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	<id>https://wiki.eduke32.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Usurper</id>
	<title>EDukeWiki - User contributions [en]</title>
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	<updated>2026-04-23T04:50:11Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=7675</id>
		<title>EDuke32 Modifications</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=7675"/>
		<updated>2009-02-09T03:48:01Z</updated>

		<summary type="html">&lt;p&gt;Usurper: /* Mods List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Mods List===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;border:1px solid #000&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr style=&amp;quot;background:#000; color:#fff&amp;quot;&amp;gt;&amp;lt;td width=&amp;quot;200px&amp;quot;&amp;gt;Name&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;200px&amp;quot;&amp;gt;Status&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creator[s] / Other Developer[s]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.zxdware.net/NR/ Naferia&#039;s Reign: Invasion of the Dark Mistress]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released, in development&amp;lt;br&amp;gt; (Latest Version: &#039;&#039;&#039;5.12.01032009&#039;&#039;&#039;)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:LordMisfit|Lord Misfit]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:NRIOTDM-1.png|200px]][[Image:NRIOTDM-2.png|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;What will come to be an alternate-universe Duke Nukem story revolving around a pivotal point in the history of Duke Nukem and the Aliens he has faced since the original Duke Nukem 3D. Duke is no longer working alone in his quest, as his enemies ramp up their power and allegiances substantially, as well as their intelligence to a point. Play as up to 15 different characters, with the ability to use multiple characters in the same party, unlike in Hexen[and more like a real RPG]. Monsters are more interactive and to a point more intelligent, able to grab items like health and armor, get damaged by slime and other hazards, and even pick up powerups to make them deadlier in combat. Find money laying around or get it out of your characters&#039; ATM accounts, and use it to buy new items from shops or other NPCs. Voice Acting is also present.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.moddb.com/mods/9541/duke-nukem-weapon-of-mass-destruction Duke Nukem: Weapon of Mass Destruction]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released&amp;lt;br&amp;gt;(Latest Release: &#039;&#039;&#039;1.52 [beta]&#039;&#039;&#039;)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:DeeperThought|DeeperThought]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Dnwmd1.jpg|200px]][[Image:Dnwmd2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Duke Nukem: Weapon of Mass Destruction is a gameplay mod for Duke Nukem 3D. It has tons of new weapon modes, enemies, and player abilities, such as UT style dodge moves, spinning hook kicks, and a Duke bot companion who fights by your side. In some levels you can even get in your skycar and fly it, doing bombing runs on enemies.  In DNWMD, Duke collects glowing coins from slain enemies which are used to purchase various upgrades via a mouse controlled menu. In addition, each of Duke&#039;s weapons has its own experience level which increases with use.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://deeperthought.dukertcm.com/dp/ Duke Plus]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released, in development&amp;lt;br&amp;gt;(Latest Release: &#039;&#039;&#039;1.99&#039;&#039;&#039;)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:DeeperThought|DeeperThought]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:DP1.jpg|200px]][[Image:DP2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Enhanced Engine Design Capabilities, including: Transparent Water; Giving Monsters Special Flags; Climbable Ladders; Mantling/Grappling on ledges; Bot-Allies; Footstep Sounds; Rain and Snow-based weather effects; Quake3-Style Jump Pads; Slippery Floors; etc. [http://www.picturepush.com/public/652573 Gravity gun footage]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=32161 HellDuke TC!]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released, in development&amp;lt;br&amp;gt;(Latest Release: &#039;&#039;&#039;1.3&#039;&#039;&#039;)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;XTHX2, Quakis (Inactive), Broiler1985, Rolls, SuperGoofy&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:scr1.jpg|200px]][[Image:scr2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;HellDukeTC! will make your doom become alive, as the thread name calls it. My main purpose is to create Doom with a different angle and of course my secret recipe. As well as aiming to have a doom theme, we will also introduce you what hell actually means. It is still under development, however it is playable enough with it&#039;s satisfying levels, new enemies, new additions, new WEAPONS!, new HUD, CON scripted EVENTS, and much more. And last but not least, extra information can be found at hellreadme.txt. If you have any questions, you can ask me, XTHX2, and contact me. If you like Doom, and if you like challenges, this TC is just what you are in need of!&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://files.filefront.com/Nuclear+Showdown+v11zip/;12148372;/fileinfo.html Nuclear Showdown v1.1]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Jblade|James Stanfield]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:NS01.jpg|200px]][[Image:NS02.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Nuclear showdown is a gameplay mod for Duke Nukem that adds many features such as new weapons, enemies, effects to the default game as well as usermaps - it is built so you can play your favourite usermaps with, even ones that use custom art. You can also play through Duke it out in DC if you have it. The TC also includes several features for mappers like more keycards, items such as the spacesuit and toolkit, and more textures to work with.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=25830 The AWOL Project Source]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released, Incomplete Source&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Reaper_Man|Reaper_Man]], Hudson, Mblackwell, and the entire AWOL TC Team&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:AWOL1.jpg|200px]][[Image:AWOL2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;The AWOL Project Source is the release of the source files for the once highly anticipated mod, The AWOL Project. After several years of sitting idly on the hard drives of the creators, Reaper_Man and Hudson decided to release all of the content for the TC to those who might find it useful. The release includes a few demo maps showing off various effects and AI, as well as all 3 of the drivable vehicles. Most of the code is complete but very few of the maps are. There is an Official 1.0 Patch as well as the AWOL Map Pack available for download also.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://hosted.filefront.com/kenia43 Duke Nukem Army]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unfinished release, development ceased&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Kenia|Kenia]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Teaser2.jpg|200px]][[Image:Teaser3.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;A TC that changes Duke Nukem 3D into an exaggerated army-style shooter. [http://www.youtube.com/watch?v=xl1E9BtOe9U Gameplay footage]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.moddb.com/mods/10844/duke-nukem-3d-stargate-mod Stargate Mod]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, on hold&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:The Commander|The Commander]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:SGMOD1.jpg|200px]][[Image:SGMOD2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;The Stargate Mod for Duke Nukem 3D uses Duke Plus as a base. Fight against the Replicators and visit off-world deserts, forests, space ships, and even Atlantis&amp;amp;mdash;where anything can happen!&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=30761 WG Medieval Mod]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;William Gee, [[User:DeeperThought|DeeperThought]], Hellbound&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:WG1.jpg|200px]][[Image:WG2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Medieval mod with melee combat, magic bows, skeleton knights, dragons and demons. [http://www.picturepush.com/public/590728 Gameplay footage]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=25350 Symphony of Orekia (AKA The Mansion)]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Quakis&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Mansion1.jpg|200px]][[Image:Mansion2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Resident Evil-style TC with Demons and creepy interiors. &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=9670 Decay]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Hudson, MBlackWell, Hellbound, Cage, others&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Decay1.jpg|200px]][[Image:Decay2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Survival-horror TC with zombies! &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=30962 Blood TC]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:M210|M210]], Zykov Eddy, KLIMaka, Possessed-by-zeal, others&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Blood1.jpg|200px]][[Image:Blood2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;BloodTC is a recreation of Blood (by Monolith Productions) for eDuke32 to bring all the fun and action of Blood to the Eduke32 port. This mod will be more powerful in the future, considering Eduke32 keeps getting better and better.Big thanks LipSheZ, The Lezing, Sanek, XTHX2, Ilovefoxes, DeeperThought. &lt;br /&gt;
&#039;&#039;&#039;Some video&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;[http://ru.youtube.com/watch?v=RRfrZ48VMSI Gore mode test]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://ru.youtube.com/watch?v=P15TPUx-9fk Shotgun test]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://ru.youtube.com/watch?v=xVkbExIrDqs Blood test]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://ru.youtube.com/watch?v=rhNNtd0Sp9w Animation of weapon test and some effects]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://amc.planetduke.gamespy.com/smf/index.php?topic=7591.0 AMC TC]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;James Stanfield and AMC&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:AMCTC1.jpg|200px]][[Image:AMCTC2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;The AMC TC is a multi-character TC and gameplay modification. There are 8 characters to choose between, each with different weapon sets and items. Fight through the solar system against Duke&#039;s old enemies as well as other dark forces that each plan something unpleasent for Earth and Mars. A initial gameplay release with the finished characters, intromap, and Duke usermap episode is planned with actual story based releases later.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Duke Nukem: Return of the King&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, In Development, Indefinite Hiatus due to Computer Crash&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Captain Awesome|Captain Awesome]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:DukeROTK.gif|200px]][[Image:DukeROTK2.gif|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Duke Nukem: Return of the King plans to centralize Duke&#039;s universe. The game will fix numerous bugs, graphical glitches, logical fallacies, and other problems with Duke3D. The mod will boast an impressive amount of new weapons, and a few alt-fire modes. It will also feature quite a few new enemies or variants, with improved coding over the originals. There is a new thought out approach to the traditional episodes, along with new missions for you to play. It plans to bring a completely fresh experience to the old game, while still being familiar and simple. This mod is 8bit exclusive, and completely incompatible with the HRP. Retains compatibility with &#039;&#039;most&#039;&#039; user-maps for replay value.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Duke Meets DOOM Rebirth&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased as Rebirth, In Development, On Temporary Hiatus due to Lack of Time and Interest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Hendricks 266|Hendricks266]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:DMDR_001.gif|200px]][[Image:DMDR_002.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Duke Meets DOOM Rebirth is an upgrade of the original vanilla TC &amp;quot;Duke Meets Doom&amp;quot;.  The basis for this mod is that the original maps are good, but the coding and artwork were sloppy.  There are three different flavors available.  The first is Classic, which will work in 8-Bit mode.  The second is Faithful, which has highres versions of the original art so that the differences of the DOOM and Duke palettes will not hinder it.  The third is Updated, which introduces highres content from the jDRP and friends.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=31983 Cradle to Grave]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Daedalus, Dimebog, Daedolon, DeeperThought&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Screen00.PNG|200px]][[Image:Screen01.png|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Cradle to Grave is a hyper-mod aiming to bring the frantic pace and hugely enjoyable gameplay of Blood (by Monolith Productions) into a new medium and with our new granted freedom we&#039;ll even be able to implement some of the ideas which didn&#039;t quite make it into the original, not limited to new and never released weaponry, enemies, gameplay modes and perhaps even magic. This product exists only as our homage to Blood&#039;s spirit and, if successful, it could help bring Blood&#039;s glory to new heights.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[Duke Theft Auto]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Alpha Released, In Development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:The Commander|The Commander]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:DTA0000.jpg|200px]][[Image:DTA0001.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Duke Theft Auto is based upon the classic DMA/Rockstar game, &amp;quot;Grand Theft Auto&amp;quot; Run, Shoot, Kill, Car Jack your way through many cities on your way of becoming the number one criminal! &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; [http://rapidshare.com/files/145670924/DTA_Alpha1.rar.html Alpha Released] for performance testing issues.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://totalduke.narod.ru RailSingle TC]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:LipSheZ|LipSheZ]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:RS1.jpg|200px]][[Image:RS2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Rail Single is a mod based on early version of DukePlus and includes some amazing features such as 22 weapon types (each weapon has 2 fire modes), approx 30 different voxel ammo pickups and 20 inventory items. Most of RS levels are king-size, but in the spirit of the original Duke Nukem: Atomic Edition. Some level segments made with LEBuild Map Editor.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=15349 Duke: Nuclear Winter HRP]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released, In Development&amp;lt;br&amp;gt; (Latest Version: &#039;&#039;&#039;v3.5&#039;&#039;&#039;)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Hendricks 266|Hendricks266]] and the Duke community&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:2492_nw.png|200px]][[Image:3240_3245.png|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Duke receives a telegram that the aliens have brainwashed Santa and are trying to steal Christmas!  The HRP of the classic Duke addon, Nuclear Winter, adds many new EDuke32-based elements to the game, and fixes most, if not all, of the original bugs.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=26457 Duke Caribbean: Life&#039;s A Beach HRP]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released, In Development&amp;lt;br&amp;gt; (Latest Version: &#039;&#039;&#039;v1.5&#039;&#039;&#039;)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Hendricks 266|Hendricks266]] and the Duke community&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:2492_vaca.png|200px]][[Image:3281_vaca.png|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Duke takes a vacation to the Caribbean and discovers that the aliens are using the tropical climate to breed.  The classic Duke 3D addon gets a modern facelift, and additional enhancements.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Talk:WEAPON&amp;diff=7208</id>
		<title>Talk:WEAPON</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Talk:WEAPON&amp;diff=7208"/>
		<updated>2008-08-26T05:16:56Z</updated>

		<summary type="html">&lt;p&gt;Usurper: New page: 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;/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;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=WEAPON&amp;diff=7207</id>
		<title>WEAPON</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=WEAPON&amp;diff=7207"/>
		<updated>2008-08-26T05:15:39Z</updated>

		<summary type="html">&lt;p&gt;Usurper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Returns the value of the currently selected weapon.&lt;br /&gt;
&lt;br /&gt;
 0: knee&lt;br /&gt;
 1: pistol&lt;br /&gt;
 2: shotgun&lt;br /&gt;
 3: chaingun&lt;br /&gt;
 4: rpg&lt;br /&gt;
 5: pipebomb&lt;br /&gt;
 6: shrinker&lt;br /&gt;
 7: devistator&lt;br /&gt;
 8: tripbomb&lt;br /&gt;
 9: freezethrower&lt;br /&gt;
 0: detonator&lt;br /&gt;
 11: expander&lt;br /&gt;
&lt;br /&gt;
[[Category:Pre-defined gamevars]]&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=WEAPON&amp;diff=7206</id>
		<title>WEAPON</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=WEAPON&amp;diff=7206"/>
		<updated>2008-08-26T05:14:44Z</updated>

		<summary type="html">&lt;p&gt;Usurper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Returns the value of the currently selected weapon.&lt;br /&gt;
&lt;br /&gt;
0: knee&lt;br /&gt;
1: pistol&lt;br /&gt;
2: shotgun&lt;br /&gt;
3: chaingun&lt;br /&gt;
4: rpg&lt;br /&gt;
5: pipebomb&lt;br /&gt;
6: shrinker&lt;br /&gt;
7: devistator&lt;br /&gt;
8: tripbomb&lt;br /&gt;
9: freezethrower&lt;br /&gt;
0: detonator&lt;br /&gt;
11: expander&lt;br /&gt;
&lt;br /&gt;
[[Category:Pre-defined gamevars]]&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=WEAPON&amp;diff=7205</id>
		<title>WEAPON</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=WEAPON&amp;diff=7205"/>
		<updated>2008-08-26T05:05:40Z</updated>

		<summary type="html">&lt;p&gt;Usurper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Returns the [[WEAPONx_WORKSLIKE]] value of the currently selected weapon.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pre-defined gamevars]]&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=NUMWALLS&amp;diff=7204</id>
		<title>NUMWALLS</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=NUMWALLS&amp;diff=7204"/>
		<updated>2008-08-26T04:52:58Z</updated>

		<summary type="html">&lt;p&gt;Usurper: New page: NUMWALLS is a read-only gamevar predefined when a map loads.  It returns the number of walls in the current level.  Category:Pre-defined gamevars&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NUMWALLS 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:Pre-defined gamevars]]&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=NUMSECTORS&amp;diff=7203</id>
		<title>NUMSECTORS</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=NUMSECTORS&amp;diff=7203"/>
		<updated>2008-08-26T04:51:04Z</updated>

		<summary type="html">&lt;p&gt;Usurper: New page: NUMSECTORS is a read-only gamevar pre-defined when a map loads.  It returns the number of sectors in the current level.  Category:Pre-defined gamevars&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NUMSECTORS 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:Pre-defined gamevars]]&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Numsectors&amp;diff=7202</id>
		<title>Numsectors</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Numsectors&amp;diff=7202"/>
		<updated>2008-08-26T04:49:05Z</updated>

		<summary type="html">&lt;p&gt;Usurper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Total number of sectors in the current map.&lt;br /&gt;
&lt;br /&gt;
[[Category:Constantly updated gamevars]]&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Numsectors&amp;diff=7201</id>
		<title>Numsectors</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Numsectors&amp;diff=7201"/>
		<updated>2008-08-26T04:46:44Z</updated>

		<summary type="html">&lt;p&gt;Usurper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Total number of sectors in the current map.&lt;br /&gt;
&lt;br /&gt;
[[Category:Constantly updated gamevars]]&lt;br /&gt;
[[Category:Pre-defined gamevars]]&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Talk:The_TO-DO_list_for_EDuke32_and_Mapster32&amp;diff=6997</id>
		<title>Talk:The TO-DO list for EDuke32 and Mapster32</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Talk:The_TO-DO_list_for_EDuke32_and_Mapster32&amp;diff=6997"/>
		<updated>2008-06-20T00:50:25Z</updated>

		<summary type="html">&lt;p&gt;Usurper: /* Animate tiles via DEF language */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Extended Array Support=&lt;br /&gt;
I&#039;d like to see better Array support added, specifically per-player and per-actor Arrays. Also, while I haven&#039;t tested if it does in fact work or not, nested arrays would be another great addition. IE:&lt;br /&gt;
&lt;br /&gt;
 gamearray array_1 128&lt;br /&gt;
 gamearray array_2 128&lt;br /&gt;
 &lt;br /&gt;
 setarray array_1[key 1] some_value&lt;br /&gt;
 setarray array_2[key 2] array_1&lt;br /&gt;
&lt;br /&gt;
Not necessary, but useful. [[User:Reaper Man|Reaper Man]] 10:26, 27 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== integrated help idea ==&lt;br /&gt;
&lt;br /&gt;
How about the following idea: F1 gets you into a menu, from where you can select sub-entries, like &amp;quot;basic keys&amp;quot;, &amp;quot;advanced keys&amp;quot;, &amp;quot;Duke3d specific reference&amp;quot;, etc... ?&lt;br /&gt;
&lt;br /&gt;
== mapster32 - grouped sprite rotation ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m not sure if you&#039;re basing this to-do item on my post at 3dr, but I wouldn&#039;t mind if the rotation were done on a per-sprite basis rather than around a central pivot point.&lt;br /&gt;
&lt;br /&gt;
The situation in which I&#039;m most likely to copy groups of sprites is when making sprite-constructs: platforms, bridges, stairs, etc.  Recently I constructed a series of ledges along the left side of a sector.  When I copied them to paste on the right side of the sector, I found I had to do all of the rotation one-at-a-time in 3D Mode.  If I could have selected all of the stacked sprites at once, I could have duplicated the ledges in under ten seconds instead of ten minutes.&lt;br /&gt;
&lt;br /&gt;
--[[User:Usurper|Usurper]] 20:48, 27 May 2008 (PDT)&lt;br /&gt;
:Couldn&#039;t you place the sprites in question inside of a child sector, rotate the sector itself and then merge the child sector back into the parent? [[User:TX|TX]] 22:55, 27 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Yes, if I planned ahead well enough with my sector construction. :) Ended up doing that the second time though after I rethought the architecture. --[[User:Usurper|Usurper]] 16:11, 29 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Animate tiles via DEF language ==&lt;br /&gt;
&lt;br /&gt;
I love that I can make external tiles load without art files thanks to the tile definitions and the dummytile command.  Unfortunately, if I want to work with animated textures, I&#039;m still required to extract the art files in order to manually set the animation properties on the correct start tiles.&lt;br /&gt;
&lt;br /&gt;
I was tempted to add this to the main page, but this could go under either heading or a new heading altogether. --[[User:Usurper|Usurper]] 17:50, 19 June 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Talk:The_TO-DO_list_for_EDuke32_and_Mapster32&amp;diff=6920</id>
		<title>Talk:The TO-DO list for EDuke32 and Mapster32</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Talk:The_TO-DO_list_for_EDuke32_and_Mapster32&amp;diff=6920"/>
		<updated>2008-05-29T23:11:45Z</updated>

		<summary type="html">&lt;p&gt;Usurper: /* mapster32 - grouped sprite rotation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Extended Array Support=&lt;br /&gt;
I&#039;d like to see better Array support added, specifically per-player and per-actor Arrays. Also, while I haven&#039;t tested if it does in fact work or not, nested arrays would be another great addition. IE:&lt;br /&gt;
&lt;br /&gt;
 gamearray array_1 128&lt;br /&gt;
 gamearray array_2 128&lt;br /&gt;
 &lt;br /&gt;
 setarray array_1[key 1] some_value&lt;br /&gt;
 setarray array_2[key 2] array_1&lt;br /&gt;
&lt;br /&gt;
Not necessary, but useful. [[User:Reaper Man|Reaper Man]] 10:26, 27 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== integrated help idea ==&lt;br /&gt;
&lt;br /&gt;
How about the following idea: F1 gets you into a menu, from where you can select sub-entries, like &amp;quot;basic keys&amp;quot;, &amp;quot;advanced keys&amp;quot;, &amp;quot;Duke3d specific reference&amp;quot;, etc... ?&lt;br /&gt;
&lt;br /&gt;
== mapster32 - grouped sprite rotation ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m not sure if you&#039;re basing this to-do item on my post at 3dr, but I wouldn&#039;t mind if the rotation were done on a per-sprite basis rather than around a central pivot point.&lt;br /&gt;
&lt;br /&gt;
The situation in which I&#039;m most likely to copy groups of sprites is when making sprite-constructs: platforms, bridges, stairs, etc.  Recently I constructed a series of ledges along the left side of a sector.  When I copied them to paste on the right side of the sector, I found I had to do all of the rotation one-at-a-time in 3D Mode.  If I could have selected all of the stacked sprites at once, I could have duplicated the ledges in under ten seconds instead of ten minutes.&lt;br /&gt;
&lt;br /&gt;
--[[User:Usurper|Usurper]] 20:48, 27 May 2008 (PDT)&lt;br /&gt;
:Couldn&#039;t you place the sprites in question inside of a child sector, rotate the sector itself and then merge the child sector back into the parent? [[User:TX|TX]] 22:55, 27 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Yes, if I planned ahead well enough with my sector construction. :) Ended up doing that the second time though after I rethought the architecture. --[[User:Usurper|Usurper]] 16:11, 29 May 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Talk:The_TO-DO_list_for_EDuke32_and_Mapster32&amp;diff=6910</id>
		<title>Talk:The TO-DO list for EDuke32 and Mapster32</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Talk:The_TO-DO_list_for_EDuke32_and_Mapster32&amp;diff=6910"/>
		<updated>2008-05-28T03:48:31Z</updated>

		<summary type="html">&lt;p&gt;Usurper: /* mapster32 - grouped sprite rotation */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Extended Array Support=&lt;br /&gt;
I&#039;d like to see better Array support added, specifically per-player and per-actor Arrays. Also, while I haven&#039;t tested if it does in fact work or not, nested arrays would be another great addition. IE:&lt;br /&gt;
&lt;br /&gt;
 gamearray array_1 128&lt;br /&gt;
 gamearray array_2 128&lt;br /&gt;
 &lt;br /&gt;
 setarray array_1[key 1] some_value&lt;br /&gt;
 setarray array_2[key 2] array_1&lt;br /&gt;
&lt;br /&gt;
Not necessary, but useful. [[User:Reaper Man|Reaper Man]] 10:26, 27 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== integrated help idea ==&lt;br /&gt;
&lt;br /&gt;
How about the following idea: F1 gets you into a menu, from where you can select sub-entries, like &amp;quot;basic keys&amp;quot;, &amp;quot;advanced keys&amp;quot;, &amp;quot;Duke3d specific reference&amp;quot;, etc... ?&lt;br /&gt;
&lt;br /&gt;
== mapster32 - grouped sprite rotation ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m not sure if you&#039;re basing this to-do item on my post at 3dr, but I wouldn&#039;t mind if the rotation were done on a per-sprite basis rather than around a central pivot point.&lt;br /&gt;
&lt;br /&gt;
The situation in which I&#039;m most likely to copy groups of sprites is when making sprite-constructs: platforms, bridges, stairs, etc.  Recently I constructed a series of ledges along the left side of a sector.  When I copied them to paste on the right side of the sector, I found I had to do all of the rotation one-at-a-time in 3D Mode.  If I could have selected all of the stacked sprites at once, I could have duplicated the ledges in under ten seconds instead of ten minutes.&lt;br /&gt;
&lt;br /&gt;
--[[User:Usurper|Usurper]] 20:48, 27 May 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=6815</id>
		<title>EDuke32 Modifications</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=6815"/>
		<updated>2008-05-17T02:40:39Z</updated>

		<summary type="html">&lt;p&gt;Usurper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Users are encouraged to add links to known EDuke32 mods to this page.&lt;br /&gt;
&lt;br /&gt;
===Mods List===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;border:1px solid #000&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;background:#000; color:#fff&amp;quot;&amp;gt;&amp;lt;td&amp;gt;Name&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Status&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creator&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.zxdware.net/NR/ Naferia&#039;s Reign: Invasion of the Dark Mistress]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:LordMisfit|Lord Misfit]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;3&amp;quot;&amp;gt;RPG-Style(w/ EXP, Levels, etc); Multiple Characters(in one party, not Hexen-style); Improved Monster Interactivity with Environment/Objects; Interactive ATM Usage; Shops &amp;amp; Money System; etc.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr style=&amp;quot;background:#000; color:#fff&amp;quot;&amp;gt;&amp;lt;td&amp;gt;Name&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Status&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creator&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.moddb.com/mods/9541/duke-nukem-weapon-of-mass-destruction Duke Nukem: Weapons of Mass Destruction]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:DeeperThought|DeeperThought]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;3&amp;quot;&amp;gt;Duke Nukem: Weapon of Mass Destruction is a gameplay mod for Duke Nukem 3D. It has tons of new weapon modes, enemies, and player abilities, such as UT style dodge moves, spinning hook kicks, and a Duke bot companion who fights by your side. In some levels you can even get in your skycar and fly it, doing bombing runs on enemies.  In DNWMD, Duke collects glowing coins from slain enemies which are used to purchase various upgrades via a mouse controlled menu. In addition, each of Duke&#039;s weapons has its own experience level which increases with use.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr style=&amp;quot;background:#000; color:#fff&amp;quot;&amp;gt;&amp;lt;td&amp;gt;Name&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Status&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creator&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.csus.edu/indiv/g/gaskilld/DukePlus.rar Duke Plus]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:DeeperThought|DeeperThought]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;3&amp;quot;&amp;gt;Enhanced Engine Design Capabilities, including: Transparent Water; Giving Monsters Special Flags; Climbable Ladders; Mantling/Grappling on ledges; Bot-Allies; Footstep Sounds; Rain and Snow-based weather effects; Quake3-Style Jump Pads; Slippery Floors; etc. &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr style=&amp;quot;background:#000; color:#fff&amp;quot;&amp;gt;&amp;lt;td&amp;gt;Name&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Status&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creator&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://files.filefront.com/Nuclear+Showdown+v10zip/;8218523;;/fileinfo.html Nuclear Showdown]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:James Stanfield|James Stanfield]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;3&amp;quot;&amp;gt;Nuclear showdown is a gameplay mod for Duke Nukem that adds many features such as new weapons, enemies, effects to the default game as well as usermaps - it is built so you can play your favourite usermaps with, even ones that use custom art. You can also play through Duke it out in DC if you have it.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr style=&amp;quot;background:#000; color:#fff&amp;quot;&amp;gt;&amp;lt;td&amp;gt;Name&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Status&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creator&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://hosted.filefront.com/kenia43 Duke Nukem Army]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unfinished release, development ceased&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Kenia|Kenia]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;3&amp;quot;&amp;gt;A TC that changes Duke Nukem 3D into an exaggerated army-style shooter.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr style=&amp;quot;background:#000; color:#fff&amp;quot;&amp;gt;&amp;lt;td&amp;gt;Name&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Status&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creator&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.moddb.com/mods/10844/duke-nukem-3d-stargate-mod Stargate Mod]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:The Commander|The Commander]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;3&amp;quot;&amp;gt;The Stargate Mod for Duke Nukem 3D uses Duke Plus as a base. Fight against the Replicators and visit off-world deserts, forests, space ships, and even Atlantis&amp;amp;mdash;where anything can happen!&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=6814</id>
		<title>EDuke32 Modifications</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=6814"/>
		<updated>2008-05-17T02:36:27Z</updated>

		<summary type="html">&lt;p&gt;Usurper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Users are encouraged to add links to known EDuke32 mods to this page.&lt;br /&gt;
&lt;br /&gt;
===Mods List===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;border:1px solid #000&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;background:#000; color:#fff&amp;quot;&amp;gt;&amp;lt;td&amp;gt;Name&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Status&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creator&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.zxdware.net/NR/ Naferia&#039;s Reign: Invasion of the Dark Mistress]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:LordMisfit|Lord Misfit]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;3&amp;quot;&amp;gt;RPG-Style(w/ EXP, Levels, etc); Multiple Characters(in one party, not Hexen-style); Improved Monster Interactivity with Environment/Objects; Interactive ATM Usage; Shops &amp;amp; Money System; etc.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr style=&amp;quot;background:#000; color:#fff&amp;quot;&amp;gt;&amp;lt;td&amp;gt;Name&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Status&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creator&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.moddb.com/mods/9541/duke-nukem-weapon-of-mass-destruction Duke Nukem: Weapons of Mass Destruction]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:DeeperThought|DeeperThought]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;3&amp;quot;&amp;gt;Duke Nukem: Weapon of Mass Destruction is a gameplay mod for Duke Nukem 3D. It has tons of new weapon modes, enemies, and player abilities, such as UT style dodge moves, spinning hook kicks, and a Duke bot companion who fights by your side. In some levels you can even get in your skycar and fly it, doing bombing runs on enemies.  In DNWMD, Duke collects glowing coins from slain enemies which are used to purchase various upgrades via a mouse controlled menu. In addition, each of Duke&#039;s weapons has its own experience level which increases with use.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr style=&amp;quot;background:#000; color:#fff&amp;quot;&amp;gt;&amp;lt;td&amp;gt;Name&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Status&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creator&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.csus.edu/indiv/g/gaskilld/DukePlus.rar Duke Plus]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:DeeperThought|DeeperThought]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;3&amp;quot;&amp;gt;Enhanced Engine Design Capabilities, including: Transparent Water; Giving Monsters Special Flags; Climbable Ladders; Mantling/Grappling on ledges; Bot-Allies; Footstep Sounds; Rain and Snow-based weather effects; Quake3-Style Jump Pads; Slippery Floors; etc. &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr style=&amp;quot;background:#000; color:#fff&amp;quot;&amp;gt;&amp;lt;td&amp;gt;Name&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Status&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creator&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://files.filefront.com/Nuclear+Showdown+v10zip/;8218523;;/fileinfo.html Nuclear Showdown]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:James Stanfield|James Stanfield]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;3&amp;quot;&amp;gt;Nuclear showdown is a gameplay mod for Duke Nukem that adds many features such as new weapons, enemies, effects to the default game as well as usermaps - it is built so you can play your favourite usermaps with, even ones that use custom art. You can also play through Duke it out in DC if you have it.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr style=&amp;quot;background:#000; color:#fff&amp;quot;&amp;gt;&amp;lt;td&amp;gt;Name&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Status&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creator&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://hosted.filefront.com/kenia43 Duke Nukem Army]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unfinished release, development ceased&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Kenia|Kenia]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;3&amp;quot;&amp;gt;A mod in need of a description.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr style=&amp;quot;background:#000; color:#fff&amp;quot;&amp;gt;&amp;lt;td&amp;gt;Name&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Status&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creator&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.moddb.com/mods/10844/duke-nukem-3d-stargate-mod Stargate Mod]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:The Commander|The Commander]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;3&amp;quot;&amp;gt;A mod in need of a description.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=6813</id>
		<title>EDuke32 Modifications</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=6813"/>
		<updated>2008-05-17T02:24:29Z</updated>

		<summary type="html">&lt;p&gt;Usurper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Users are encouraged to add links to known EDuke32 mods to this page.&lt;br /&gt;
&lt;br /&gt;
===Mods List===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;border:1px solid #000&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;background:#000; color:#fff&amp;quot;&amp;gt;&amp;lt;td&amp;gt;Name&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Status&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creator&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.zxdware.net/NR/ Naferia&#039;s Reign: Invasion of the Dark Mistress]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:LordMisfit|Lord Misfit]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;3&amp;quot;&amp;gt;RPG-Style(w/ EXP, Levels, etc); Multiple Characters(in one party, not Hexen-style); Improved Monster Interactivity with Environment/Objects; Interactive ATM Usage; Shops &amp;amp; Money System; etc.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr style=&amp;quot;background:#000; color:#fff&amp;quot;&amp;gt;&amp;lt;td&amp;gt;Name&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Status&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creator&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.moddb.com/mods/9541/duke-nukem-weapon-of-mass-destruction Duke Nukem: Weapons of Mass Destruction]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:DeeperThought|DeeperThought]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;3&amp;quot;&amp;gt;A mod in need of a description.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr style=&amp;quot;background:#000; color:#fff&amp;quot;&amp;gt;&amp;lt;td&amp;gt;Name&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Status&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creator&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.csus.edu/indiv/g/gaskilld/DukePlus.rar Duke Plus]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:DeeperThought|DeeperThought]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;3&amp;quot;&amp;gt;Enhanced Engine Design Capabilities, including: Transparent Water; Giving Monsters Special Flags; Climbable Ladders; Mantling/Grappling on ledges; Bot-Allies; Footstep Sounds; Rain and Snow-based weather effects; Quake3-Style Jump Pads; Slippery Floors; etc. &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr style=&amp;quot;background:#000; color:#fff&amp;quot;&amp;gt;&amp;lt;td&amp;gt;Name&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Status&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creator&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://files.filefront.com/Nuclear+Showdown+v10zip/;8218523;;/fileinfo.html Nuclear Showdown]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:James Stanfield|James Stanfield]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;3&amp;quot;&amp;gt;A mod in need of a description.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr style=&amp;quot;background:#000; color:#fff&amp;quot;&amp;gt;&amp;lt;td&amp;gt;Name&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Status&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creator&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://hosted.filefront.com/kenia43 Duke Nukem Army]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unfinished release, development ceased&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Kenia|Kenia]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;3&amp;quot;&amp;gt;A mod in need of a description.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr style=&amp;quot;background:#000; color:#fff&amp;quot;&amp;gt;&amp;lt;td&amp;gt;Name&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Status&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creator&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.moddb.com/mods/10844/duke-nukem-3d-stargate-mod Stargate Mod]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:The Commander|The Commander]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;3&amp;quot;&amp;gt;A mod in need of a description.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Event_list&amp;diff=6509</id>
		<title>Event list</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Event_list&amp;diff=6509"/>
		<updated>2008-02-17T04:57:28Z</updated>

		<summary type="html">&lt;p&gt;Usurper: &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_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_DISPLAYCROSSHAIR]]&lt;br /&gt;
*[[EVENT_DISPLAYREST]]&lt;br /&gt;
*[[EVENT_DISPLAYROOMS]]&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_FIRE]]&lt;br /&gt;
*[[EVENT_FIREWEAPON]]&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;
&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_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_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;
*[[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;
&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_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>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Ifbulletnear&amp;diff=6488</id>
		<title>Ifbulletnear</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Ifbulletnear&amp;diff=6488"/>
		<updated>2008-01-26T17:36:37Z</updated>

		<summary type="html">&lt;p&gt;Usurper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[If condition]] returning &#039;true&#039; if a projectile is near the [[actor]].  In the case of hitscan projectiles (such as SHOTSPARK1), it returns true if the point of impact is near the player.&lt;br /&gt;
&lt;br /&gt;
[[Category:Duke3D 1.3/1.5 commands]]&lt;br /&gt;
[[Category:If conditions]]&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Talk:Ifbulletnear&amp;diff=6477</id>
		<title>Talk:Ifbulletnear</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Talk:Ifbulletnear&amp;diff=6477"/>
		<updated>2008-01-21T02:57:56Z</updated>

		<summary type="html">&lt;p&gt;Usurper: New page: I rolled back the changes from ilovefoxes because they make no sense.  ::If condition returning &amp;#039;true&amp;#039; if a projectile is near the actor. The projectile can be either a moving actor (such ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I rolled back the changes from ilovefoxes because they make no sense.&lt;br /&gt;
&lt;br /&gt;
::If condition returning &#039;true&#039; if a projectile is near the actor. The projectile can be either a moving actor (such as, RPG) or a even impossible to dodge hitscan (such as, SHOTSPARK1).&lt;br /&gt;
&lt;br /&gt;
::Despite being a if condition, this command automatically set the actor in a new angle, even without using move.&lt;br /&gt;
&lt;br /&gt;
First off, all horrible grammar aside, let&#039;s address the first point that needs clarified: by detecting if a hitscan projectile is near, does the command only return true if the point of impact is near, or if the &amp;quot;path&amp;quot; of the projectile is near?&lt;br /&gt;
&lt;br /&gt;
Secondly, when you say that the command automatically sets the actor in a new angle, you don&#039;t say why or how the angle is determined.  Does it make it face the projectile?  I don&#039;t think angle-changing is the intended purpose of this command, so is this a bug?&lt;br /&gt;
--[[User:Usurper|Usurper]] 18:57, 20 January 2008 (PST)&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Ifbulletnear&amp;diff=6476</id>
		<title>Ifbulletnear</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Ifbulletnear&amp;diff=6476"/>
		<updated>2008-01-21T02:46:58Z</updated>

		<summary type="html">&lt;p&gt;Usurper: Reverted edits by Ilovefoxes (Talk); changed back to last version by TX&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[If condition]] returning &#039;true&#039; if a projectile (Such as, RPG) is near the [[actor]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Duke3D 1.3/1.5 commands]]&lt;br /&gt;
[[Category:If conditions]]&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Talk:Xpanning&amp;diff=6470</id>
		<title>Talk:Xpanning</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Talk:Xpanning&amp;diff=6470"/>
		<updated>2008-01-04T21:34:35Z</updated>

		<summary type="html">&lt;p&gt;Usurper: /* Oops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The description for &amp;quot;player.xpanning&amp;quot; and &amp;quot;wall.xpanning&amp;quot; should be separated somehow.&lt;br /&gt;
&lt;br /&gt;
[[Members of the wall structure]]&lt;br /&gt;
&lt;br /&gt;
[[Members of the player structure]]&lt;br /&gt;
&lt;br /&gt;
== Oops ==&lt;br /&gt;
&lt;br /&gt;
Yeah, I didn&#039;t even realize they used the exact same name.  When I edited the sprite structure page, they were in red, so it didn&#039;t occur to me that the names were identical for the others.&lt;br /&gt;
&lt;br /&gt;
I was going to edit the entry to cover wall and floor/ceiling panning, but I don&#039;t know if their values are &amp;quot;normalized&amp;quot; or if the texture size matters.  If somebody could clarify that point for me, I&#039;d happily correct the entries.&lt;br /&gt;
--[[User:Usurper|Usurper]] 13:31, 4 January 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
Also, don&#039;t see that in the player structure, just the wall structure.  Floor/ceiling it seems use different names.&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Talk:Xpanning&amp;diff=6469</id>
		<title>Talk:Xpanning</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Talk:Xpanning&amp;diff=6469"/>
		<updated>2008-01-04T21:31:05Z</updated>

		<summary type="html">&lt;p&gt;Usurper: /* Oops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The description for &amp;quot;player.xpanning&amp;quot; and &amp;quot;wall.xpanning&amp;quot; should be separated somehow.&lt;br /&gt;
&lt;br /&gt;
[[Members of the wall structure]]&lt;br /&gt;
&lt;br /&gt;
[[Members of the player structure]]&lt;br /&gt;
&lt;br /&gt;
== Oops ==&lt;br /&gt;
&lt;br /&gt;
Yeah, I didn&#039;t even realize they used the exact same name.  When I edited the sprite structure page, they were in red, so it didn&#039;t occur to me that the names were identical for the others.&lt;br /&gt;
&lt;br /&gt;
I was going to edit the entry to cover wall and floor/ceiling panning, but I don&#039;t know if their values are &amp;quot;normalized&amp;quot; or if the texture size matters.  If somebody could clarify that point for me, I&#039;d happily correct the entries.&lt;br /&gt;
--[[User:Usurper|Usurper]] 13:31, 4 January 2008 (PST)&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Talk:Xpanning&amp;diff=6468</id>
		<title>Talk:Xpanning</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Talk:Xpanning&amp;diff=6468"/>
		<updated>2008-01-04T21:27:57Z</updated>

		<summary type="html">&lt;p&gt;Usurper: /* Oops */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The description for &amp;quot;player.xpanning&amp;quot; and &amp;quot;wall.xpanning&amp;quot; should be separated somehow.&lt;br /&gt;
&lt;br /&gt;
[[Members of the wall structure]]&lt;br /&gt;
&lt;br /&gt;
[[Members of the player structure]]&lt;br /&gt;
&lt;br /&gt;
== Oops ==&lt;br /&gt;
&lt;br /&gt;
Yeah, I didn&#039;t even realize they used the exact same name.  When I edited the sprite structure page, they were in red, so it didn&#039;t occur to me that the names were in use on the others.&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Xpanning&amp;diff=6466</id>
		<title>Xpanning</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Xpanning&amp;diff=6466"/>
		<updated>2008-01-04T03:21:02Z</updated>

		<summary type="html">&lt;p&gt;Usurper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;xpanning&#039;&#039;&#039; allows you to pan, or shift, the image of a sprite the same way you would pan a ceiling, floor, or wall texture along the x axis.  Values are normalized on a 0-255 scale, meaning that regardless of the sprite&#039;s size, a value of 128 will pan it 50%.&lt;br /&gt;
&lt;br /&gt;
Because it is stored in the spriteext data structure, its value is not stored in savegames.  It will also only work in the polymost renderer, not classic mode.&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Ypanning&amp;diff=6465</id>
		<title>Ypanning</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Ypanning&amp;diff=6465"/>
		<updated>2008-01-04T03:20:33Z</updated>

		<summary type="html">&lt;p&gt;Usurper: New page: &amp;#039;&amp;#039;&amp;#039;ypanning&amp;#039;&amp;#039;&amp;#039; allows you to pan, or shift, the image of a sprite the same way you would pan a ceiling, floor, or wall texture along the y axis. Values are normalized on a 0-255 scale, mea...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;ypanning&#039;&#039;&#039; allows you to pan, or shift, the image of a sprite the same way you would pan a ceiling, floor, or wall texture along the y axis. Values are normalized on a 0-255 scale, meaning that regardless of the sprite&#039;s size, a value of 128 will pan it 50%.&lt;br /&gt;
&lt;br /&gt;
Because it is stored in the spriteext data structure, its value is not stored in savegames. It will also only work in the polymost renderer, not classic mode.&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Xpanning&amp;diff=6464</id>
		<title>Xpanning</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Xpanning&amp;diff=6464"/>
		<updated>2008-01-04T03:19:44Z</updated>

		<summary type="html">&lt;p&gt;Usurper: New page: &amp;#039;&amp;#039;&amp;#039;xpanning&amp;#039;&amp;#039;&amp;#039; allows you to pan, or shift, the image of a sprite the same way you would pan a ceiling, floor, or wall texture along the x plane.  Values are normalized on a 0-255 scale, m...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;xpanning&#039;&#039;&#039; allows you to pan, or shift, the image of a sprite the same way you would pan a ceiling, floor, or wall texture along the x plane.  Values are normalized on a 0-255 scale, meaning that regardless of the sprite&#039;s size, a value of 128 will pan it 50%.&lt;br /&gt;
&lt;br /&gt;
Because it is stored in the spriteext data structure, its value is not stored in savegames.  It will also only work in the polymost renderer, not classic mode.&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Members_of_the_sprite,_hittype,_and_spriteext_structures&amp;diff=6461</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=6461"/>
		<updated>2008-01-03T23:12:21Z</updated>

		<summary type="html">&lt;p&gt;Usurper: &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;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Structure member documentation]]&lt;br /&gt;
[[Category:Sprite manipulation]]&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Talk:How_to_Shoot_Different_Kinds_of_RPGs&amp;diff=5964</id>
		<title>Talk:How to Shoot Different Kinds of RPGs</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Talk:How_to_Shoot_Different_Kinds_of_RPGs&amp;diff=5964"/>
		<updated>2007-03-14T17:05:59Z</updated>

		<summary type="html">&lt;p&gt;Usurper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quite an interesting entry.  This spells things out pretty well, though some of the English needs cleaned up a bit for clarity.  I see a tilde used in the figures, which I take to mean &amp;quot;approximately,&amp;quot; so I&#039;m curious if these values are labeled as such because of a hard-coded variance similar to the shotspark1 projectile, or if the tilde means something else.&lt;br /&gt;
--[[User:Usurper|Usurper]] 10:05, 14 March 2007 (PDT)&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Talk:How_to_Shoot_Different_Kinds_of_RPGs&amp;diff=5963</id>
		<title>Talk:How to Shoot Different Kinds of RPGs</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Talk:How_to_Shoot_Different_Kinds_of_RPGs&amp;diff=5963"/>
		<updated>2007-03-14T17:05:42Z</updated>

		<summary type="html">&lt;p&gt;Usurper: New page: Quite an interesting entry.  This spells things out pretty well, though some of the English needs cleaned up a bit for clarity.  I see a tilde used in the figures, which I take to mean &amp;quot;ap...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quite an interesting entry.  This spells things out pretty well, though some of the English needs cleaned up a bit for clarity.  I see a tilde used in the figures, which I take to mean &amp;quot;approximately,&amp;quot; so I&#039;m curious if these values are labeled as such because of a hard-coded variance similar to the shotspark1 projectile, or if the tilde means something else.&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Dist&amp;diff=5901</id>
		<title>Dist</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Dist&amp;diff=5901"/>
		<updated>2007-01-25T05:07:06Z</updated>

		<summary type="html">&lt;p&gt;Usurper: New page: dist &amp;lt;RETURNVAR&amp;gt; &amp;lt;SPRITE1&amp;gt; &amp;lt;SPRITE2&amp;gt;  Used to determine the distance between the bases of two actors&amp;#039; sprites.  The RETURNVAR would be equal to the distance between the base of SPRITE1 and...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;dist &amp;lt;RETURNVAR&amp;gt; &amp;lt;SPRITE1&amp;gt; &amp;lt;SPRITE2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Used to determine the distance between the bases of two actors&#039; sprites.&lt;br /&gt;
&lt;br /&gt;
The RETURNVAR would be equal to the distance between the base of SPRITE1 and the base of SPRITE2.  It is useful for locational damage, for example.&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=PROJ_ISOUND&amp;diff=5848</id>
		<title>PROJ ISOUND</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=PROJ_ISOUND&amp;diff=5848"/>
		<updated>2006-12-29T02:54:33Z</updated>

		<summary type="html">&lt;p&gt;Usurper: thank you for the addition; adjusting to meet technical writing standards of the wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PROJ_ISOUND is a [[defineprojectile]] property used to play a [[sound]] when a projectile impacts a surface. This is ignored on bullet projectiles.&lt;br /&gt;
&lt;br /&gt;
Syntax is:&lt;br /&gt;
&lt;br /&gt;
[[defineprojectile]] &amp;lt;tile number&amp;gt; PROJ_ISOUND &amp;lt;name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where &amp;lt;name&amp;gt; is the name of the [[sound]] you wish to play.&lt;br /&gt;
&lt;br /&gt;
Set PROJ_ISOUND to -1 to disable impact sounds.&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_GAME&amp;diff=5847</id>
		<title>EVENT GAME</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_GAME&amp;diff=5847"/>
		<updated>2006-12-29T02:50:14Z</updated>

		<summary type="html">&lt;p&gt;Usurper: Reverted edits by 201.21.218.199 (Talk); changed back to last version by TX&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_GAME is an [[event]] that is triggered once per tic per sprite in the game.  The gamevar [[THISACTOR]] refers to the ID of the actor executing the code.  Thus, it takes the value of each actor in the game.&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Talk:Useractor&amp;diff=5846</id>
		<title>Talk:Useractor</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Talk:Useractor&amp;diff=5846"/>
		<updated>2006-12-29T02:49:00Z</updated>

		<summary type="html">&lt;p&gt;Usurper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I fixed a typo where &amp;quot;useractor&amp;quot; was referred to instead of the intended term &amp;quot;notenemy.&amp;quot;  I also changed the formatting and list order (for simplicity&#039;s sake) and noted the potential use of notenemy for coding enemies.  Word on the street is that Mb codes (or used to code) all his enemies that way to avoid the autoaim on the RPG and other weapons that we couldn&#039;t override in the old EDuke.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;MB&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I edited afew areas in this, including pointing out that those setting are actually word defs, and (I think) more accurately reflecting what &amp;quot;notenemy&amp;quot; does, for the coder and in general, and trying to give a bout of discouragement to using the other two settings. Especially since, in my mind, people should be using &amp;quot;notenemy&amp;quot; for everything. Everything the &amp;quot;enemy&amp;quot; command does (waiting until the player is close to activate, etc) can be emulated using &amp;quot;notenemy&amp;quot;, and the extra abilities granted by it (not being tied to autoaim, shadows, or really the player), and the subtraction of afew quirks (calling move commands and other things multiple times in an actor defined as &amp;quot;enemy&amp;quot; can cause some odd bugs), makes it the much better overall choice....&lt;br /&gt;
&lt;br /&gt;
And I&#039;m through hehe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2006-12-28 Rollback ==&lt;br /&gt;
&lt;br /&gt;
Rolled back changes by Ilovefoxes because they made no fucking sense.  Also, learn to spell, please.&lt;br /&gt;
--[[User:Usurper|Usurper]] 18:49, 28 December 2006 (PST)&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Useractor&amp;diff=5845</id>
		<title>Useractor</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Useractor&amp;diff=5845"/>
		<updated>2006-12-29T02:44:54Z</updated>

		<summary type="html">&lt;p&gt;Usurper: Reverted edits by Ilovefoxes (Talk); changed back to last version by TX&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Similar to [[actor]]. This defines a new [[actor]] in a slightly more specific manner, and it does so without restraining the amount of [[define]]d [[actor]]s. Version 1.3D only allowed so many [[actor]]s so to add a new one required replacing another. Version 1.5 remedied this with useractor.&lt;br /&gt;
&lt;br /&gt;
useractor &amp;lt;actortype&amp;gt; &amp;lt;name&amp;gt; &amp;lt;strength&amp;gt; &amp;lt;action&amp;gt; &amp;lt;move&amp;gt; &amp;lt;ai&amp;gt; { actor code } [[enda]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;actortype&amp;gt; can either be &amp;quot;enemy&amp;quot;, &amp;quot;enemystayput&amp;quot;, or &amp;quot;notenemy&amp;quot;. These terms are defined in DEFS.CON as:&lt;br /&gt;
&lt;br /&gt;
:[[define]] notenemy       0&lt;br /&gt;
:[[define]] enemy          1&lt;br /&gt;
:[[define]] enemystayput   2&lt;br /&gt;
&lt;br /&gt;
*The &amp;quot;enemy&amp;quot; type makes an [[actor]] that is intended to be used as a character who commences actions on player sight. &lt;br /&gt;
*The &amp;quot;enemystayput&amp;quot; works the same as &amp;quot;enemy,&amp;quot; except that the [[actor]] will not leave the [[sector]] it is placed in.  &lt;br /&gt;
*The &amp;quot;notenemy&amp;quot; type was primarily intended to make an [[actor]] that is a decoration or otherwise not a threat to the player.  This type of [[actor]] will have no shadow by default, and it will not be targeted if autoaim is enabled. [[Actor]]s using the &amp;quot;notenemy&amp;quot; flag have their code executed at startup. This is extremely useful for coding enemies, as this allows for extended function, and has less quirks than using &amp;quot;enemy&amp;quot; or &amp;quot;enemystayput&amp;quot;. A shadow may be applied in Eduke32 using the [[spriteshadow]] command. This is typically used for all new [[actor]]s you may code.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;name&amp;gt; is the name/tile of the [[actor]]. You can either input a defined name, or the tile number directly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strength&amp;gt; is the health of the [[actor]]. Also see [[strength]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;action&amp;gt; is the intial [[action]] an [[actor]] uses (optional).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;move&amp;gt; is the initial [[move]] of the actor (optional).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ai&amp;gt; is the actor&#039;s initial [[ai]] routine (optional).&lt;br /&gt;
&lt;br /&gt;
{ actor code } is obviously the code for the [[actor]].&lt;br /&gt;
&lt;br /&gt;
[[enda]] ends an [[actor]].&lt;br /&gt;
&lt;br /&gt;
Also see [[actor]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Duke3D 1.3/1.5 commands]]&lt;br /&gt;
[[Category:Sprite manipulation]]&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Operatesectors&amp;diff=5636</id>
		<title>Operatesectors</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Operatesectors&amp;diff=5636"/>
		<updated>2006-11-07T01:59:28Z</updated>

		<summary type="html">&lt;p&gt;Usurper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;operatesectors &amp;lt;sector&amp;gt; &amp;lt;actor&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Placed inside an actor code, it allows an actor to trigger elevator/lift sectors.  The actor need not be in the sector you wish to activate, so long as you are able to pass the correct sector number to it.&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Operatesectors&amp;diff=5635</id>
		<title>Operatesectors</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Operatesectors&amp;diff=5635"/>
		<updated>2006-11-07T01:41:32Z</updated>

		<summary type="html">&lt;p&gt;Usurper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;operatesectors &amp;lt;sector&amp;gt; &amp;lt;actor&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Placed inside an actor code, it allows an actor to trigger elevator/lift sectors.&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=User:Hendricks_266&amp;diff=5634</id>
		<title>User:Hendricks 266</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=User:Hendricks_266&amp;diff=5634"/>
		<updated>2006-11-05T05:45:23Z</updated>

		<summary type="html">&lt;p&gt;Usurper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;He&#039;s really very smart, unlike that Hendricks 265 moron.&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=User:DeeperThought&amp;diff=5396</id>
		<title>User:DeeperThought</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=User:DeeperThought&amp;diff=5396"/>
		<updated>2006-09-24T18:02:52Z</updated>

		<summary type="html">&lt;p&gt;Usurper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;He&#039;s the god of the Duke lands, far and wide.&amp;lt;br /&amp;gt;&lt;br /&gt;
He [[killit|killed]] an [[actor]] just to watch it die.&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=User_talk:Usurper&amp;diff=5037</id>
		<title>User talk:Usurper</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=User_talk:Usurper&amp;diff=5037"/>
		<updated>2006-09-04T13:06:26Z</updated>

		<summary type="html">&lt;p&gt;Usurper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Current Project: [[Beginner&#039;s Guide to EDuke32]] ==&lt;br /&gt;
--[[User:Usurper|Usurper]] 16:41, 5 Sep 2005 (CDT): Basic layout, intro and linkage, began variables section&lt;br /&gt;
&lt;br /&gt;
--[[User:Usurper|Usurper]] 18:31, 22 September 2005 (CDT): Watching Tx do all the hard work here while lamenting my long hours at work without overtime&lt;br /&gt;
&lt;br /&gt;
== Requests III ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Events for the + and - keys (screen sizing)&#039;&#039;&#039; to &lt;br /&gt;
# Remove the stuttering and sound effect that occurs when pressing them when screen size is set in-con by the userdef screen_size and &lt;br /&gt;
# Allow these keys to be used for something else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Custom non-static walls&#039;&#039;&#039; - would allow the player to define a tile #.  It would be possible to allow these custom walls to:&lt;br /&gt;
# Harm the player on contact (forcefield property)&lt;br /&gt;
# Bounce the player back (forcefield property)&lt;br /&gt;
# Absorb, impact, or reflect projectiles&lt;br /&gt;
# &amp;quot;break&amp;quot; and change to another tile&lt;br /&gt;
# Spawn glass, debris, or custom actors&lt;br /&gt;
# Pan X or Y at independently varying speed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Previously Granted Requests =&lt;br /&gt;
== Requests ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;define PROJ_TIME&#039;&#039;&#039; - Would allow a custom projectile to vanish or detonate after a certain number of counts.  Whether they simply disappear or spawn their explosion/hitradius/etc. would be dependent upon a flag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;define PROJ_RANGE&#039;&#039;&#039; - For melee weapons, would give the weapon&#039;s range.  A dagger should have a shorter range than a longsword, and a longsword should have a shorter range than a spear, but there isn&#039;t a simple way do this currently.&lt;br /&gt;
&lt;br /&gt;
== More Requests ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;noshade&#039;&#039;&#039; - Plug this into an actor and it will ignore sector shading.&lt;br /&gt;
&lt;br /&gt;
== Yes, I&#039;m the fucker... ==&lt;br /&gt;
...that requested [[ezshootvar]].&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Ai&amp;diff=5013</id>
		<title>Ai</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Ai&amp;diff=5013"/>
		<updated>2006-08-28T11:08:18Z</updated>

		<summary type="html">&lt;p&gt;Usurper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The ai command is used in two different ways:&lt;br /&gt;
&lt;br /&gt;
#To define a combination of [[action]]s and [[move]]ments for an [[actor]] to execute.&lt;br /&gt;
#To execute a predefined ai within the actor&#039;s code.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Define&#039;&#039; an ai outside of the actor code using the following syntax:&lt;br /&gt;
&lt;br /&gt;
:ai &amp;lt;name&amp;gt; &amp;lt;action&amp;gt; &amp;lt;move&amp;gt; &amp;lt;type&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;name&amp;gt; is the name of the ai routine.&lt;br /&gt;
:&amp;lt;action&amp;gt; is the [[action]] the [[actor]] will display when the ai routine is called.&lt;br /&gt;
:&amp;lt;move&amp;gt; is the [[move]] used during the ai routine.&lt;br /&gt;
:&amp;lt;type&amp;gt; is a parameter set used for directional functions on the [[move]] command.&lt;br /&gt;
&lt;br /&gt;
:Values for &amp;lt;type&amp;gt; are:&lt;br /&gt;
:faceplayer, geth, getv, randomangle, faceplayerslow, spin, faceplayersmart, fleeenemy, jumptoplayer, seekplayer, furthestdir, and dodgebullet. See [[move]] for more information.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Execute&#039;&#039; a predefined ai inside the actor code using the following syntax:&lt;br /&gt;
&lt;br /&gt;
:ai &amp;lt;ainame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Duke3D 1.3/1.5 commands]]&lt;br /&gt;
[[Category:Sprite manipulation]]&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Full_command_list&amp;diff=4657</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=4657"/>
		<updated>2006-05-29T19:43:18Z</updated>

		<summary type="html">&lt;p&gt;Usurper: &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 the current development branch of EDuke32.&lt;br /&gt;
&lt;br /&gt;
*[[action]]&lt;br /&gt;
*[[activatebysector]]&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;
*[[clipdist]]&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;
*[[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;
*[[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;
*[[dynquote]]&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;
*[[fall]]&lt;br /&gt;
*[[findnearactor]]&lt;br /&gt;
*[[findnearactor3d]]&lt;br /&gt;
*[[findnearactor3dvar]]&lt;br /&gt;
*[[findnearactorvar]]&lt;br /&gt;
*[[findnearsprite]]&lt;br /&gt;
*[[findnearsprite3d]]&lt;br /&gt;
*[[findnearsprite3dvar]]&lt;br /&gt;
*[[findnearspritevar]]&lt;br /&gt;
*[[findotherplayer]]&lt;br /&gt;
*[[findplayer]]&lt;br /&gt;
*[[flash]]&lt;br /&gt;
*[[gamestartup]]&lt;br /&gt;
*[[gametext]]&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;
*[[getflorzofslope]]&lt;br /&gt;
*[[getinput]]&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;
*[[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;
*[[hitradius]]&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;
*[[insertspriteq]]&lt;br /&gt;
*[[killit]]&lt;br /&gt;
*[[ldist]]&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;
*[[nullop]]&lt;br /&gt;
*[[onevent]]&lt;br /&gt;
*[[operate]]&lt;br /&gt;
*[[operateactivators]]&lt;br /&gt;
*[[operatemasterswitches]]&lt;br /&gt;
*[[operaterespawns]]&lt;br /&gt;
*[[operatesectors]]&lt;br /&gt;
*[[orvar]]&lt;br /&gt;
*[[orvarvar]]&lt;br /&gt;
*[[palfrom]]&lt;br /&gt;
*[[paper]]&lt;br /&gt;
*[[pkick]]&lt;br /&gt;
*[[precache]]&lt;br /&gt;
*[[projectile]]&lt;br /&gt;
*[[pstomp]]&lt;br /&gt;
*[[qspawn]]&lt;br /&gt;
*[[qspawnvar]]&lt;br /&gt;
*[[qstrcat]]&lt;br /&gt;
*[[qstrcpy]]&lt;br /&gt;
*[[quote]]&lt;br /&gt;
*[[randvar]]&lt;br /&gt;
*[[randvarvar]]&lt;br /&gt;
*[[readgamevar]]&lt;br /&gt;
*[[redefinequote]]&lt;br /&gt;
*[[resetactioncount]]&lt;br /&gt;
*[[resetcount]]&lt;br /&gt;
*[[resetplayer]]&lt;br /&gt;
*[[respawnhitag]]&lt;br /&gt;
*[[rotatepoint]]&lt;br /&gt;
*[[rotatesprite]]&lt;br /&gt;
*[[savegamevar]]&lt;br /&gt;
*[[sectgethitag]]&lt;br /&gt;
*[[sectgetlotag]]&lt;br /&gt;
*[[setactor]]&lt;br /&gt;
*[[setactorangle]]&lt;br /&gt;
*[[setactorvar]]&lt;br /&gt;
*[[setaspect]]&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;
*[[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;
*[[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;
*[[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;
*[[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;
*[[tip]]&lt;br /&gt;
*[[tossweapon]]&lt;br /&gt;
*[[txdist]]&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;
*[[xorvar]]&lt;br /&gt;
*[[xorvarvar]]&lt;br /&gt;
*[[zshoot]]&lt;br /&gt;
&lt;br /&gt;
[[Category:All commands]]&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Dragpoint&amp;diff=4643</id>
		<title>Dragpoint</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Dragpoint&amp;diff=4643"/>
		<updated>2006-05-17T06:03:08Z</updated>

		<summary type="html">&lt;p&gt;Usurper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;dragpoint &amp;lt;wallnum&amp;gt; &amp;lt;x&amp;gt; &amp;lt;y&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dragpoint command essentially allows you to move a point in-game the way it would move in the map editor. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;wallnum&amp;gt;: The first vertex of the wall you would like to manipulate.&lt;br /&gt;
:&amp;lt;x&amp;gt;: The target x coordinate that the wall vertex will be moved to.&lt;br /&gt;
:&amp;lt;y&amp;gt;: the target y coordinate that the wall vertex will be moved to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:EDuke32 specific commands]]&lt;br /&gt;
[[Category:Sector manipulation]]&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Wallptr&amp;diff=4640</id>
		<title>Wallptr</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Wallptr&amp;diff=4640"/>
		<updated>2006-05-15T22:36:18Z</updated>

		<summary type="html">&lt;p&gt;Usurper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[first wall]] of a sector.&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Members_of_the_sector_structure&amp;diff=4639</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=4639"/>
		<updated>2006-05-15T22:35:18Z</updated>

		<summary type="html">&lt;p&gt;Usurper: &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;
*[[ceilingheinum]]&lt;br /&gt;
*[[ceilingshade]]&lt;br /&gt;
*[[ceilingpal]]&lt;br /&gt;
*[[ceilingxpanning]]&lt;br /&gt;
*[[ceilingypanning]]&lt;br /&gt;
*[[floorpicnum]]&lt;br /&gt;
*[[floorheinum]]&lt;br /&gt;
*[[floorshade]]&lt;br /&gt;
*[[floorpal]]&lt;br /&gt;
*[[floorxpanning]]&lt;br /&gt;
*[[floorypanning]]&lt;br /&gt;
*[[visibility]]&lt;br /&gt;
*[[filler]]&lt;br /&gt;
*[[lotag]]&lt;br /&gt;
*[[hitag]]&lt;br /&gt;
*[[extra]]&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Rotatepoint&amp;diff=4638</id>
		<title>Rotatepoint</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Rotatepoint&amp;diff=4638"/>
		<updated>2006-05-15T21:54:19Z</updated>

		<summary type="html">&lt;p&gt;Usurper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;rotatepoint &amp;lt;xpivot&amp;gt; &amp;lt;ypivot&amp;gt; &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;ang&amp;gt; &amp;lt;xreturnvar&amp;gt; &amp;lt;yreturnvar&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Used in conjunction with [[dragpoint]] for rotating sectors.  The rotatepoint command calculates the end position for a wall point after rotating.  To move the point to that position, use [[dragpoint]].&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;xpivot&amp;gt;: the x coordinate of the central pivot point&lt;br /&gt;
:&amp;lt;ypivot&amp;gt;: the y xoordinate of the central pivot point&lt;br /&gt;
:&amp;lt;x&amp;gt;: the x coordinate of a wall point to rotate in relation to the pivot point&lt;br /&gt;
:&amp;lt;y&amp;gt;: the y coordinate of a wall point to rotate in relation to the pivot point&lt;br /&gt;
:&amp;lt;ang&amp;gt;: how many degrees to rotate (0-2023)&lt;br /&gt;
:&amp;lt;xreturnvar&amp;gt;: the post-rotate x coordinate of the wall point&lt;br /&gt;
:&amp;lt;yreturnvar&amp;gt;: the post-rotate y coordinate of the wall point&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Action&amp;diff=4609</id>
		<title>Action</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Action&amp;diff=4609"/>
		<updated>2006-04-26T01:27:33Z</updated>

		<summary type="html">&lt;p&gt;Usurper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An action is an animation for an [[actor]]. Actions are defined outside of an [[actor]].&lt;br /&gt;
&lt;br /&gt;
action &amp;lt;name&amp;gt; &amp;lt;startframe&amp;gt; &amp;lt;frames&amp;gt; &amp;lt;viewtype&amp;gt; &amp;lt;incvalue&amp;gt; &amp;lt;delay&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;name&amp;gt; is the name of the action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;startframe&amp;gt; is the starting frame number (relative to the main sprite of the [[actor]]).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;frames&amp;gt; is the total number of frames in the action. Must be at least 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;viewtype&amp;gt; is the number of sides drawn for the actor.  Prior to 3D models, this method was used to simulate a 3D appearance for sprites.  Valid values are: &lt;br /&gt;
:&#039;&#039;&#039;1&#039;&#039;&#039; - The sprite will appear the same regardless of the angle at which it is viewed.&lt;br /&gt;
:&#039;&#039;&#039;3&#039;&#039;&#039; - The sprite will have 16 angles built from only 4 art tiles. A new frame is drawn every 22.5 degrees in a clockwise pattern beginning with the front of the sprite.  The pattern is as follows, with 1, 2, 3, and 4 being the order of the four tiles used, and M denoting that the tile is mirrored: 1M, 2M, 3M, 4M, 4, 3, 2, 1, 1M, 2M, 3M, 4M, 4, 3, 2, 1.&lt;br /&gt;
:&#039;&#039;&#039;5&#039;&#039;&#039; - The sprite will have 8 angles constructed from 5 art tiles, three of which are mirrored.  A new frame is drawn every 45 degrees in a clockwise pattern beginning with the front of the sprite using the following pattern: 1, 2, 3, 4, 5, 4M, 3M, 2M. &lt;br /&gt;
:&#039;&#039;&#039;7&#039;&#039;&#039; - The sprite will have 12 angles constructed from 7 art tiles, five of which are mirrored.  A new frame is drawn every 30 degrees in a clockwise pattern beginning with the front of the sprite using the following pattern: 1, 2, 3, 4, 5, 6, 7, 6M, 5M, 4M, 3M, 2M.&lt;br /&gt;
:&#039;&#039;&#039;8&#039;&#039;&#039; - The sprite will have 8 angles constructed from 8 art tiles.  A new frame is drawn every 45 degress in a clockwise pattern beginning with the front of the sprite using the simple pattern: 1, 2, 3, 4, 5, 6, 7, 8.&lt;br /&gt;
&amp;lt;!--what if anything do the other values do--?&lt;br /&gt;
&lt;br /&gt;
1 is generally used for pickups and often things like fire hydrants.  3 is useful only for very symmetrical actors but does give the most angles. 5 and 7 are for enemies and simila which have a single axis of symetry and where you wan&#039;t a front view such that when they face at you they actually look like they are facing at you. 8 is for stuff with little in the way of symetry. --&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;incvalue&amp;gt; is the direction of the animation. 1 to advance forward, -1 to go back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;delay&amp;gt; is the delay between frames.&lt;br /&gt;
 &lt;br /&gt;
To call an action from within an actor simply put:&lt;br /&gt;
&lt;br /&gt;
action &amp;lt;name&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Note: Every frame advance adds 1 to [[actioncount]]. To reset an animation, either call the action again or use [[resetactioncount]]. Starting a new animation will also reset [[actioncount]] to 0.&lt;br /&gt;
&lt;br /&gt;
[[Category:Duke3D 1.3/1.5 commands]]&lt;br /&gt;
[[Category:Sprite manipulation]]&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Scripting&amp;diff=4608</id>
		<title>Scripting</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Scripting&amp;diff=4608"/>
		<updated>2006-04-24T03:31:13Z</updated>

		<summary type="html">&lt;p&gt;Usurper: /* Player */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EDuke32 Intro}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;floatleft&amp;quot;&amp;gt;__NOTOC__&amp;lt;/div&amp;gt; &amp;lt;!-- changed to NOTOC to get rid of it temporarily --&amp;gt;&lt;br /&gt;
==About This Guide==&lt;br /&gt;
===Intro===&lt;br /&gt;
This guide will get you started with the basic aspects of EDuke32&#039;s commands -- those which set it apart from vanilla DN3D.  This guide makes no assumptions regarding the programming experience of the reader, other than that the reader comprehends and understands the basic CON system as was seen in Duke Nukem 3D 1.3D/1.5.&lt;br /&gt;
&lt;br /&gt;
===Con Basics===&lt;br /&gt;
As stated, this guide assume that you are familiar with the original CON code from Duke3D.  If you are not already familiar with the [[:Category:Duke3D_1.3/1.5_commands|default commands]], the authors of this guide recommend the following guide to the basics, imported into the EDukeWiki for your convenience:&lt;br /&gt;
* [[Confaq42|Con FAQ 4.2 by Jonah Bishop (note: some sections have been shuffled around a bit by TX)]] &lt;br /&gt;
** [http://rtcm.thecomitatus.com/knowledge-base/downloads-rtcm/duke3d-faqs-con/confaq42.zip Download stand-alone zipped version (original version from 1999 in .txt format)]&lt;br /&gt;
&lt;br /&gt;
Another good source of basic information is the following FAQ:&lt;br /&gt;
* [http://rtcm.thecomitatus.com/knowledge-base/downloads-rtcm/duke3d-faqs-con/H_CONFAQ.zip Con Editing Information v1.3 by James Ferry]&lt;br /&gt;
&lt;br /&gt;
==Gamevars==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
[[Gamevar|Gamevars]] were introduced in [[WW2GI]] and remain the most important aspect of the new commandset.  Gamevars allow you to store, manipulate, and execute code based on defined values.  Prior to gamevars, the only usable alternatives were manipulations of inventory item counters and were, as you can imagine, very limited.&lt;br /&gt;
&lt;br /&gt;
===Types===&lt;br /&gt;
There are three basic types of gamevar, each type storing a signed 32-bit fixed-point integer.  The three basic types are as follows:&lt;br /&gt;
* Global variable: A global variable will be the same for any actor it is used in. Changing a global variable changes it for all actors in the game. &lt;br /&gt;
* Per-player variable: A per-player variable may be set independently for each player in the game.  If a player performs an action that triggers a per-player variable change within an event or the APLAYER actor code, it will only change for the player that initiated that action.  If an actor changes a per-player variable, it will change for the closest player to the actor that changed it.&lt;br /&gt;
* Per-actor variable: A per-actor variable may be independently assigned to each copy of an actor in the game.&lt;br /&gt;
&lt;br /&gt;
===Use and manipulation===&lt;br /&gt;
&lt;br /&gt;
Custom variables are defined with the [[gamevar]] command, and the term gamevar is therefore used to describe custom variables in EDuke32.&lt;br /&gt;
&lt;br /&gt;
The syntax for defining a gamevar is:&lt;br /&gt;
::gamevar &amp;lt;varname&amp;gt; &amp;lt;value&amp;gt; &amp;lt;flags&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may use upper or lowercase letters for &amp;lt;varname&amp;gt;.  EDuke32 is case-sensitive, so a var named &amp;quot;EXAMPLE1&amp;quot; is different from &amp;quot;example1.&amp;quot;  Variable names should not begin with a digit. &lt;br /&gt;
&lt;br /&gt;
The &amp;lt;value&amp;gt; of the gamevar may be positive or negative and cannot include fraction.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;flags&amp;gt; may be set to either 0 (global), 1 (per-player), or 2 (per-actor).&lt;br /&gt;
&lt;br /&gt;
Manipulation of gamevars is accomplished by using a variety of commands that range in functionality from simple mathematical functions to grabbing internal values for manipulation in the CONs.  Here are a few of the more common variable manipulation primitives:&lt;br /&gt;
&lt;br /&gt;
*[[setvar]], [[setvarvar]]&lt;br /&gt;
*[[addvar]], [[addvarvar]]&lt;br /&gt;
*[[subvar]], [[subvarvar]]&lt;br /&gt;
*[[mulvar]], [[mulvarvar]]&lt;br /&gt;
*[[divvar]], [[divvarvar]]&lt;br /&gt;
*[[randvar]], [[randvarvar]]&lt;br /&gt;
&lt;br /&gt;
And some of the more rarely used ones:&lt;br /&gt;
&lt;br /&gt;
*[[andvar]], [[andvarvar]]&lt;br /&gt;
*[[sin]], [[cos]]&lt;br /&gt;
*[[orvar]], [[orvarvar]]&lt;br /&gt;
*[[shiftvarl]], [[shiftvarr]]&lt;br /&gt;
*[[xorvar]], [[xorvarvar]]&lt;br /&gt;
&lt;br /&gt;
To test the values of gamevars, the following commands are used:&lt;br /&gt;
&lt;br /&gt;
*[[ifvarand]]&lt;br /&gt;
*[[ifvarvarand]]&lt;br /&gt;
*[[ifvare]]&lt;br /&gt;
*[[ifvarg]]&lt;br /&gt;
*[[ifvarl]]&lt;br /&gt;
*[[ifvarn]]&lt;br /&gt;
*[[ifvarvare]]&lt;br /&gt;
*[[ifvarvarg]]&lt;br /&gt;
*[[ifvarvarl]]&lt;br /&gt;
*[[ifvarvarn]]&lt;br /&gt;
&lt;br /&gt;
Note that a complete list of primitives is, of course, available [[Full_command_list|here]].  The importance of manipulating gamevars will become clear when we get to talking about getting and setting the members of the various structures in the game.  Also note that as of EDuke32 1.3.0, all commands which accept read-only gamevars will also now accept constants in place of them.&lt;br /&gt;
&lt;br /&gt;
==Members of game structures==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
EDuke32, like prior EDuke iterations, gives you access to game structures--basic elements of the game such as the player, sprites, walls, and sectors--and their predefined property variables, or members.&lt;br /&gt;
&lt;br /&gt;
===Player===&lt;br /&gt;
The [[members of the player structure]] are controlled using the [[getplayer]] and [[setplayer]] commands.  The player structure members deal with properties unique to the player which are not shared with other actors.  These include variables associated to the players weapons, inventory items, special animations, jumping counters, etc.  See the complete list of [[members of the player structure]] for details.&lt;br /&gt;
&lt;br /&gt;
===Actor===&lt;br /&gt;
====Sprite====&lt;br /&gt;
====Hittype====&lt;br /&gt;
====Spriteext====&lt;br /&gt;
===Sector===&lt;br /&gt;
===Wall===&lt;br /&gt;
&lt;br /&gt;
==Events==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
EDuke32 provides both an object-oriented and an event-oriented interface to the game&#039;s internal workings.  As you already know, the object-oriented part of Duke is the actor system -- in contrast to that, we&#039;ll be talking about the event-oriented portion in this section.  As the name suggests, an [[events|event]] is a block of code that is triggered when a certain event in the game happens.  Events in the game are triggered internally whenever a certain point in the code is reached.&lt;br /&gt;
&lt;br /&gt;
Events are a key component in the manipulation of the game.  Using events, we can do a variety of things such as intercept keypresses, draw to the screen (more on this later), redefine what a player does when certain actions are executed, et cetera.&lt;br /&gt;
&lt;br /&gt;
===Event use===&lt;br /&gt;
Using an event is very easy &amp;amp;mdash; similar to the [[actor]] or [[state]] primitives, [[onevent]] is the primitive used to start the definition of a block of code to be associated with one of the [[EDuke32 event list|events]].  Furthering the similarity, onevent must be terminated by the equivalent of an [[enda]] or an [[ends]], an [[endevent]].&lt;br /&gt;
&lt;br /&gt;
====A note on synchronization====&lt;br /&gt;
Events introduce the ability for CON code to be run in a manner that isn&#039;t synchronized. For example, display events may run a different number of times on each individual system in multiplayer. If you want your mod to function properly in multiplayer, it is very important to note whether an event is synchronized or not.  Typically, you&#039;ll just want to avoid doing anything that changes the game state (including [[ifrnd]] and [[randvar]]) in display code.&lt;br /&gt;
&lt;br /&gt;
==Drawing to the screen==&lt;br /&gt;
The ability to properly draw to the screen is a huge improvement over the hackish abominations involving quotes and unused characters that we were forced to endure when using 1.3d and 1.5.  There are several different drawing commands available, ranging in functionality from drawing graphics to the screen to printing text stored in quotes (see the section on string manipulation for more information).&lt;br /&gt;
&lt;br /&gt;
===Drawing commands===&lt;br /&gt;
*[[rotatesprite]]&lt;br /&gt;
*[[gametext]]&lt;br /&gt;
*[[minitext]]&lt;br /&gt;
*[[digitalnumber]]&lt;br /&gt;
*[[myos]] (deprecated)&lt;br /&gt;
*[[myospal]] (deprecated)&lt;br /&gt;
*[[myosx]] (deprecated)&lt;br /&gt;
*[[myospalx]] (deprecated)&lt;br /&gt;
&lt;br /&gt;
==Custom projectiles==&lt;br /&gt;
===Defining custom projectiles===&lt;br /&gt;
===Manipulating custom projectiles mid-game===&lt;br /&gt;
&lt;br /&gt;
==String manipulation==&lt;br /&gt;
===Quote redefinition mid-game===&lt;br /&gt;
===Copying and concatenation===&lt;br /&gt;
===Dynamic quotes===&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Scripting&amp;diff=4607</id>
		<title>Scripting</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Scripting&amp;diff=4607"/>
		<updated>2006-04-22T15:12:37Z</updated>

		<summary type="html">&lt;p&gt;Usurper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EDuke32 Intro}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;floatleft&amp;quot;&amp;gt;__NOTOC__&amp;lt;/div&amp;gt; &amp;lt;!-- changed to NOTOC to get rid of it temporarily --&amp;gt;&lt;br /&gt;
==About This Guide==&lt;br /&gt;
===Intro===&lt;br /&gt;
This guide will get you started with the basic aspects of EDuke32&#039;s commands -- those which set it apart from vanilla DN3D.  This guide makes no assumptions regarding the programming experience of the reader, other than that the reader comprehends and understands the basic CON system as was seen in Duke Nukem 3D 1.3D/1.5.&lt;br /&gt;
&lt;br /&gt;
===Con Basics===&lt;br /&gt;
As stated, this guide assume that you are familiar with the original CON code from Duke3D.  If you are not already familiar with the [[:Category:Duke3D_1.3/1.5_commands|default commands]], the authors of this guide recommend the following guide to the basics, imported into the EDukeWiki for your convenience:&lt;br /&gt;
* [[Confaq42|Con FAQ 4.2 by Jonah Bishop (note: some sections have been shuffled around a bit by TX)]] &lt;br /&gt;
** [http://rtcm.thecomitatus.com/knowledge-base/downloads-rtcm/duke3d-faqs-con/confaq42.zip Download stand-alone zipped version (original version from 1999 in .txt format)]&lt;br /&gt;
&lt;br /&gt;
Another good source of basic information is the following FAQ:&lt;br /&gt;
* [http://rtcm.thecomitatus.com/knowledge-base/downloads-rtcm/duke3d-faqs-con/H_CONFAQ.zip Con Editing Information v1.3 by James Ferry]&lt;br /&gt;
&lt;br /&gt;
==Gamevars==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
[[Gamevar|Gamevars]] were introduced in [[WW2GI]] and remain the most important aspect of the new commandset.  Gamevars allow you to store, manipulate, and execute code based on defined values.  Prior to gamevars, the only usable alternatives were manipulations of inventory item counters and were, as you can imagine, very limited.&lt;br /&gt;
&lt;br /&gt;
===Types===&lt;br /&gt;
There are three basic types of gamevar, each type storing a signed 32-bit fixed-point integer.  The three basic types are as follows:&lt;br /&gt;
* Global variable: A global variable will be the same for any actor it is used in. Changing a global variable changes it for all actors in the game. &lt;br /&gt;
* Per-player variable: A per-player variable may be set independently for each player in the game.  If a player performs an action that triggers a per-player variable change within an event or the APLAYER actor code, it will only change for the player that initiated that action.  If an actor changes a per-player variable, it will change for the closest player to the actor that changed it.&lt;br /&gt;
* Per-actor variable: A per-actor variable may be independently assigned to each copy of an actor in the game.&lt;br /&gt;
&lt;br /&gt;
===Use and manipulation===&lt;br /&gt;
&lt;br /&gt;
Custom variables are defined with the [[gamevar]] command, and the term gamevar is therefore used to describe custom variables in EDuke32.&lt;br /&gt;
&lt;br /&gt;
The syntax for defining a gamevar is:&lt;br /&gt;
::gamevar &amp;lt;varname&amp;gt; &amp;lt;value&amp;gt; &amp;lt;flags&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may use upper or lowercase letters for &amp;lt;varname&amp;gt;.  EDuke32 is case-sensitive, so a var named &amp;quot;EXAMPLE1&amp;quot; is different from &amp;quot;example1.&amp;quot;  Variable names should not begin with a digit. &lt;br /&gt;
&lt;br /&gt;
The &amp;lt;value&amp;gt; of the gamevar may be positive or negative and cannot include fraction.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;flags&amp;gt; may be set to either 0 (global), 1 (per-player), or 2 (per-actor).&lt;br /&gt;
&lt;br /&gt;
Manipulation of gamevars is accomplished by using a variety of commands that range in functionality from simple mathematical functions to grabbing internal values for manipulation in the CONs.  Here are a few of the more common variable manipulation primitives:&lt;br /&gt;
&lt;br /&gt;
*[[setvar]], [[setvarvar]]&lt;br /&gt;
*[[addvar]], [[addvarvar]]&lt;br /&gt;
*[[subvar]], [[subvarvar]]&lt;br /&gt;
*[[mulvar]], [[mulvarvar]]&lt;br /&gt;
*[[divvar]], [[divvarvar]]&lt;br /&gt;
*[[randvar]], [[randvarvar]]&lt;br /&gt;
&lt;br /&gt;
And some of the more rarely used ones:&lt;br /&gt;
&lt;br /&gt;
*[[andvar]], [[andvarvar]]&lt;br /&gt;
*[[sin]], [[cos]]&lt;br /&gt;
*[[orvar]], [[orvarvar]]&lt;br /&gt;
*[[shiftvarl]], [[shiftvarr]]&lt;br /&gt;
*[[xorvar]], [[xorvarvar]]&lt;br /&gt;
&lt;br /&gt;
To test the values of gamevars, the following commands are used:&lt;br /&gt;
&lt;br /&gt;
*[[ifvarand]]&lt;br /&gt;
*[[ifvarvarand]]&lt;br /&gt;
*[[ifvare]]&lt;br /&gt;
*[[ifvarg]]&lt;br /&gt;
*[[ifvarl]]&lt;br /&gt;
*[[ifvarn]]&lt;br /&gt;
*[[ifvarvare]]&lt;br /&gt;
*[[ifvarvarg]]&lt;br /&gt;
*[[ifvarvarl]]&lt;br /&gt;
*[[ifvarvarn]]&lt;br /&gt;
&lt;br /&gt;
Note that a complete list of primitives is, of course, available [[Full_command_list|here]].  The importance of manipulating gamevars will become clear when we get to talking about getting and setting the members of the various structures in the game.  Also note that as of EDuke32 1.3.0, all commands which accept read-only gamevars will also now accept constants in place of them.&lt;br /&gt;
&lt;br /&gt;
==Members of game structures==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
EDuke32, like prior EDuke iterations, gives you access to game structures--basic elements of the game such as the player, sprites, walls, and sectors--and their predefined property variables, or members.&lt;br /&gt;
&lt;br /&gt;
===Player===&lt;br /&gt;
The [[members of the player structure]] are controlled using the [[getplayer]] and [[setplayer]] commands.&lt;br /&gt;
===Actor===&lt;br /&gt;
====Sprite====&lt;br /&gt;
====Hittype====&lt;br /&gt;
====Spriteext====&lt;br /&gt;
===Sector===&lt;br /&gt;
===Wall===&lt;br /&gt;
&lt;br /&gt;
==Events==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
EDuke32 provides both an object-oriented and an event-oriented interface to the game&#039;s internal workings.  As you already know, the object-oriented part of Duke is the actor system -- in contrast to that, we&#039;ll be talking about the event-oriented portion in this section.  As the name suggests, an [[events|event]] is a block of code that is triggered when a certain event in the game happens.  Events in the game are triggered internally whenever a certain point in the code is reached.&lt;br /&gt;
&lt;br /&gt;
Events are a key component in the manipulation of the game.  Using events, we can do a variety of things such as intercept keypresses, draw to the screen (more on this later), redefine what a player does when certain actions are executed, et cetera.&lt;br /&gt;
&lt;br /&gt;
===Event use===&lt;br /&gt;
Using an event is very easy &amp;amp;mdash; similar to the [[actor]] or [[state]] primitives, [[onevent]] is the primitive used to start the definition of a block of code to be associated with one of the [[EDuke32 event list|events]].  Furthering the similarity, onevent must be terminated by the equivalent of an [[enda]] or an [[ends]], an [[endevent]].&lt;br /&gt;
&lt;br /&gt;
====A note on synchronization====&lt;br /&gt;
Events introduce the ability for CON code to be run in a manner that isn&#039;t synchronized. For example, display events may run a different number of times on each individual system in multiplayer. If you want your mod to function properly in multiplayer, it is very important to note whether an event is synchronized or not.  Typically, you&#039;ll just want to avoid doing anything that changes the game state (including [[ifrnd]] and [[randvar]]) in display code.&lt;br /&gt;
&lt;br /&gt;
==Drawing to the screen==&lt;br /&gt;
The ability to properly draw to the screen is a huge improvement over the hackish abominations involving quotes and unused characters that we were forced to endure when using 1.3d and 1.5.  There are several different drawing commands available, ranging in functionality from drawing graphics to the screen to printing text stored in quotes (see the section on string manipulation for more information).&lt;br /&gt;
&lt;br /&gt;
===Drawing commands===&lt;br /&gt;
*[[rotatesprite]]&lt;br /&gt;
*[[gametext]]&lt;br /&gt;
*[[minitext]]&lt;br /&gt;
*[[digitalnumber]]&lt;br /&gt;
*[[myos]] (deprecated)&lt;br /&gt;
*[[myospal]] (deprecated)&lt;br /&gt;
*[[myosx]] (deprecated)&lt;br /&gt;
*[[myospalx]] (deprecated)&lt;br /&gt;
&lt;br /&gt;
==Custom projectiles==&lt;br /&gt;
===Defining custom projectiles===&lt;br /&gt;
===Manipulating custom projectiles mid-game===&lt;br /&gt;
&lt;br /&gt;
==String manipulation==&lt;br /&gt;
===Quote redefinition mid-game===&lt;br /&gt;
===Copying and concatenation===&lt;br /&gt;
===Dynamic quotes===&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=WWII_GI&amp;diff=4606</id>
		<title>WWII GI</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=WWII_GI&amp;diff=4606"/>
		<updated>2006-04-22T15:01:36Z</updated>

		<summary type="html">&lt;p&gt;Usurper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A video game based on the Duke Nukem 3D source code and published by GT Interactive, WW2GI was the last commercial [[Build Engine]] game.  It was programmed by [[Matt Saettler]], who modified the con language to include variables and events.  These con language additions formed the basis for the original EDuke.&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Runspeed&amp;diff=4605</id>
		<title>Runspeed</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Runspeed&amp;diff=4605"/>
		<updated>2006-04-17T03:05:54Z</updated>

		<summary type="html">&lt;p&gt;Usurper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This controls the running speed of the player using the same values for speed as the RUNNINGSPEED variable passed at [[gamestartup]].&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Members_of_the_player_structure&amp;diff=4604</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=4604"/>
		<updated>2006-04-17T03:01:11Z</updated>

		<summary type="html">&lt;p&gt;Usurper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player Member Functions effect the players in the game by their player id.&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;get/set&amp;gt;player[&amp;lt;player id&amp;gt;].&amp;lt;functionname&amp;gt; &amp;lt;gamevar&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;get/set&amp;gt; - [[getplayer]] to set the [[gamevar]] &amp;lt;gamevar&amp;gt; to the value of &amp;lt;functionname&amp;gt;. [[setplayer]] to set the value of &amp;lt;functionname&amp;gt; to the gamevar &amp;lt;gamevar&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;player id&amp;gt; is the reference number for a player. if you only care about single player then use [[THISACTOR]] to reference the one and only player. In multiplayer using THISACTOR will refer to the current player which for actor code is defined as the nearest player. In display events (nonsynchronsised) use screenpeek. There is almost never any reason to use [[myconnectindex]].&lt;br /&gt;
&lt;br /&gt;
be warned that the use of THISACTOR as a player id in &amp;lt;get/set&amp;gt;player is a special case IE the following are NOT equivilent (and the second one won&#039;t do anything useful).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;get/set&amp;gt;player[THISACTOR].&amp;lt;functionname&amp;gt; &amp;lt;gamevar&amp;gt;&lt;br /&gt;
&lt;br /&gt;
setvarvar TMP THISACTOR&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;get/set&amp;gt;player[TMP].&amp;lt;functionname&amp;gt; &amp;lt;gamevar&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;functionname&amp;gt; is the name of the Member Function you want to use.&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 Member Functions for players: &lt;br /&gt;
&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;
*[[airleft]]&lt;br /&gt;
*[[ammo_amount]]&lt;br /&gt;
*[[ang]]&lt;br /&gt;
*[[angvel]]&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]]&lt;br /&gt;
*[[exity]]&lt;br /&gt;
*[[extra_extra8]]&lt;br /&gt;
*[[fire_flag]]&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;
*[[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]]&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_secret_rooms]]&lt;br /&gt;
*[[name]]&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]]&lt;br /&gt;
*[[palookup]]&lt;br /&gt;
*[[pals]]&lt;br /&gt;
*[[pals_time]]&lt;br /&gt;
*[[player_par]]&lt;br /&gt;
*[[posx]]&lt;br /&gt;
*[[posxv]]&lt;br /&gt;
*[[posy]]&lt;br /&gt;
*[[posxv]]&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]]&lt;br /&gt;
*[[rapid_fire_hold]]&lt;br /&gt;
*[[refresh_inventory]]&lt;br /&gt;
*[[rotscrnang]]&lt;br /&gt;
*[[runspeed]]&lt;br /&gt;
*[[sbs]]&lt;br /&gt;
*[[scuba_amount]]&lt;br /&gt;
*[[scuba_on]]&lt;br /&gt;
*[[secret_rooms]]&lt;br /&gt;
*[[select_dir]]&lt;br /&gt;
*[[shield_amount]]&lt;br /&gt;
*[[show_empty_weapon]]&lt;br /&gt;
*[[somethingonplayer]]&lt;br /&gt;
*[[spritebridge]]&lt;br /&gt;
*[[steroids_amount]]&lt;br /&gt;
*[[subweapon]]&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;
*[[weaprecs]]&lt;br /&gt;
*[[weapreccnt]]&lt;br /&gt;
*[[zoom]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Player manipulation]]&lt;/div&gt;</summary>
		<author><name>Usurper</name></author>
	</entry>
</feed>