<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.eduke32.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=TrooperDan</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=TrooperDan"/>
	<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/wiki/Special:Contributions/TrooperDan"/>
	<updated>2026-05-20T18:09:28Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.47.0-alpha</generator>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Digitalnumber&amp;diff=14817</id>
		<title>Digitalnumber</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Digitalnumber&amp;diff=14817"/>
		<updated>2023-01-16T03:53:53Z</updated>

		<summary type="html">&lt;p&gt;TrooperDan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;digitalnumber&#039;&#039;&#039; &amp;lt;tilenum&amp;gt; &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;number&amp;gt; &amp;lt;shade&amp;gt; &amp;lt;pal&amp;gt; &amp;lt;[[orientation]]&amp;gt; &amp;lt;x1&amp;gt; &amp;lt;y1&amp;gt; &amp;lt;x2&amp;gt; &amp;lt;y2&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;digitalnumberz&#039;&#039;&#039; &amp;lt;tilenum&amp;gt; &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;number&amp;gt; &amp;lt;shade&amp;gt; &amp;lt;pal&amp;gt; &amp;lt;[[orientation]]&amp;gt; &amp;lt;x1&amp;gt; &amp;lt;y1&amp;gt; &amp;lt;x2&amp;gt; &amp;lt;y2&amp;gt; &amp;lt;digitalscale&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prints a number to the screen using a function similar to that which prints the health and ammo counters in the HUD.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;tilenum&amp;gt; is the first tile of a sequence of numbers ordered from 0-9. Useful values for tilenum in the original game art are &#039;&#039;&#039;DIGITALNUM&#039;&#039;&#039; (full status bar health/ammo/armor values), &#039;&#039;&#039;2837&#039;&#039;&#039; (bluefont), &#039;&#039;&#039;2930&#039;&#039;&#039; (redfont), &#039;&#039;&#039;2992&#039;&#039;&#039; (grayfont), &#039;&#039;&#039;THREEBYFIVE&#039;&#039;&#039; (full status bar detailed weapon values), and &#039;&#039;&#039;3087&#039;&#039;&#039; (minifont).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;x&amp;gt; X coordinate, ranged 0-320&lt;br /&gt;
&lt;br /&gt;
&amp;lt;y&amp;gt; Y coordinate, ranged 0-200&lt;br /&gt;
&lt;br /&gt;
&amp;lt;number&amp;gt; is the [[gamevar]] to print the value from. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;shade&amp;gt; and &amp;lt;pal&amp;gt; are obviously shade and palette.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;[[orientation]]&amp;gt; Controls the way the sprite is drawn (see entry). Note: It is recommended that you always include bit 16 so that the numerals will be placed correctly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;x1&amp;gt;, &amp;lt;y1&amp;gt;, &amp;lt;x2&amp;gt; and &amp;lt;y2&amp;gt; are boundaries on the screen that define where the number may be drawn. The gamevars xdim  and ydim will hold the current screen resolution.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;digitalscale&amp;gt; is the size of the text on screen. 65536 is normal size, 32768 is half-size and 131072 is double-size.&lt;br /&gt;
&lt;br /&gt;
Example code:&lt;br /&gt;
&lt;br /&gt;
 setvar x 300&lt;br /&gt;
 setvar y 10&lt;br /&gt;
 setvar shade 0&lt;br /&gt;
 setvar pal 0&lt;br /&gt;
 setvar tilenum DIGITALNUM&lt;br /&gt;
 setvar orientation 26&lt;br /&gt;
 getactor[THISACTOR].extra TEMP&lt;br /&gt;
 digitalnumber tilenum x y TEMP shade pal orientation ZERO ZERO xdim ydim&lt;br /&gt;
&lt;br /&gt;
Please note that as with [[gametext]], [[minitext]] and friends, digitalnumber only works during screen drawing [[events]].&lt;br /&gt;
&lt;br /&gt;
[[Category:EDuke32 specific commands]]&lt;br /&gt;
[[Category:Screen drawing commands]]&lt;/div&gt;</summary>
		<author><name>TrooperDan</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Eventloadactor&amp;diff=14811</id>
		<title>Eventloadactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Eventloadactor&amp;diff=14811"/>
		<updated>2022-11-23T20:52:49Z</updated>

		<summary type="html">&lt;p&gt;TrooperDan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;eventloadactor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Blocks run when an actor is loaded into the map &amp;amp;mdash; despite the name, it is not a game event but rather an entirely separate type of block ended with enda. It is most often used for moving settings out of a [[sprite]]&#039;s hitag or lotag and into a [[gamevar]] before they have undesirable hardcoded effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
gamevar ZERO 0 0&lt;br /&gt;
gamevar HITAGSAVED 0 2&lt;br /&gt;
gamevar LOTAGSAVED 0 2&lt;br /&gt;
&lt;br /&gt;
eventloadactor MYSPRITE&lt;br /&gt;
{&lt;br /&gt;
    getactor[THISACTOR].hitag HITAGSAVED&lt;br /&gt;
    getactor[THISACTOR].lotag LOTAGSAVED&lt;br /&gt;
    setactor[THISACTOR].hitag ZERO&lt;br /&gt;
    setactor[THISACTOR].lotag ZERO&lt;br /&gt;
}&lt;br /&gt;
enda&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also see [[EVENT_LOADACTOR]].&lt;br /&gt;
&lt;br /&gt;
[[Category:EDuke commands]]&lt;br /&gt;
[[Category:Sprite manipulation]]&lt;/div&gt;</summary>
		<author><name>TrooperDan</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Htextra&amp;diff=14786</id>
		<title>Htextra</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Htextra&amp;diff=14786"/>
		<updated>2022-07-03T23:37:42Z</updated>

		<summary type="html">&lt;p&gt;TrooperDan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;htextra is the amount of damage, if any, being incurred on the sprite. htextra has a default value of -1, which means that no damage is being incurred.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
getactor[THISACTOR].htextra RETURN&lt;br /&gt;
&lt;br /&gt;
This would set RETURN to the amount of damage [[THISACTOR]] is taking (if any).  This amount can be modified before the actor processes any damage. If you want no damage be taken, set to -1 (the default value), not 0. The value 0 is used when actors are hit by SHRINKSPARK.&lt;br /&gt;
&lt;br /&gt;
Modifying the htextra value can be used to increase, decrease, or otherwise simulate damage from a weapon.&lt;br /&gt;
The command ifhitweapon is true when htextra is greater than -1, so setting it to a positive value will register as damage. Important note: the ifhitweapon CON command will cause the actor to process damage, decreasing the actor&#039;s extra member by the amount of htextra and resetting htextra to -1. Therefore, in order to modify damage taken by an enemy, manipulation of htextra should occur in the actor&#039;s code before a call to ifhitweapon is made.&lt;br /&gt;
&lt;br /&gt;
[[Category:Sprite structure members]]&lt;/div&gt;</summary>
		<author><name>TrooperDan</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Eliminate_player_self-damage&amp;diff=14404</id>
		<title>Eliminate player self-damage</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Eliminate_player_self-damage&amp;diff=14404"/>
		<updated>2021-10-19T18:07:00Z</updated>

		<summary type="html">&lt;p&gt;TrooperDan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following code can be used to make it so that actors (including players) do not take damage from their own weapons.  To function, the code should be placed in the actor code (in the block of code beginning with ACTOR ACTORNAME) &#039;&#039;above&#039;&#039; the place in the code where the command [[ifhitweapon]] is used.  It assumes that the [[gamevar]] TEMP has been declared.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
getactor[THISACTOR].htextra TEMP&lt;br /&gt;
&lt;br /&gt;
ifvarg TEMP 0                            // if the actor is set to take some damage from a weapon...&lt;br /&gt;
{&lt;br /&gt;
  getactor[THISACTOR].htowner TEMP      // gets the owner of the weapon into TEMP&lt;br /&gt;
  ifvarvare TEMP THISACTOR              // if the owner of the weapon IS this actor&lt;br /&gt;
    setactor[THISACTOR].htextra -1       // set the damage to -1, the default value&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Tutorials]]&lt;/div&gt;</summary>
		<author><name>TrooperDan</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Headspritestat&amp;diff=14346</id>
		<title>Headspritestat</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Headspritestat&amp;diff=14346"/>
		<updated>2021-08-20T05:12:03Z</updated>

		<summary type="html">&lt;p&gt;TrooperDan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;headspritestat&#039;&#039;&#039; &#039;&#039;sprite&#039;&#039; &#039;&#039;statnum&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Returns the ID of first sprite in the list of sprites with a matching statnum. This command can be used to scan through all sprites of a certain type. The [[nextspritestat]] and [[prevspritestat]] commands should be used to go forward and back through the list of sprites.  See also [[headspritesect]], which is identical in operation but based on the sprite&#039;s [[sectnum]] rather than its [[statnum]].&lt;br /&gt;
&lt;br /&gt;
Note: &#039;&#039;sprite&#039;&#039; is the gamevar to store the sprite ID in.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
This state will count the number of actors (sprites with a statnum of 1) currently in the map and put the result in the gamevar NUM_ACTORS.&lt;br /&gt;
&lt;br /&gt;
 gamevar SPRITE_ID  0 0&lt;br /&gt;
 gamevar NUM_ACTORS 0 0&lt;br /&gt;
 &lt;br /&gt;
 defstate count_actors&lt;br /&gt;
 set NUM_ACTORS 0&lt;br /&gt;
 headspritestat SPRITE_ID 1&lt;br /&gt;
 whilevarn SPRITE_ID -1&lt;br /&gt;
 {&lt;br /&gt;
   add NUM_ACTORS 1&lt;br /&gt;
   nextspritestat SPRITE_ID SPRITE_ID&lt;br /&gt;
 }&lt;br /&gt;
 ends&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:EDuke32 specific commands]]&lt;br /&gt;
[[Category:Sprite manipulation]]&lt;/div&gt;</summary>
		<author><name>TrooperDan</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=M_player_skill&amp;diff=13971</id>
		<title>M player skill</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=M_player_skill&amp;diff=13971"/>
		<updated>2020-08-15T20:54:04Z</updated>

		<summary type="html">&lt;p&gt;TrooperDan: updated to reflect usage in menu&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This stores the most recently highlighted skill level on the difficulty selection menu.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, the value is 1-4 and is the same as [[Player_skill]] once the game starts.&lt;br /&gt;
&lt;br /&gt;
In multiplayer 0 is &amp;quot;None&amp;quot; or &amp;quot;Piece of Cake&amp;quot;, 1 is &amp;quot;Let&#039;s Rock&amp;quot;, 2 is &amp;quot;Come get some&amp;quot; and 3 is &amp;quot;Damn I&#039;m good&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Userdef structure members]]&lt;/div&gt;</summary>
		<author><name>TrooperDan</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=PROJ_USERDATA&amp;diff=12685</id>
		<title>PROJ USERDATA</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=PROJ_USERDATA&amp;diff=12685"/>
		<updated>2019-03-17T19:52:37Z</updated>

		<summary type="html">&lt;p&gt;TrooperDan: Created page with &amp;quot;PROJ_USERDATA is a defineprojectile property used to store additional data about a projectile which can be checked and acted upon by scripts during gameplay.  Syntax is:...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PROJ_USERDATA is a [[defineprojectile]] property used to store additional data about a projectile which can be checked and acted upon by scripts during gameplay.&lt;br /&gt;
&lt;br /&gt;
Syntax is:&lt;br /&gt;
&lt;br /&gt;
[[defineprojectile]] &amp;lt;tile number&amp;gt; PROJ_USERDATA &amp;lt;number&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where &amp;lt;number&amp;gt; is a 32-bit integer.&lt;br /&gt;
&lt;br /&gt;
Suggested use: When an actor is hit by the projectile (as detected with [[ifwasweapon]] or similar), the userdata on that type of projectile can then be checked and linked to additional effects. Treating the userdata as a bitfield can help maximize its usefulness.&lt;br /&gt;
&lt;br /&gt;
[[Category:Projectile_structure_members]]&lt;/div&gt;</summary>
		<author><name>TrooperDan</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Members_of_the_projectile_structure&amp;diff=12684</id>
		<title>Members of the projectile structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Members_of_the_projectile_structure&amp;diff=12684"/>
		<updated>2019-03-17T19:43:34Z</updated>

		<summary type="html">&lt;p&gt;TrooperDan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[PROJ_BOUNCES|bounces]]&lt;br /&gt;
*[[PROJ_BSOUND|bsound]]&lt;br /&gt;
*[[PROJ_CLIPDIST|clipdist]]&lt;br /&gt;
*[[PROJ_CSTAT|cstat]]&lt;br /&gt;
*[[PROJ_DECAL|decal]]&lt;br /&gt;
*[[PROJ_DROP|drop]]&lt;br /&gt;
*[[PROJ_EXTRA|extra]]&lt;br /&gt;
*[[PROJ_EXTRA_RAND|extra_rand]]&lt;br /&gt;
*[[PROJ_FLASH_COLOR|flashcolor]]&lt;br /&gt;
*[[PROJ_HITRADIUS|hitradius]]&lt;br /&gt;
*[[PROJ_ISOUND|isound]]&lt;br /&gt;
*[[PROJ_OFFSET|offset]]&lt;br /&gt;
*[[PROJ_PAL|pal]]&lt;br /&gt;
*[[PROJ_RANGE|range]]&lt;br /&gt;
*[[PROJ_SHADE|shade]]&lt;br /&gt;
*[[PROJ_SOUND|sound]]&lt;br /&gt;
*[[PROJ_SPAWNS|spawns]]&lt;br /&gt;
*[[PROJ_SXREPEAT|sxrepeat]]&lt;br /&gt;
*[[PROJ_SYREPEAT|syrepeat]]&lt;br /&gt;
*[[PROJ_TNUM|tnum]]&lt;br /&gt;
*[[PROJ_TOFFSET|toffset]]&lt;br /&gt;
*[[PROJ_TRAIL|trail]]&lt;br /&gt;
*[[PROJ_TXREPEAT|txrepeat]]&lt;br /&gt;
*[[PROJ_TYREPEAT|tyrepeat]]&lt;br /&gt;
*[[PROJ_USERDATA|userdata]]&lt;br /&gt;
*[[PROJ_VEL|vel]]&lt;br /&gt;
*[[PROJ_VEL_MULT|velmult]]&lt;br /&gt;
*[[PROJ_WORKSLIKE|workslike]]&lt;br /&gt;
*[[PROJ_XREPEAT|xrepeat]]&lt;br /&gt;
*[[PROJ_YREPEAT|yrepeat]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Structure access]]&lt;br /&gt;
[[Category:Projectile manipulation]]&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>TrooperDan</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Vm_sprite&amp;diff=12662</id>
		<title>Vm sprite</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Vm_sprite&amp;diff=12662"/>
		<updated>2018-11-28T12:34:39Z</updated>

		<summary type="html">&lt;p&gt;TrooperDan: Created page with &amp;quot;The ID of the current sprite, which &amp;quot;THISACTOR&amp;quot; returns. Changing this value is useful because some commands only affect the current sprite, such as &amp;quot;insertspriteq&amp;quot;, &amp;quot;killit&amp;quot;,...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The ID of the current sprite, which &amp;quot;THISACTOR&amp;quot; returns. Changing this value is useful because some commands only affect the current sprite, such as &amp;quot;insertspriteq&amp;quot;, &amp;quot;killit&amp;quot;, etc.&lt;/div&gt;</summary>
		<author><name>TrooperDan</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Althud&amp;diff=12540</id>
		<title>Althud</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Althud&amp;diff=12540"/>
		<updated>2018-02-15T20:31:47Z</updated>

		<summary type="html">&lt;p&gt;TrooperDan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Alternative head-up display&amp;quot;, this is a HUD exclusive to Eduke32 which can be accessed by the user by cycling the screen size. althud is 1 when this HUD is being displayed, otherwise it is 0. This HUD has a screen_size of 4, which it shares with the original size 4 HUD. &lt;br /&gt;
[[Category:Userdef structure members]]&lt;/div&gt;</summary>
		<author><name>TrooperDan</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Althud&amp;diff=12539</id>
		<title>Althud</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Althud&amp;diff=12539"/>
		<updated>2018-02-15T20:30:24Z</updated>

		<summary type="html">&lt;p&gt;TrooperDan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Alternative head-up display&amp;quot;, this is a HUD exclusive to Eduke32 which can be accessed by the user by cycling the screen size. It is 1 when this HUD is being displayed, otherwise 0. This HUD has a screen_size of 4, which it shares with the original size 4 HUD. &lt;br /&gt;
[[Category:Userdef structure members]]&lt;/div&gt;</summary>
		<author><name>TrooperDan</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Quick_kick&amp;diff=12466</id>
		<title>Quick kick</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Quick_kick&amp;diff=12466"/>
		<updated>2017-10-06T17:48:00Z</updated>

		<summary type="html">&lt;p&gt;TrooperDan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Member of the [[player]] structure; if non-zero, stores the frame of the quick kick that is being executed and counts backwards to zero. Setting &#039;&#039;&#039;quick_kick&#039;&#039;&#039; to 15 will cause the player to perform a quick kick. Comparable to [[kickback_pic]], except that it counts backwards instead of forwards.&lt;br /&gt;
&lt;br /&gt;
Is also a secondary melee attack, used for close combat while reloading or another weapon fire prevention. Prints quote 80, &amp;quot;Mighty foot engaged!&amp;quot;, at the top of the screen.&lt;br /&gt;
[[Category:Player structure members]]&lt;/div&gt;</summary>
		<author><name>TrooperDan</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Kickback_pic&amp;diff=12465</id>
		<title>Kickback pic</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Kickback_pic&amp;diff=12465"/>
		<updated>2017-10-06T17:46:54Z</updated>

		<summary type="html">&lt;p&gt;TrooperDan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;kickback_pic&#039;&#039;&#039; determines which animation frame the player&#039;s current weapon is in. Generally, scripts can just use the constantly updated gamevar [[weaponcount]] instead because the executable basically performs a &amp;quot;&amp;lt;code&amp;gt;[[getplayer]]&amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[THISACTOR]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;.kickback_pic weaponcount&amp;lt;/code&amp;gt;&amp;quot; every [[tic]].&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;kickback_pic&#039;&#039;&#039; is set to 1, then it will continue to increment and cause the currently selected weapon to fire, returning to 0 when the weapon reaches its total firing time.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player structure members]]&lt;/div&gt;</summary>
		<author><name>TrooperDan</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Quick_kick&amp;diff=12464</id>
		<title>Quick kick</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Quick_kick&amp;diff=12464"/>
		<updated>2017-10-06T17:42:31Z</updated>

		<summary type="html">&lt;p&gt;TrooperDan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Member of the [[player]] structure; if non-zero, stores the frame of the quick kick that is being executed and counts backwards to zero. Setting quick_kick to 15 will cause the player to perform a quick kick. Comparable to [[kickback_pic]], except that it counts backwards instead of forwards.&lt;br /&gt;
&lt;br /&gt;
Is also a secondary melee attack, used for close combat while reloading or another weapon fire prevention. Prints quote 80, &amp;quot;Mighty foot engaged!&amp;quot;, at the top of the screen.&lt;br /&gt;
[[Category:Player structure members]]&lt;/div&gt;</summary>
		<author><name>TrooperDan</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Htextra&amp;diff=12364</id>
		<title>Htextra</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Htextra&amp;diff=12364"/>
		<updated>2016-08-23T19:36:11Z</updated>

		<summary type="html">&lt;p&gt;TrooperDan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;htextra is the amount of damage to be incurred by the weapon that is currently hitting the actor in question.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
getactor[THISACTOR].htextra TEMP&lt;br /&gt;
&lt;br /&gt;
If the actor in question is a [[useractor]] enemy, it will not count damage higher than the actor health.&lt;br /&gt;
&lt;br /&gt;
sets TEMP to the amount of damage [[THISACTOR]] will take from the weapon currently hitting it.  This amount can be modified before the actor processes any damage. If you want no damage be taken, set to -1 (the default value), not 0.&lt;br /&gt;
&lt;br /&gt;
Modifying the htextra value can be used to increase, decrease, or otherwise simulate damage from a weapon.&lt;br /&gt;
The commands ifhitweapon and ifdead return if this value is positive, so setting it to a positive value will register as damage. Important note: the ifhitweapon CON command will cause the actor to process damage, decreasing the actor&#039;s extra member by the amount of htextra and resetting htextra to -1. Therefore, in order to modify damage taken by an enemy, manipulation of htextra should occur in the actor&#039;s code before a call to ifhitweapon is made.&lt;br /&gt;
&lt;br /&gt;
[[Category:Sprite structure members]]&lt;/div&gt;</summary>
		<author><name>TrooperDan</name></author>
	</entry>
</feed>