<?xml version="1.0"?>
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	<id>https://wiki.eduke32.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Overkill666</id>
	<title>EDukeWiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.eduke32.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Overkill666"/>
	<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/wiki/Special:Contributions/Overkill666"/>
	<updated>2026-04-07T09:47:40Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.46.0-alpha</generator>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Autostep&amp;diff=11425</id>
		<title>Autostep</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Autostep&amp;diff=11425"/>
		<updated>2012-12-25T21:28:53Z</updated>

		<summary type="html">&lt;p&gt;Overkill666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;autostep&#039;&#039;&#039;&#039;&#039; controls the maximum difference in height at which a player will &amp;quot;step&amp;quot; onto a surface without needing to jump. The default value is 5120. Note that autostep applies to view/wall aligned [[sprite]]s and regular [[sector]]s.&lt;br /&gt;
&lt;br /&gt;
Making the value smaller allows the player to climb higher sectors and wall aligned sprites, while a larger value means the player will not be able to climb over smaller and smaller heights in sectors and sprites.&lt;br /&gt;
&lt;br /&gt;
If you are making a permanent change to this value, it is best to do it from [[EVENT_ENTERLEVEL]] so the game never overwrites your value with the default.&lt;br /&gt;
&lt;br /&gt;
For above water sectors ([[lotag]] 1) and floor aligned sprites ([[cstat]] 32) (see [[spritebridge]]) please see [[autostep_sbw]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Player structure members]]&lt;/div&gt;</summary>
		<author><name>Overkill666</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Autostep&amp;diff=11424</id>
		<title>Autostep</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Autostep&amp;diff=11424"/>
		<updated>2012-12-25T21:27:42Z</updated>

		<summary type="html">&lt;p&gt;Overkill666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;autostep&#039;&#039;&#039;&#039;&#039; controls the maximum difference in height at which a player will &amp;quot;step&amp;quot; onto a surface without needing to jump. The default value is 5120. Note that autostep applies to view/wall aligned [[sprite]]s and regular [[sector]]s.&lt;br /&gt;
&lt;br /&gt;
Making the value smaller allows the player to climb higher sectors and wall aligned sprites, while a larger value means the player will not be able to climb over smaller and smaller heights in sectors and sprites.&lt;br /&gt;
&lt;br /&gt;
A value of zero means the player can cross a sector with a difference of -9216 z units, and any other value would be added to that difference. For example, the default value of 5120 means the player can cross -4096 units.&lt;br /&gt;
&lt;br /&gt;
If you are making a permanent change to this value, it is best to do it from [[EVENT_ENTERLEVEL]] so the game never overwrites your value with the default.&lt;br /&gt;
&lt;br /&gt;
For above water sectors ([[lotag]] 1) and floor aligned sprites ([[cstat]] 32) (see [[spritebridge]]) please see [[autostep_sbw]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Player structure members]]&lt;/div&gt;</summary>
		<author><name>Overkill666</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Autostep&amp;diff=11423</id>
		<title>Autostep</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Autostep&amp;diff=11423"/>
		<updated>2012-12-25T21:17:47Z</updated>

		<summary type="html">&lt;p&gt;Overkill666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;autostep&#039;&#039;&#039;&#039;&#039; controls the maximum difference in height at which a player will &amp;quot;step&amp;quot; onto a surface without needing to jump. The default value is 5120. Note that autostep applies to view/wall aligned [[sprite]]s and regular [[sector]]s.&lt;br /&gt;
&lt;br /&gt;
Making the value smaller allows the player to climb higher sectors and wall aligned sprites, while a larger value means the player will not be able to climb over smaller and smaller heights in sectors and sprites.&lt;br /&gt;
&lt;br /&gt;
A value of zero means the player can cross a sector with a difference of -10240 z units, and any other value would be added to that difference.&lt;br /&gt;
&lt;br /&gt;
If you are making a permanent change to this value, it is best to do it from [[EVENT_ENTERLEVEL]] so the game never overwrites your value with the default.&lt;br /&gt;
&lt;br /&gt;
For above water sectors ([[lotag]] 1) and floor aligned sprites ([[cstat]] 32) (see [[spritebridge]]) please see [[autostep_sbw]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Player structure members]]&lt;/div&gt;</summary>
		<author><name>Overkill666</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Current_menu&amp;diff=11211</id>
		<title>Current menu</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Current_menu&amp;diff=11211"/>
		<updated>2012-09-30T05:12:08Z</updated>

		<summary type="html">&lt;p&gt;Overkill666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When the player is displaying the menu ( the menu when the player presses escape or when game starts ) this gamevar is set to the number corresponding to the menu that the player is currently displaying.&lt;br /&gt;
&lt;br /&gt;
* 0: Main menu (title screen)&lt;br /&gt;
* 50: Main menu (game paused)&lt;br /&gt;
* 100: Select an episode&lt;br /&gt;
* 102: Select a user map&lt;br /&gt;
* 110: Select skill&lt;br /&gt;
* 200: Game setup&lt;br /&gt;
* 201: More game setup&lt;br /&gt;
* 202: Options&lt;br /&gt;
* 203: Video setup&lt;br /&gt;
* 204: Keyboard setup&lt;br /&gt;
* 205: Mouse setup&lt;br /&gt;
* 212: Advanced mouse setup&lt;br /&gt;
* 230: Renderer setup&lt;br /&gt;
* 231: Color correction&lt;br /&gt;
* 300: Load game&lt;br /&gt;
* 351: Save game&lt;br /&gt;
* 360: Save game (text box)&lt;br /&gt;
* 500: &amp;quot;Are you sure you want to quit?&amp;quot;&lt;br /&gt;
* 501: &amp;quot;Quit to title?&amp;quot;&lt;br /&gt;
* 700: Sound setup&lt;br /&gt;
* 1,000: Load game (confirm)&lt;br /&gt;
* 1,500: &amp;quot;Abort this game?&amp;quot;&lt;br /&gt;
* 2,000: Save game (confirm)&lt;br /&gt;
* 20,002: Player setup&lt;br /&gt;
* 20,004: Multiplayer macros&lt;br /&gt;
* 20,005: Multiplayer macros (text box)&lt;br /&gt;
&lt;br /&gt;
[[Category:Constantly updated gamevars]]&lt;/div&gt;</summary>
		<author><name>Overkill666</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Current_menu&amp;diff=11210</id>
		<title>Current menu</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Current_menu&amp;diff=11210"/>
		<updated>2012-09-30T04:59:01Z</updated>

		<summary type="html">&lt;p&gt;Overkill666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When the player is displaying the menu ( the menu when the player presses escape or when game starts ) this gamevar is set to the number corresponding to the menu that the player is currently displaying.&lt;br /&gt;
&lt;br /&gt;
* 0: Main menu (title screen)&lt;br /&gt;
* 50: Main menu (game paused)&lt;br /&gt;
* 100: Select an episode&lt;br /&gt;
* 102: Select a user map&lt;br /&gt;
* 110: Select skill&lt;br /&gt;
* 200: Game setup&lt;br /&gt;
* 201: More game setup&lt;br /&gt;
* 202: Options&lt;br /&gt;
* 203: Video setup&lt;br /&gt;
* 204: Keyboard setup&lt;br /&gt;
* 205: Mouse setup&lt;br /&gt;
* 212: Advanced mouse setup&lt;br /&gt;
* 230: Renderer setup&lt;br /&gt;
* 231: Color correction&lt;br /&gt;
* 300: Load game&lt;br /&gt;
* 351: Save game&lt;br /&gt;
* 500: &amp;quot;Are you sure you want to quit?&amp;quot;&lt;br /&gt;
* 501: &amp;quot;Quit to title?&amp;quot;&lt;br /&gt;
* 700: Sound setup&lt;br /&gt;
* 20,002: Player setup&lt;br /&gt;
* 20,004: Multiplayer macros&lt;br /&gt;
&lt;br /&gt;
[[Category:Constantly updated gamevars]]&lt;/div&gt;</summary>
		<author><name>Overkill666</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Members_of_the_player_structure&amp;diff=11208</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=11208"/>
		<updated>2012-09-28T22:28:19Z</updated>

		<summary type="html">&lt;p&gt;Overkill666: &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;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;&amp;quot;&amp;gt;&lt;br /&gt;
Config&lt;br /&gt;
*[[aim_mode]]&lt;br /&gt;
*[[auto_aim]]&lt;br /&gt;
*[[weaponswitch]]&lt;br /&gt;
Cheat Codes&lt;br /&gt;
*[[cheat_phase]]&lt;br /&gt;
Ammo&lt;br /&gt;
*[[ammo_amount]]&lt;br /&gt;
*[[gotweapon]]&lt;br /&gt;
*[[max_ammo_amount]]&lt;br /&gt;
Weapons&lt;br /&gt;
*[[bobcounter]]&lt;br /&gt;
*[[bobposx]]&lt;br /&gt;
*[[bobposy]]&lt;br /&gt;
*[[crack_time]]&lt;br /&gt;
*[[curr_weapon]]&lt;br /&gt;
*[[fist_incs]]&lt;br /&gt;
*[[hbomb_hold_delay]]&lt;br /&gt;
*[[hbomb_on]]&lt;br /&gt;
*[[holster_weapon]]&lt;br /&gt;
*[[kickback_pic]]&lt;br /&gt;
*[[knee_incs]]&lt;br /&gt;
*[[knuckle_incs]]&lt;br /&gt;
*[[last_full_weapon]]&lt;br /&gt;
*[[last_quick_kick]]&lt;br /&gt;
*[[last_pissed_time]]&lt;br /&gt;
*[[last_weapon]]&lt;br /&gt;
*[[quick_kick]]&lt;br /&gt;
*[[random_club_frame]]&lt;br /&gt;
*[[rapid_fire_hold]]&lt;br /&gt;
*[[reloading]]&lt;br /&gt;
*[[show_empty_weapon]]&lt;br /&gt;
*[[subweapon]]&lt;br /&gt;
*[[wantweaponfire]]&lt;br /&gt;
*[[weapon_ang]]&lt;br /&gt;
*[[weapon_pos]]&lt;br /&gt;
*[[weapon_sway]]&lt;br /&gt;
*[[weaprecs]][2]&lt;br /&gt;
*[[weapreccnt]]&lt;br /&gt;
Inventory&lt;br /&gt;
*[[boot_amount]]&lt;br /&gt;
*[[firstaid_amount]]&lt;br /&gt;
*[[got_access]]&lt;br /&gt;
*[[heat_amount]]&lt;br /&gt;
*[[heat_on]]&lt;br /&gt;
*[[holoduke_amount]]&lt;br /&gt;
*[[holoduke_on]]&lt;br /&gt;
*[[invdisptime]]&lt;br /&gt;
*[[inven_icon]]&lt;br /&gt;
*[[jetpack_amount]]&lt;br /&gt;
*[[jetpack_on]]&lt;br /&gt;
*[[refresh_inventory]]&lt;br /&gt;
*[[scuba_amount]]&lt;br /&gt;
*[[scuba_on]]&lt;br /&gt;
*[[shield_amount]]&lt;br /&gt;
*[[steroids_amount]]&lt;br /&gt;
*[[max_shield_amount]]&lt;br /&gt;
Coordinates&lt;br /&gt;
*[[ang]]&lt;br /&gt;
*[[cursectnum]]&lt;br /&gt;
*[[i]]&lt;br /&gt;
*[[oang]]&lt;br /&gt;
*[[oposx]]&lt;br /&gt;
*[[oposy]]&lt;br /&gt;
*[[oposz]]&lt;br /&gt;
*[[posx]]&lt;br /&gt;
*[[posy]]&lt;br /&gt;
*[[posz]]&lt;br /&gt;
Movements speed&lt;br /&gt;
*[[angvel]]&lt;br /&gt;
*[[posxv]]&lt;br /&gt;
*[[posyv]]&lt;br /&gt;
*[[poszv]]&lt;br /&gt;
*[[runspeed]]&lt;br /&gt;
*[[jumping_counter]]&lt;br /&gt;
*[[jumping_toggle]]&lt;br /&gt;
*[[movement_lock]]&lt;br /&gt;
View&lt;br /&gt;
*[[dead_flag]]&lt;br /&gt;
*[[horiz]]&lt;br /&gt;
*[[horizoff]]&lt;br /&gt;
*[[look_ang]]&lt;br /&gt;
*[[newowner]]&lt;br /&gt;
*[[opyoff]]&lt;br /&gt;
*[[over_shoulder_on]]&lt;br /&gt;
*[[palookup]]&lt;br /&gt;
*[[pals]]&lt;br /&gt;
*[[pals_time]]&lt;br /&gt;
*[[ohoriz]]&lt;br /&gt;
*[[ohorizoff]]&lt;br /&gt;
*[[pycount]]&lt;br /&gt;
*[[pyoff]]&lt;br /&gt;
*[[return_to_center]]&lt;br /&gt;
*[[rotscrnang]]&lt;br /&gt;
*[[visibility]]&lt;br /&gt;
*[[zoom]]&lt;br /&gt;
Quotes&lt;br /&gt;
*[[fta]]&lt;br /&gt;
*[[ftq]]&lt;br /&gt;
Score&lt;br /&gt;
*[[actors_killed]]&lt;br /&gt;
*[[max_actors_killed]]&lt;br /&gt;
*[[max_secret_rooms]]&lt;br /&gt;
*[[player_par]]&lt;br /&gt;
*[[secret_rooms]]&lt;br /&gt;
Multiplayer&lt;br /&gt;
*[[frag]]&lt;br /&gt;
*[[frag_ps]]&lt;br /&gt;
*[[fraggedself]]&lt;br /&gt;
*[[interface_toggle_flag]]&lt;br /&gt;
*[[team]]&lt;br /&gt;
Deprecated&lt;br /&gt;
*[[exitx]][1]&lt;br /&gt;
*[[exity]][1]&lt;br /&gt;
*[[lastrandomspot]][1]&lt;br /&gt;
*[[loogiex]]&lt;br /&gt;
*[[loogiey]]&lt;br /&gt;
*[[name]][2]&lt;br /&gt;
*[[palette]][2]&lt;br /&gt;
*[[randomflamex]][1]&lt;br /&gt;
&lt;br /&gt;
Misc&lt;br /&gt;
*[[access_incs]]&lt;br /&gt;
*[[access_spritenum]]&lt;br /&gt;
*[[access_wallnum]]&lt;br /&gt;
*[[actorsqu]]&lt;br /&gt;
*[[airleft]]&lt;br /&gt;
*[[buttonpalette]]&lt;br /&gt;
*[[customexitsound]]&lt;br /&gt;
*[[dummyplayersprite]]&lt;br /&gt;
*[[extra_extra8]]&lt;br /&gt;
*[[falling_counter]]&lt;br /&gt;
*[[footprintcount]]&lt;br /&gt;
*[[footprintpal]]&lt;br /&gt;
*[[footprintshade]]&lt;br /&gt;
*[[gm]]&lt;br /&gt;
*[[hard_landing]]&lt;br /&gt;
*[[hurt_delay]]&lt;br /&gt;
*[[last_extra]]&lt;br /&gt;
*[[loogcnt]]&lt;br /&gt;
*[[max_player_health]]&lt;br /&gt;
*[[numloogs]]&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;
*[[sbs]]&lt;br /&gt;
*[[scream_voice]]&lt;br /&gt;
*[[somethingonplayer]]&lt;br /&gt;
*[[sound_pitch]]&lt;br /&gt;
*[[spritebridge]]&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;
*[[wackedbyactor]]&lt;br /&gt;
*[[walking_snd_toggle]]&lt;br /&gt;
&amp;lt;/div&amp;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>Overkill666</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Htmovflag&amp;diff=11190</id>
		<title>Htmovflag</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Htmovflag&amp;diff=11190"/>
		<updated>2012-09-23T00:03:21Z</updated>

		<summary type="html">&lt;p&gt;Overkill666: &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). &lt;br /&gt;
&lt;br /&gt;
Depending if the moving sprite is bumping into another sprite, wall, floor or ceiling, a different value will be substracted to the ID of it. For example, the ID of another sprite will be equal to htmovflag + 16384.&lt;br /&gt;
&lt;br /&gt;
[[Category:Sprite structure members]]&lt;/div&gt;</summary>
		<author><name>Overkill666</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Htmovflag&amp;diff=11189</id>
		<title>Htmovflag</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Htmovflag&amp;diff=11189"/>
		<updated>2012-09-23T00:03:11Z</updated>

		<summary type="html">&lt;p&gt;Overkill666: &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). &lt;br /&gt;
&lt;br /&gt;
Depending if the moving sprite is bumping into another sprite, wall, floor or ceiling, a different value will be substracted to the ID of it. For example, the ID of another sprite will be equal to htmovflag - 16384.&lt;br /&gt;
&lt;br /&gt;
[[Category:Sprite structure members]]&lt;/div&gt;</summary>
		<author><name>Overkill666</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=M_recstat&amp;diff=11076</id>
		<title>M recstat</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=M_recstat&amp;diff=11076"/>
		<updated>2012-07-28T02:23:41Z</updated>

		<summary type="html">&lt;p&gt;Overkill666: Created page with &amp;quot;Seems to control whenever a demo is being recorded or not.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Seems to control whenever a demo is being recorded or not.&lt;/div&gt;</summary>
		<author><name>Overkill666</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Last_weapon&amp;diff=11041</id>
		<title>Last weapon</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Last_weapon&amp;diff=11041"/>
		<updated>2012-07-18T21:48:14Z</updated>

		<summary type="html">&lt;p&gt;Overkill666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is set to the currently selected weapon when the player attempts to switch to another weapon. While the ID of the weapon is changed the instant the weapon starts to change, the tile that is drawn on screen is only set after weapon_pos reaches -9, and during that moment last_weapon is used to store the tile of the last weapon.&lt;br /&gt;
&lt;br /&gt;
See [[WEAPON]] for the list of weapon IDs.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player structure members]]&lt;/div&gt;</summary>
		<author><name>Overkill666</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Last_full_weapon&amp;diff=11040</id>
		<title>Last full weapon</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Last_full_weapon&amp;diff=11040"/>
		<updated>2012-07-18T21:44:51Z</updated>

		<summary type="html">&lt;p&gt;Overkill666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;last_full_weapon is initialized to zero when a map is loaded.&amp;lt;BR&amp;gt;&lt;br /&gt;
This is set to the currently selected weapon when the player attempts to switch to a new weapon.  This is used so that the game can determine which weapon to switch back to in the event that the player attempts to switch to a weapon that is out of ammo.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player structure members]]&lt;/div&gt;</summary>
		<author><name>Overkill666</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=PROJ_YREPEAT&amp;diff=11015</id>
		<title>PROJ YREPEAT</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=PROJ_YREPEAT&amp;diff=11015"/>
		<updated>2012-07-09T07:08:55Z</updated>

		<summary type="html">&lt;p&gt;Overkill666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PROJ_YREPEAT is a defineprojectile property used to set the y size of the projectile. For hitscan type projectiles this determines the y size of the decal.&lt;br /&gt;
&lt;br /&gt;
Syntax is:&lt;br /&gt;
&lt;br /&gt;
[[defineprojectile]] &amp;lt;tile number&amp;gt; PROJ_YREPEAT &amp;lt;number&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where &amp;lt;number&amp;gt; is the size you wish to set the projectile&#039;s y to.&lt;br /&gt;
&lt;br /&gt;
[[Category:Projectile_structure_members]]&lt;/div&gt;</summary>
		<author><name>Overkill666</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=PROJ_XREPEAT&amp;diff=11014</id>
		<title>PROJ XREPEAT</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=PROJ_XREPEAT&amp;diff=11014"/>
		<updated>2012-07-09T07:08:51Z</updated>

		<summary type="html">&lt;p&gt;Overkill666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PROJ_XREPEAT is a defineprojectile property used to set the x size of the projectile. For hitscan type projectiles this determines the x size of the decal.&lt;br /&gt;
&lt;br /&gt;
Syntax is:&lt;br /&gt;
&lt;br /&gt;
[[defineprojectile]] &amp;lt;tile number&amp;gt; PROJ_XREPEAT &amp;lt;number&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where &amp;lt;number&amp;gt; is the size you wish to set the projectile&#039;s x to.&lt;br /&gt;
&lt;br /&gt;
[[Category:Projectile_structure_members]]&lt;/div&gt;</summary>
		<author><name>Overkill666</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Clipmask&amp;diff=10962</id>
		<title>Clipmask</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Clipmask&amp;diff=10962"/>
		<updated>2012-06-17T01:00:46Z</updated>

		<summary type="html">&lt;p&gt;Overkill666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Clipmask is a value that tells what kinds of objects should be clipped or not. The lower 16 bits are anded (&amp;amp;) with the [[cstat(wall)|cstat of a wall]] and the higher 16 bits are anded with the [[cstat|cstat of a sprite]]. Clipmask is used by the [[getzrange]], [[hitscan]], and [[movesprite]] commands.&lt;br /&gt;
&lt;br /&gt;
One can calculate a mask using this formula:&lt;br /&gt;
&lt;br /&gt;
 clipmask=(sprite_cstat*65536)+wall_cstat&lt;br /&gt;
&lt;br /&gt;
[[cstat|sprite_cstat]] and [[cstat(wall)|wall_cstat]] should have only set the bits which should be clipped. &lt;br /&gt;
The most important bits are blockable (flag 1), hitable (flag 64 for walls and 256 for sprites), masking wall (flag 16).&lt;br /&gt;
&lt;br /&gt;
The game has two predefined clipmasks: CLIPMASK0 and CLIPMASK1. Apparently the first one is used by regular actors, while the second is for projectiles.&lt;br /&gt;
&lt;br /&gt;
 CLIPMASK0 = (1*65536)+1 = 1 0001h&lt;br /&gt;
&lt;br /&gt;
This clips to blocking sprites (flag 1) and walls (flag 1).&lt;br /&gt;
&lt;br /&gt;
 CLIPMASK1 = (256*65536)+64 = 100 0040h&lt;br /&gt;
&lt;br /&gt;
This clips to hitscan sprites (flag 256) and walls (flag 64).&lt;br /&gt;
&lt;br /&gt;
 Sample clipmask for [[hitscan]] (4294901808) = FFFF 0030h&lt;br /&gt;
&lt;br /&gt;
This clips sprites which have any flags and walls which are one-sided or masking.&lt;/div&gt;</summary>
		<author><name>Overkill666</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Weaponswitch&amp;diff=10957</id>
		<title>Weaponswitch</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Weaponswitch&amp;diff=10957"/>
		<updated>2012-06-09T22:09:33Z</updated>

		<summary type="html">&lt;p&gt;Overkill666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weaponswitch exists for both player and userdef structure members. The player structure controls whenever the action will be made, while the userdef controls the options selected in the menu.&lt;br /&gt;
&lt;br /&gt;
[[bitfield]]&lt;br /&gt;
&lt;br /&gt;
1 = switch to weapon on pickup&lt;br /&gt;
&lt;br /&gt;
2 = switch away when out of ammo&lt;br /&gt;
&lt;br /&gt;
Setting the variable to zero will disable automatic weapon switching.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
 setplayer[THISACTOR].weaponswitch 0&lt;br /&gt;
&lt;br /&gt;
[[Category:Bitfields]]&lt;br /&gt;
[[Category:Userdef structure members]]&lt;/div&gt;</summary>
		<author><name>Overkill666</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_EGS&amp;diff=10917</id>
		<title>EVENT EGS</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_EGS&amp;diff=10917"/>
		<updated>2012-05-27T02:55:36Z</updated>

		<summary type="html">&lt;p&gt;Overkill666: Maybe not?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_EGS is a [[EDuke32_event_list|Game Event]].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is triggered when any sprite is spawned on the map. Like [[EVENT_GAME]], this event run for all actors, thus the gamevar [[THISACTOR]] refers to the ID of the sprite that is executing the code.&lt;br /&gt;
&lt;br /&gt;
This event occurs the moment a sprite is spawned.&lt;br /&gt;
 useractor notenemy ACTOR&lt;br /&gt;
   espawn PIGCOP&lt;br /&gt;
   ifvarg RETURN -1&lt;br /&gt;
     setactor[RETURN].pal 1&lt;br /&gt;
 enda&lt;br /&gt;
 &lt;br /&gt;
 onevent EVENT_EGS&lt;br /&gt;
   ifactor PIGCOP&lt;br /&gt;
     spritepal 2&lt;br /&gt;
 endevent&lt;br /&gt;
In this case, the PIGCOP palette will be 1, because the EVENT_EGS code is triggered before the lines below the [[spawn]] command.&lt;br /&gt;
&lt;br /&gt;
This event does not run for sprites present in the map file. For those, try [[EVENT_SPAWN]] or [[EVENT_LOADACTOR]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Overkill666</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_EGS&amp;diff=10916</id>
		<title>EVENT EGS</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_EGS&amp;diff=10916"/>
		<updated>2012-05-27T02:52:01Z</updated>

		<summary type="html">&lt;p&gt;Overkill666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_EGS (aka Enter Game Spawn) is a [[EDuke32_event_list|Game Event]].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is triggered when any sprite is spawned on the map. Like [[EVENT_GAME]], this event run for all actors, thus the gamevar [[THISACTOR]] refers to the ID of the sprite that is executing the code.&lt;br /&gt;
&lt;br /&gt;
This event occurs the moment a sprite is spawned.&lt;br /&gt;
 useractor notenemy ACTOR&lt;br /&gt;
   espawn PIGCOP&lt;br /&gt;
   ifvarg RETURN -1&lt;br /&gt;
     setactor[RETURN].pal 1&lt;br /&gt;
 enda&lt;br /&gt;
 &lt;br /&gt;
 onevent EVENT_EGS&lt;br /&gt;
   ifactor PIGCOP&lt;br /&gt;
     spritepal 2&lt;br /&gt;
 endevent&lt;br /&gt;
In this case, the PIGCOP palette will be 1, because the EVENT_EGS code is triggered before the lines below the [[spawn]] command.&lt;br /&gt;
&lt;br /&gt;
This event does not run for sprites present in the map file. For those, try [[EVENT_SPAWN]] or [[EVENT_LOADACTOR]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Overkill666</name></author>
	</entry>
</feed>