt;
*[[shield_amount]]&lt;br /&gt;
*[[show_empty_weapon]]&lt;br /&gt;
*[[somethingonplayer]]&lt;br /&gt;
*[[sound_pitch]]&lt;br /&gt;
*[[spritebridge]]&lt;br /&gt;
*[[steroids_amount]]&lt;br /&gt;
*[[subweapon]]&lt;br /&gt;
*[[team]]&lt;br /&gt;
*[[timebeforeexit]]&lt;br /&gt;
*[[tipincs]]&lt;br /&gt;
*[[toggle_key_flag]]&lt;br /&gt;
*[[transporter_hold]]&lt;br /&gt;
*[[truefz]]&lt;br /&gt;
*[[truecz]]&lt;br /&gt;
*[[visibility]]&lt;br /&gt;
*[[wackedbyactor]]&lt;br /&gt;
*[[walking_snd_toggle]]&lt;br /&gt;
*[[wantweaponfire]]&lt;br /&gt;
*[[weapon_ang]][1]&lt;br /&gt;
*[[weapon_pos]]&lt;br /&gt;
*[[weapon_sway]]&lt;br /&gt;
*[[weaponswitch]]&lt;br /&gt;
*[[weaprecs]][2]&lt;br /&gt;
*[[weapreccnt]]&lt;br /&gt;
*[[zoom]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[1]Deprecated or unknown function commands.&lt;br /&gt;
&lt;br /&gt;
[2]The following commands may not be recognized by the latest version of Eduke32.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player manipulation]]&lt;br /&gt;
[[Category:Structure member documentation]]&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Select_dir&amp;diff=7100</id>
		<title>Select dir</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Select_dir&amp;diff=7100"/>
		<updated>2008-08-03T16:46:34Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This member used to be a member of the [[Members of the player structure|player structure]] but it doesn&#039;t exist anymore.&amp;lt;br&amp;gt;&lt;br /&gt;
ps[].select_dir was originally intended to be part of the control system for elevators capable of stopping at more than two levels.  You can see this in action in LameDuke.&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Jump&amp;diff=7081</id>
		<title>Jump</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Jump&amp;diff=7081"/>
		<updated>2008-07-31T23:24:40Z</updated>

		<summary type="html">&lt;p&gt;Hunter byte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;jump&#039;&#039;&#039; &amp;lt;address&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;address&amp;gt; - is a gamevar that stores the destination address.&lt;br /&gt;
&lt;br /&gt;
Transfers control to another statement with a specified &amp;lt;address&amp;gt; which should be obtained by the [[getcurraddress]] command. The address must be obtained before the corresponding jump command. This limitation makes it hardly possible to do a jump forward.&lt;br /&gt;
&lt;br /&gt;
Here is an example that shows how to make a countdown loop(from 10 to 1) by means of the jump command.&lt;br /&gt;
  // addr and i are gamevars.&lt;br /&gt;
  setvar i 10&lt;br /&gt;
  getcurraddress addr&lt;br /&gt;
  // begin loop&lt;br /&gt;
  addlogvar i&lt;br /&gt;
  subvar i 1&lt;br /&gt;
  ifvarn i 0 jump addr // if &#039;i&#039; isn&#039;t 0, jumps to addr&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:EDuke32 specific commands]]&lt;/div&gt;</summary>
		<author><name>Hunter byte</name></author>
	</entry>
</feed>