Pre-defined values: Difference between revisions

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== Globalflags ==
== Categories ==


Used with [[globalflags]] userdef or [[DEF_Language#globalflags|globalflags]] DEF command
=== Game modes ===
 
[[Template:Gm]]
 
{{Gm}}
 
=== Multiplayer game types ===
 
[[Template:Gametypes]]
 
{{Gametypes}}
 
=== Rendmodes ===
 
[[Template:Rendmodes]]
 
{{Rendmodes}}
 
=== Globalflags ===
 
[[Template:Globalflags]]
 
{{Globalflags}}
 
[[Category:Scripting documentation]]
 
=== Globalgameflags ===
 
[[Template:Globalgameflags]]
 
{{Globalgameflags}}
 
=== Menus ===
 
[[Template:Menus]]
 
{{Menus}}
 
=== Logo flags ===
 
[[Template:Logo flags]]
 
{{Logo flags}}
 
=== Status bar flags ===
 
[[Template:Status bar flags]]
 
{{Status bar flags}}
 
=== Input keys ===
 
[[Template:Input keys]]
 
{{Input keys}}
 
=== Input bits ===
 
[[Template:Bits]]
 
{{Bits}}
 
=== Input extbits ===
 
[[Template:Extbits]]
 
{{Extbits}}
 
=== Cheats ===
 
[[Template:Cheats]]
 
{{Cheats}}
 
=== Quotes ===
 
[[Template:Quotes]]
 
{{Quotes}}
 
=== Floor/Ceiling cstat ===
 
[[Template:Sector cstat]]
 
{{Sector cstat}}
 
=== Wall cstat ===
 
[[Template:Wall cstat]]
 
{{Wall cstat}}
 
=== Sprite cstat ===
 
[[Template:Cstat]]
 
{{Cstat}}
 
=== Gameflags / Spriteflags / Htflags ===
 
[[Template:Htflags]]
 
{{Htflags}}
 
=== Statnums ===
 
[[Template:Statnums]]
 
{{Statnums}}
 
=== Mdflags ===
 
[[Template:Mdflags]]
 
{{Mdflags}}
 
=== Orientation ===
 
[[Template:Orientation]]
 
{{Orientation}}
 
===Text Properties===
 
[[Template:Screentext flags]]
 
{{Screentext flags}}
 
=== Tilenums ===
 
[[Template:Tilenums]]
 
{{Tilenums}}
 
=== Base palettes ===
 
[[Template:Basepals]]
 
{{Basepals}}
 
=== Lookup palettes ===
 
[[Template:Pals]]
 
{{Pals}}
 
=== Music ===
 
[[Template:Music]]
 
{{Music}}
 
=== Inventory icon ===
 
[[Template:Inventory]]
 
{{Inventory}}
 
=== Weapon flags ===
 
[[Template:Weapon flags]]
 
{{Weapon flags}}
 
=== PROJ_WORKSLIKE flags ===
 
[[Template:Proj workslike]]
 
{{Proj workslike}}
 
=== Move flag ===
 
[[Template:Htmovflags]]
 
{{Htmovflags}}
 
=== Gamevar flags ===
 
[[Template:Gamevar flags]]
 
{{Gamevar flags}}
 
=== Gamearray flags ===
 
[[Template:Gamearray flags]]
 
{{Gamearray flags}}
 
== Misc values ==
 
=== Variable values ===
 
These values are pre-defined, however they are not static.


{| {{prettytable}}
{| {{prettytable}}
!Value!!Label!!Description!!
!Exposed!!Value!!Label!!Description!!
|-
| No || 16 || MAXGAMETYPES ||
|-
| No || 7 || MAXVOLUMES ||
|-
| No || 64 || MAXLEVELS ||
|-
|-
| 1
| No || 7 || MAXSKILLS ||  
| GLOBAL_NO_GL_TILESHADES
| Disable tile shades (aka palette emulation) in OpenGL
|-
|-
| 2
| No || 4096 || MAXSECTORS ||  
| GLOBAL_NO_GL_FULLBRIGHT
| Disable fullbright colors in OpenGL
|-
|-
| 4
| No || 16384 || MAXWALLS ||
| GLOBAL_NO_GL_FOGSHADE
|-
| Make visibility the same for all shades in OpenGL. With this, positive shades won't appear darker with visibility, and negative shades won't appear brighter (and negative shades will have virtually no difference from shade zero). As a result, positive shades won't look even darker with distance, while negative shades will look the
| Yes || 16384 || MAXSPRITES ||
|-
| Yes || 2560 || MAXSPRITESONSCREEN ||
|-
| Yes || 30720 || MAXTILES ||
|-
| Yes || 12 || MAX_WEAPONS ||
|-
|-
|}
|}


  define GLOBAL_NO_GL_TILESHADES          0x00000001
  define MAXGAMETYPES                    16
  define GLOBAL_NO_GL_FULLBRIGHT          0x00000002
  define MAXVOLUMES                      7
  define GLOBAL_NO_GL_FOGSHADE            0x00000004
  define MAXLEVELS                        64
define MAXSKILLS                        7
define MAXSECTORS                      4096
define MAXWALLS                        16384


[[Category:Scripting documentation]]
=== Misc values ===
 
{| {{prettytable}}
!Exposed!!Value!!Label!!Description!!
|-
| No || 120 || TICRATE ||
|-
| No || 26 || GAMETICSPERSEC ||
|-
| No || 30 || REALGAMETICSPERSEC ||
|-
| No || 4 || TICSPERFRAME ||
|-
|}
 
define TICRATE                          120
define GAMETICSPERSEC                  26
define REALGAMETICSPERSEC              30
define TICSPERFRAME                    4
 
== Vars ==
 
Notes: All pre-defined gamevars have GAMEVAR_SYSTEM flag.
 
{| {{prettytable}}
!Exposed!!Value!!Name!!Flags!!Same as!!Description!!
|-
| Yes || 120 || GRENADE_LIFETIME || GAMEVAR_PERPLAYER ||  ||
|-
| Yes || 30 || GRENADE_LIFETIME_VAR || GAMEVAR_PERPLAYER ||  ||
|-
| Yes || 1 || PIPEBOMB_CONTROL ||  GAMEVAR_PERPLAYER ||  ||
|-
| Yes || 120 || STICKYBOMB_LIFETIME || GAMEVAR_PERPLAYER ||  ||
|-
| Yes || 30 || STICKYBOMB_LIFETIME_VAR || GAMEVAR_PERPLAYER ||  ||
|-
| Yes || 1 || TRIPBOMB_CONTROL || GAMEVAR_PERPLAYER ||  ||
|-
| Yes || 18 || ANGRANGE || GAMEVAR_PERPLAYER ||  ||
|-
| Yes || 0 || AUTOAIMANGLE || GAMEVAR_PERPLAYER ||  ||
|-
| Yes ||  || COOP || GAMEVAR_INT32PTR || [[coop]]
|-
| Yes ||  || FFIRE || GAMEVAR_INT32PTR || [[ffire]]
|-
| Yes || 0 || HITAG || GAMEVAR_SYSTEM ||  ||
|-
| Yes ||  || LEVEL || GAMEVAR_INT32PTR<br />GAMEVAR_READONLY || [[level_number]]
|-
| Yes || 0 || LOTAG || GAMEVAR_SYSTEM ||  ||
|-
| Yes ||  || MARKER || GAMEVAR_INT32PTR || [[marker]]
|-
| Yes ||  || MONSTERS_OFF || GAMEVAR_INT32PTR || [[monsters_off]]
|-
| Yes ||  || MULTIMODE || GAMEVAR_INT32PTR || [[multimode]]
|-
| Yes ||  || NUMSECTORS || GAMEVAR_INT16PTR<br />GAMEVAR_READONLY ||  ||
|-
| Yes ||  || NUMWALLS || GAMEVAR_INT16PTR<br />GAMEVAR_READONLY ||  ||
|-
| Yes ||  || Numsprites || GAMEVAR_INT32PTR<br />GAMEVAR_READONLY ||  ||
|-
| Yes ||  || RESPAWN_INVENTORY || GAMEVAR_INT32PTR || [[respawn_inventory]]
|-
| Yes ||  || RESPAWN_ITEMS || GAMEVAR_INT32PTR || [[respawn_items]]
|-
| Yes ||  || RESPAWN_MONSTERS || GAMEVAR_INT32PTR || [[respawn_monsters]]
|-
| Yes || 0 || RETURN || GAMEVAR_SYSTEM || [[return]]
|-
| Yes || 0 || TEXTURE || GAMEVAR_SYSTEM ||  ||
|-
| Yes || 0 || THISACTOR || GAMEVAR_READONLY ||  ||
|-
| Yes ||  || VOLUME || GAMEVAR_INT32PTR<br />GAMEVAR_READONLY || [[volume_number]]
|-
| Yes || 0 || WEAPON || GAMEVAR_PERPLAYER<br />GAMEVAR_READONLY ||
|-
| Yes || 0 || WORKSLIKE || GAMEVAR_PERPLAYER<br />GAMEVAR_READONLY ||  ||
|-
| Yes || 4 || ZRANGE || GAMEVAR_PERPLAYER ||  ||
|-
| Yes ||  || automapping || GAMEVAR_INT32PTR ||  ||
|-
| Yes ||  || cameraang || GAMEVAR_Q16PTR ||
|-
| Yes ||  || cameraclock || GAMEVAR_INT32PTR ||  ||
|-
| Yes ||  || cameradist || GAMEVAR_INT32PTR ||  ||
|-
| Yes ||  || camerahoriz || GAMEVAR_Q16PTR ||
|-
| Yes ||  || cameraq16ang || GAMEVAR_RAWQ16PTR ||
|-
| Yes ||  || cameraq16horiz || GAMEVAR_RAWQ16PTR ||
|-
| Yes ||  || camerasect || GAMEVAR_INT16PTR ||
|-
| Yes ||  || camerax || GAMEVAR_INT32PTR ||
|-
| Yes ||  || cameray || GAMEVAR_INT32PTR ||
|-
| Yes ||  || cameraz || GAMEVAR_INT32PTR ||
|-
| Yes ||  || current_menu || GAMEVAR_INT32PTR<br />GAMEVAR_READONLY ||  ||
|-
| Yes ||  || currentweapon || GAMEVAR_INT32PTR ||  ||
|-
| Yes ||  || display_mirror || GAMEVAR_INT32PTR ||  ||
|-
| Yes ||  || framerate || GAMEVAR_INT32PTR<br />GAMEVAR_READONLY ||  ||
|-
| Yes ||  || gametype_flags || GAMEVAR_INT32PTR || [[gametypeflags]]
|-
| Yes ||  || gravitationalconstant || GAMEVAR_INT32PTR ||  ||
|-
| Yes ||  || gs || GAMEVAR_INT32PTR ||  ||
|-
| Yes ||  || gun_pos || GAMEVAR_INT32PTR ||  ||
|-
| Yes ||  || lastsavepos || GAMEVAR_INT32PTR ||  ||
|-
| Yes ||  || lastvisinc || GAMEVAR_INT32PTR ||  ||
|-
| Yes ||  || looking_angSR1 || GAMEVAR_INT32PTR ||  ||
|-
| Yes ||  || looking_arc || GAMEVAR_INT32PTR ||  ||
|-
| Yes ||  || myconnectindex || GAMEVAR_INT32PTR<br />GAMEVAR_READONLY ||  ||
|-
| Yes ||  || numplayers || GAMEVAR_INT32PTR<br />GAMEVAR_READONLY ||  ||
|-
| Yes ||  || numsectors || GAMEVAR_INT16PTR<br />GAMEVAR_READONLY ||  ||
|-
| Yes ||  || randomseed || GAMEVAR_INT32PTR ||  ||
|-
| Yes ||  || screenpeek || GAMEVAR_INT32PTR<br />GAMEVAR_READONLY ||  ||
|-
| Yes ||  || totalclock || GAMEVAR_INT32PTR<br />GAMEVAR_READONLY ||  ||
|-
| Yes ||  || viewingrange || GAMEVAR_INT32PTR<br />GAMEVAR_READONLY ||  ||
|-
| Yes ||  || weapon_xoffset || GAMEVAR_INT32PTR ||  ||
|-
| Yes ||  || weaponcount || GAMEVAR_INT32PTR ||  ||
|-
| Yes ||  || windowx1 || GAMEVAR_INT32PTR<br />GAMEVAR_READONLY ||  ||
|-
| Yes ||  || windowx2 || GAMEVAR_INT32PTR<br />GAMEVAR_READONLY ||  ||
|-
| Yes ||  || windowy1 || GAMEVAR_INT32PTR<br />GAMEVAR_READONLY ||  ||
|-
| Yes ||  || windowy2 || GAMEVAR_INT32PTR<br />GAMEVAR_READONLY ||  ||
|-
| Yes ||  || xdim || GAMEVAR_INT32PTR<br />GAMEVAR_READONLY ||  ||
|-
| Yes ||  || ydim || GAMEVAR_INT32PTR<br />GAMEVAR_READONLY ||  ||
|-
|}
 
== Weapon gamevars ==
 
[[Template:Weapon gamevars]]
 
{{Weapon gamevars}}


== Globalgameflags ==
== Arrays ==


Used with [[globalgameflags]] userdef or [[DEF_Language#globalgameflags|globalgameflags]] DEF command
Notes: All pre-defined arrays have GAMEARRAY_SYSTEM flag.


{| {{prettytable}}
{| {{prettytable}}
!Value!!Label!!Description!!
!Exposed!!Value!!Name!!Flags!!Description!!
|-
| Yes ||  gotpic || MAXTILES || GAMEARRAY_BOOLEAN ||
|-
| Yes ||  gotsector || MAXSECTORS || GAMEARRAY_BOOLEAN ||
|-
|-
| 1
| Yes ||  radiusdmgstatnums ||  MAXSTATUS || GAMEARRAY_BOOLEAN ||  
| DUKE3D_NO_WIDESCREEN_PINNING
| Disable widescreen orientation bits for weapon sprites drawn on screen. Enable this if you are using weapon sprites extended on the sides (similar to 20th Anniversary World Tour).
|-
|-
| 2
| Yes ||  show2dsector || MAXSECTORS || GAMEARRAY_BOOLEAN ||  
| DUKE3D_NO_HARDCODED_FOGPALS
| Disable the four fog palettes. By default Eduke32 will create four new palettes, with IDs ranging from 26 to 29 (however it varies depending of the size of the lookup table).
|-
|-
| 4
| Yes ||  tilesizx || MAXTILES ||  GAMEARRAY_STRIDE2<br />GAMEARRAY_READONLY<br />GAMEARRAY_INT1 ||
| DUKE3D_NO_PALETTE_CHANGES
|-
| Disable changes to the game palette. By default Eduke32 will attempt to replace the magenta color used for transparency with the color closest to black.
| Yes ||  tilesizy || MAXTILES || GAMEARRAY_STRIDE2<br />GAMEARRAY_READONLY<br />GAMEARRAY_INT1 ||
|-
|-
|}
|}


define DUKE3D_NO_WIDESCREEN_PINNING    0x00000001
[[Category:Scripting documentation]]
define DUKE3D_NO_HARDCODED_FOGPALS      0x00000002
define DUKE3D_NO_PALETTE_CHANGES        0x00000004

Latest revision as of 11:34, 21 January 2024

Categories

Game modes

Template:Gm


The following values are used with gm.

Exposed Value Label Description
No 1 MODE_MENU Menu is being displayed
No 2 MODE_DEMO Demo is being played
No 4 MODE_GAME Game is running
No 8 MODE_EOL End of Level has been signaled
No 16 MODE_TYPE User is typing chat message
No 32 MODE_RESTART Level is restarting
No 64 MODE_SENDTOWHOM User is selecting the message recipient
No 128 MODE_END
Defines
define MODE_MENU          0x00000001
define MODE_DEMO          0x00000002
define MODE_GAME          0x00000004
define MODE_EOL           0x00000008
define MODE_TYPE          0x00000010
define MODE_RESTART       0x00000020
define MODE_SENDTOWHOM    0x00000040
define MODE_END           0x00000080

Multiplayer game types

Template:Gametypes


The following values are used with definegametype and gametypeflags

Exposed Value Label Description
No 1 GAMETYPE_COOP Cooperative
No 2 GAMETYPE_WEAPSTAY Weapon pick-ups stay
No 4 GAMETYPE_FRAGBAR Show frag bar in status bar
No 8 GAMETYPE_SCORESHEET Show scoresheet when a deathmatch game ends
No 16 GAMETYPE_DMSWITCHES Spawn deathmatch switches (non-zero palette)
No 32 GAMETYPE_COOPSPAWN Use co-operative spawn points (lo-tag 1)
No 64 GAMETYPE_ACCESSCARDSPRITES Spawn access cards
No 128 GAMETYPE_COOPVIEW Allow accessing the view of other players
No 256 GAMETYPE_COOPSOUND Allow co-operative sounds
No 512 GAMETYPE_OTHERPLAYERSINMAP Show other players in the automap
No 1024 GAMETYPE_ITEMRESPAWN Respawn items
No 2048 GAMETYPE_MARKEROPTION Enable respawn markers option
No 4096 GAMETYPE_PLAYERSFRIENDLY Enable friendly fire option
No 8192 GAMETYPE_FIXEDRESPAWN Player always spawn in the same point
No 16384 GAMETYPE_ACCESSATSTART Players have all access cards on start
No 32768 GAMETYPE_PRESERVEINVENTORYDEATH Players preserve all weapons and items on respawn
No 65536 GAMETYPE_TDM Team deathmatch
No 131072 GAMETYPE_TDMSPAWN Use team deathmatch spawn points
Defines
define GAMETYPE_COOP                    0x00000001
define GAMETYPE_WEAPSTAY                0x00000002
define GAMETYPE_FRAGBAR                 0x00000004
define GAMETYPE_SCORESHEET              0x00000008
define GAMETYPE_DMSWITCHES              0x00000010
define GAMETYPE_COOPSPAWN               0x00000020
define GAMETYPE_ACCESSCARDSPRITES       0x00000040
define GAMETYPE_COOPVIEW                0x00000080
define GAMETYPE_COOPSOUND               0x00000100
define GAMETYPE_OTHERPLAYERSINMAP       0x00000200
define GAMETYPE_ITEMRESPAWN             0x00000400
define GAMETYPE_MARKEROPTION            0x00000800
define GAMETYPE_PLAYERSFRIENDLY         0x00001000
define GAMETYPE_FIXEDRESPAWN            0x00002000
define GAMETYPE_ACCESSATSTART           0x00004000
define GAMETYPE_PRESERVEINVENTORYDEATH  0x00008000
define GAMETYPE_TDM                     0x00010000
define GAMETYPE_TDMSPAWN                0x00020000

Rendmodes

Template:Rendmodes


The following values are used with rendmode.

Exposed Value Label Description
No 0 REND_CLASSIC Classic BUILD software
No 1 Polymost - Polygonal flat-shaded software (removed)
No 2 Polymost - Polygonal textured software (removed)
No 3 REND_POLYMOST Polymost - Polygonal OpenGL
No 4 REND_POLYMER Polymer
Defines
define REND_CLASSIC                     0
define REND_POLYMOST                    3
define REND_POLYMER                     4

Globalflags

Template:Globalflags


The following values are used with globalflags userdef or globalflags DEF command.

Exposed Value Label Description
No 1 GLOBAL_NO_GL_TILESHADES Disable tile shades (aka palette emulation) in OpenGL
No 2 GLOBAL_NO_GL_FULLBRIGHT Disable fullbright colors in OpenGL
No 4 GLOBAL_NO_GL_FOGSHADE Make visibility the same for all shades in OpenGL. With this, positive shades won't appear darker with visibility, and negative shades won't appear brighter (and negative shades will have virtually no difference from shade zero). Use HICTINT_NOFOGSHADE on tint to set individually for a palette.
Defines
define GLOBAL_NO_GL_TILESHADES          0x00000001
define GLOBAL_NO_GL_FULLBRIGHT          0x00000002
define GLOBAL_NO_GL_FOGSHADE            0x00000004

Globalgameflags

Template:Globalgameflags


The following values are used with globalgameflags userdef or globalgameflags DEF command.

Exposed Value Label Description
No 1 DUKE3D_NO_WIDESCREEN_PINNING Disable widescreen orientation bits for weapon sprites drawn on screen. Enable this if you are using weapon sprites extended on the sides (similar to 20th Anniversary World Tour).
No 2 DUKE3D_NO_HARDCODED_FOGPALS Disable the four fog palettes. By default Eduke32 will create four new palettes, with IDs ranging from 26 to 29 (however it varies depending of the size of the lookup table).
No 4 DUKE3D_NO_PALETTE_CHANGES Disable changes to the game palette. By default Eduke32 will attempt to replace the magenta color used for transparency with the color closest to black.
Defines
define DUKE3D_NO_WIDESCREEN_PINNING     0x00000001
define DUKE3D_NO_HARDCODED_FOGPALS      0x00000002
define DUKE3D_NO_PALETTE_CHANGES        0x00000004

Menus

Template:Menus


The following values are used with current_menu, cmenu, EVENT_CHANGEMENU and EVENT_DISPLAYMENU.

Exposed Value Name Description / Notes
No -2147483648 MENU_NULL Do nothing
No -2 MENU_CLOSE Close the menu
No -1 MENU_PREVIOUS Go to previous menu
No 0 MENU_MAIN Base menu accessed when not in an active game.
No 50 MENU_MAIN_INGAME Differs from the above by displaying "Save Game" and "Quit to Title" options.
No 100 MENU_EPISODE Normally accessed when selecting the "New Game" option if newgamechoices are NOT defined.
No 101 MENU_USERMAP -
No 102 MENU_NEWGAMECUSTOM Normally accessed when selecting the "New Game" option if newgamechoices ARE defined.
No 103 MENU_NEWGAMECUSTOMSUB Second layer of newgamechoices entries.
No 104 MENU_NEWGAMECUSTOML3 Third layer of newgamechoices entries.
No 110 MENU_SKILL -
No 200 MENU_GAMESETUP Has no menu entry in Retail builds. (e.g. the build included for Ion Fury)
No 202 MENU_OPTIONS -
No 203 MENU_VIDEOSETUP -
No 204 MENU_KEYBOARDSETUP -
No 205 MENU_MOUSESETUP -
No 206 MENU_JOYSTICKSETUP Corresponding menu entry is called "Gamepad Setup".
No 207 MENU_JOYSTICKBTNS Only reachable if a gamepad or joystick is available.
No 208 MENU_JOYSTICKAXES Only reachable if a gamepad or joystick is available.
No 209 MENU_KEYBOARDKEYS -
No 210 MENU_MOUSEBTNS -
No 212 MENU_MOUSEADVANCED -
No 213 MENU_JOYSTICKAXIS Normally accessed over MENU_JOYSTICKAXES.
No 214 MENU_TOUCHSETUP Android builds only.
No 215 MENU_TOUCHSENS Android builds only.
No 216 MENU_TOUCHBUTTONS Android builds only.
No 220 MENU_CONTROLS Parent menu for keyboard, mouse and gamepad controls.
No 230 MENU_POLYMOST Normally only accessible from the Display menu when Polymost is active.
No 231 MENU_COLCORR -
No 232 MENU_COLCORR_INGAME Only accessed when pressing the F11 key ingame. Closes the menu on ESC. Otherwise equivalent to the above.
No 233 MENU_SCREENSETUP Corresponding menu entry is called "HUD Setup".
No 234 MENU_DISPLAYSETUP -
No 240 MENU_POLYMER Normally only accessible from the Display menu when Polymer is active.
No 300 MENU_LOAD -
No 350 MENU_SAVE -
No 400 MENU_STORY Normally accessible over the "Help" menu entry.
No 401 MENU_F1HELP Default controls info screen, reachable from MENU_STORY. Not actually accessed when F1 is pressed, instead MENU_STORY is reached.
No 500 MENU_QUIT -
No 501 MENU_QUITTOTITLE Corresponding menu entry only displayed when inside an active game.
No 502 MENU_QUIT_INGAME Normally accessed when pressing F10 ingame. Closes the menu when exited out of. Otherwise equivalent to MENU_QUIT.
No 600 MENU_NETSETUP Netgames only.
No 601 MENU_NETWAITMASTER Netgames only.
No 603 MENU_NETWAITVOTES Netgames only.
No 700 MENU_SOUND -
No 701 MENU_SOUND_INGAME Normally accessed when pressing F4 ingame. Closes the menu when exited out of. Otherwise equivalent to MENU_SOUND.
No 702 MENU_ADVSOUND -
No 750 MENU_SAVESETUP Normally only accessible for Retail builds. (e.g. the build included for Ion Fury)
No 751 MENU_SAVECLEANVERIFY Normally only accessible for Retail builds.
No 752 MENU_RESETSTATSVERIFY Resets achievements. Normally only accessible for Retail builds with a connection to the Steam servers.
No 800 MENU_CHEATS Cheat unlock menu. Once an ingame cheat is typed in, will display it as a menu option here.
No 801 MENU_CHEATENTRY Entry field to type cheats in.
No 802 MENU_CHEAT_WARP Reached through the "warp" option in the cheat menu, which is unlocked after the "DNSCOTTY###" cheat has been entered for the first time.
No 803 MENU_CHEAT_SKILL Reached through the "skill level" option in the cheat menu, which is unlocked after the "DNSKILL#" cheat has been entered for the first time.
No 990 MENU_CREDITS Plutonium Pack credits.
No 991 MENU_CREDITS2 v1.3d credits.
No 992 MENU_CREDITS3 Special Thanks page.
No 993 MENU_CREDITS4 eduke32 credits. Working around, hiding, or skipping this is a violation of the EDuke32 license.
No 994 MENU_CREDITS5 eduke32 credits. Working around, hiding, or skipping this is a violation of the EDuke32 license.
No 1000 MENU_LOADVERIFY -
No 1100 MENU_LOADDELVERIFY Accessed when deleting saves from the "load" menu. Functionally equivalent to MENU_SAVEDELVERIFY.
No 1500 MENU_NEWVERIFY Accessed when selecting "New Game" while in an active game.
No 2000 MENU_SAVEVERIFY -
No 2100 MENU_SAVEDELVERIFY Accessed when deleting saves from the "save" menu. Functionally equivalent to MENU_LOADDELVERIFY.
No 2200 MENU_COLCORRRESETVERIFY -
No 2201 MENU_KEYSRESETVERIFY -
No 2202 MENU_KEYSCLASSICVERIFY -
No 2203 MENU_JOYSTANDARDVERIFY Reached when selecting the "standard" gamepad default controls.
No 2204 MENU_JOYPROVERIFY Reached when selecting the "pro" gamepad default controls.
No 2205 MENU_JOYCLEARVERIFY -
No 10001 MENU_ADULTPASSWORD -
No 15000 MENU_RESETPLAYER Screen normally only reached after pressing the 'use' key while dead. Prompts you to reload the latest savegame. Will crash if no current save available.
No 20000 MENU_BUYDUKE Screen normally only reached when trying to play episode 2 or 3 using the Shareware version of Duke 3D.
No 20001 MENU_NETWORK Netgames only.
No 20002 MENU_PLAYER -
No 20004 MENU_MACROS -
No 20010 MENU_NETHOST Netgames only.
No 20011 MENU_NETOPTIONS Netgames only.
No 20012 MENU_NETUSERMAP Netgames only.
No 20020 MENU_NETJOIN Netgames only.
Defines
define MENU_NULL                        -2147483648
define MENU_CLOSE                       -2
define MENU_PREVIOUS                    -1
define MENU_MAIN                        0
define MENU_MAIN_INGAME                 50
define MENU_EPISODE                     100
define MENU_USERMAP                     101
define MENU_NEWGAMECUSTOM               102
define MENU_NEWGAMECUSTOMSUB            103
define MENU_NEWGAMECUSTOML3             104
define MENU_SKILL                       110
define MENU_GAMESETUP                   200
define MENU_OPTIONS                     202
define MENU_VIDEOSETUP                  203
define MENU_KEYBOARDSETUP               204
define MENU_MOUSESETUP                  205
define MENU_JOYSTICKSETUP               206
define MENU_JOYSTICKBTNS                207
define MENU_JOYSTICKAXES                208
define MENU_KEYBOARDKEYS                209
define MENU_MOUSEBTNS                   210
define MENU_MOUSEADVANCED               212
define MENU_JOYSTICKAXIS                213
define MENU_TOUCHSETUP                  214
define MENU_TOUCHSENS                   215
define MENU_TOUCHBUTTONS                216
define MENU_CONTROLS                    220
define MENU_POLYMOST                    230
define MENU_COLCORR                     231
define MENU_COLCORR_INGAME              232
define MENU_SCREENSETUP                 233
define MENU_DISPLAYSETUP                234
define MENU_POLYMER                     240
define MENU_LOAD                        300
define MENU_SAVE                        350
define MENU_STORY                       400
define MENU_F1HELP                      401
define MENU_QUIT                        500
define MENU_QUITTOTITLE                 501
define MENU_QUIT_INGAME                 502
define MENU_NETSETUP                    600
define MENU_NETWAITMASTER               601
define MENU_NETWAITVOTES                603
define MENU_SOUND                       700
define MENU_SOUND_INGAME                701
define MENU_ADVSOUND                    702
define MENU_SAVESETUP                   750
define MENU_SAVECLEANVERIFY             751
define MENU_RESETSTATSVERIFY            752
define MENU_CHEATS                      800
define MENU_CHEATENTRY                  801
define MENU_CHEAT_WARP                  802
define MENU_CHEAT_SKILL                 803
define MENU_CREDITS                     990
define MENU_CREDITS2                    991
define MENU_CREDITS3                    992
define MENU_CREDITS4                    993
define MENU_CREDITS5                    994
define MENU_LOADVERIFY                  1000
define MENU_LOADDELVERIFY               1100
define MENU_NEWVERIFY                   1500
define MENU_SAVEVERIFY                  2000
define MENU_SAVEDELVERIFY               2100
define MENU_COLCORRRESETVERIFY          2200
define MENU_KEYSRESETVERIFY             2201
define MENU_KEYSCLASSICVERIFY           2202
define MENU_JOYSTANDARDVERIFY           2203
define MENU_JOYPROVERIFY                2204
define MENU_JOYCLEARVERIFY              2205
define MENU_ADULTPASSWORD               10001
define MENU_RESETPLAYER                 15000
define MENU_BUYDUKE                     20000
define MENU_NETWORK                     20001
define MENU_PLAYER                      20002
define MENU_MACROS                      20004
define MENU_NETHOST                     20010
define MENU_NETOPTIONS                  20011
define MENU_NETUSERMAP                  20012
define MENU_NETJOIN                     20020

Logo flags

Template:Logo flags


The following values are used with LOGO_FLAGS.

Exposed Value Label Description
No 1 LOGO_ENABLED If 0, will disable the entire logo startup sequence.
No 2 LOGO_PLAYANIM If 0, will disable playback of the logo.anm/logo.ivf animation (e.g. the Nuke logo).
No 4 LOGO_PLAYMUSIC If 0, will disable music on the main menu.
No 8 LOGO_3DRSCREEN If 0, will disable the 3DRealms screen before the "Duke Nukem 3D" logo sequence.
No 16 LOGO_TITLESCREEN If 0, will disable the entire "Duke Nukem 3D" title animation.
No 32 LOGO_DUKENUKEM If 0, will prevent the "Duke Nukem" logo tile from appearing on the title screen.
No 64 LOGO_THREEDEE If 0, will prevent the "3D" tile from appearing on the title screen.
No 128 LOGO_PLUTOPAKSPRITE If 0, will prevent the "ATOMIC" tile from appearing on the title screen.
No 256 LOGO_SHAREWARESCREENS If 1, will enable the two screens that normally only appear when quitting the game using the shareware GRP.
No 512 LOGO_TENSCREEN If 1, will enable the "PLAY ON TEN" screen to appear when quitting the game.
No 1024 LOGO_STOPANIMSOUNDS If 1, will prevent the sound of the logo animation from overlapping into the title screen.
No 2048 LOGO_NOE4CUTSCENE If 1, will disable the Episode 4 intro cutscene.
No 4096 LOGO_NOE1BONUSSCENE If 1, will disable the Episode 1 ending cutscene.
No 8192 LOGO_NOE2BONUSSCENE If 1, will disable the Episode 2 ending cutscene.
No 16384 LOGO_NOE3BONUSSCENE If 1, will disable the Episode 3 ending cutscene.
No 32768 LOGO_NOE4BONUSSCENE If 1, will disable the Episode 4 ending cutscene.
No 65536 LOGO_NOE1ENDSCREEN If 1, will disable the Episode 1 ending story screens.
No 131072 LOGO_NOE2ENDSCREEN If 1, will disable the Episode 2 ending story screens.
No 262144 LOGO_NOE3RADLOGO If 1, disables the Episode 3 ending screen after the cutscene.
No 524288 LOGO_NODUKETEAMTEXT If 1, disables the "thanks for giving us Big Heads" screen that appears at the end of Episode 4.
No 1048576 LOGO_NODUKETEAMPIC If 1, disables the 3DRealms team screen that appears at the end of either E3 or E4, depending on whether the expansion is present.
No 2097152 LOGO_STOPMISCSOUNDS If 1, disables the hardcoded sound NITEVISION_ONOFF (index 213) that occurs when the logo sequence ends.
No 4194304 LOGO_NOGAMETITLE If 1, removes the "Duke Nukem 3D" logo tile, as well as the "ATOMIC" tile on the main menu.
No 8388608 LOGO_NOTITLEBAR If 1, removes the background tile of the submenu title bar.
No 16777216 LOGO_HIDEEPISODE If 1, prevents the episode name from being displayed on the automap.
No 33554432 LOGO_NOHELP If 1, removes the "Help" option from the main menu, and makes it inaccessible through pressing F1. Note that the removal of the menu entry is done exactly once at startup, and cannot be toggled thereafter.
No 67108864 LOGO_NOCREDITS If 1, removes the "Credits" option from the main menu. Note that the removal of the menu entry is done exactly once at startup, and cannot be toggled thereafter.
Defines
define LOGO_ENABLED                     0x00000001
define LOGO_PLAYANIM                    0x00000002
define LOGO_PLAYMUSIC                   0x00000004
define LOGO_3DRSCREEN                   0x00000008
define LOGO_TITLESCREEN                 0x00000010
define LOGO_DUKENUKEM                   0x00000020
define LOGO_THREEDEE                    0x00000040
define LOGO_PLUTOPAKSPRITE              0x00000080
define LOGO_SHAREWARESCREENS            0x00000100
define LOGO_TENSCREEN                   0x00000200
define LOGO_STOPANIMSOUNDS              0x00000400
define LOGO_NOE4CUTSCENE                0x00000800
define LOGO_NOE1BONUSSCENE              0x00001000
define LOGO_NOE2BONUSSCENE              0x00002000
define LOGO_NOE3BONUSSCENE              0x00004000
define LOGO_NOE4BONUSSCENE              0x00008000
define LOGO_NOE1ENDSCREEN               0x00010000
define LOGO_NOE2ENDSCREEN               0x00020000
define LOGO_NOE3RADLOGO                 0x00040000
define LOGO_NODUKETEAMTEXT              0x00080000
define LOGO_NODUKETEAMPIC               0x00100000
define LOGO_STOPMISCSOUNDS              0x00200000
define LOGO_NOGAMETITLE                 0x00400000
define LOGO_NOTITLEBAR                  0x00800000
define LOGO_HIDEEPISODE                 0x01000000
define LOGO_NOHELP                      0x02000000
define LOGO_NOCREDITS                   0x04000000

Status bar flags

Template:Status bar flags


The following values are used with statusbarflags.

They control what occurs when the player shrinks or increases the screen size through the menu or the keybinds.

Exposed Value Label Description
No 1 STATUSBAR_NONONE If set, prevents the HUD display from being hidden entirely.
No 2 STATUSBAR_NOMINI If set, prevents althud from being set to 0, disabling the normal minimal hud. Also prevents statusbarcustom from being incremented. If set together with STATUSBAR_NOMODERN, disables both the minimal and alternate HUD.
No 4 STATUSBAR_NOFULL If set, prevents statusbarmode from being set to 0, resulting in the overlay HUD always being active. If set together with STATUSBAR_NOOVERLAY and STATUSBAR_NOSHRINK, completely disables the fullscreen HUD.
No 8 STATUSBAR_NOSHRINK (Default) If set, prevents screen_size from being incremented past 8. In other words, it is not possible to shrink the screen past the no-overlay fullscreen HUD.
No 16 STATUSBAR_NOFRAGBAR (Multiplayer) If set, does not display the fragbar at the top of the screen in multiplayer games.
No 32 STATUSBAR_NOOVERLAY If set, prevents statusbarmode from being set to 1, disabling the overlay HUD.
No 64 STATUSBAR_NOMODERN If set, prevents althud from being set to 1, disabling it. If set together with STATUSBAR_NOMINI, disables both the minimal and alternate HUD.
Defines
define STATUSBAR_NONONE                 0x00000001
define STATUSBAR_NOMINI                 0x00000002
define STATUSBAR_NOFULL                 0x00000004
define STATUSBAR_NOSHRINK               0x00000008
define STATUSBAR_NOFRAGBAR              0x00000010
define STATUSBAR_NOOVERLAY              0x00000020
define STATUSBAR_NOMODERN               0x00000040

Input keys

Template:Input keys


The following values are used with definegamefuncname, getgamefuncbind, getkeyname and undefinegamefunc.

Exposed Value Label Description
No 0 gamefunc_Move_Forward
No 1 gamefunc_Move_Backward
No 2 gamefunc_Turn_Left
No 3 gamefunc_Turn_Right
No 4 gamefunc_Strafe
No 5 gamefunc_Fire
No 6 gamefunc_Open
No 7 gamefunc_Run
No 8 gamefunc_Alt_Fire Does nothing without defining EVENT_ALTFIRE.
No 9 gamefunc_Jump
No 10 gamefunc_Crouch
No 11 gamefunc_Look_Up
No 12 gamefunc_Look_Down
No 13 gamefunc_Look_Left
No 14 gamefunc_Look_Right
No 15 gamefunc_Strafe_Left
No 16 gamefunc_Strafe_Right
No 17 gamefunc_Aim_Up
No 18 gamefunc_Aim_Down
No 19 gamefunc_Weapon_1
No 20 gamefunc_Weapon_2
No 21 gamefunc_Weapon_3
No 22 gamefunc_Weapon_4
No 23 gamefunc_Weapon_5
No 24 gamefunc_Weapon_6
No 25 gamefunc_Weapon_7
No 26 gamefunc_Weapon_8
No 27 gamefunc_Weapon_9
No 28 gamefunc_Weapon_10
No 29 gamefunc_Inventory
No 30 gamefunc_Inventory_Left
No 31 gamefunc_Inventory_Right
No 32 gamefunc_Holo_Duke
No 33 gamefunc_Jetpack
No 34 gamefunc_NightVision
No 35 gamefunc_MedKit
No 36 gamefunc_TurnAround
No 37 gamefunc_SendMessage
No 38 gamefunc_Map
No 39 gamefunc_Shrink_Screen
No 40 gamefunc_Enlarge_Screen
No 41 gamefunc_Center_View
No 42 gamefunc_Holster_Weapon
No 43 gamefunc_Show_Opponents_Weapon
No 44 gamefunc_Map_Follow_Mode
No 45 gamefunc_See_Coop_View
No 46 gamefunc_Mouse_Aiming
No 47 gamefunc_Toggle_Crosshair
No 48 gamefunc_Steroids
No 49 gamefunc_Quick_Kick
No 50 gamefunc_Next_Weapon
No 51 gamefunc_Previous_Weapon
No 52 gamefunc_Show_Console
No 53 gamefunc_Show_DukeMatch_Scores
No 54 gamefunc_Dpad_Select
No 55 gamefunc_Dpad_Aiming
No 56 gamefunc_AutoRun
No 57 gamefunc_Last_Weapon
No 58 gamefunc_Quick_Save
No 59 gamefunc_Quick_Load
No 60 gamefunc_Alt_Weapon Switch between Pipebomb & Detonator, Shrinker & Expander
No 61 gamefunc_Third_Person_View
No 62 gamefunc_Toggle_Crouch
Defines
define gamefunc_Move_Forward            0
define gamefunc_Move_Backward           1
define gamefunc_Turn_Left               2
define gamefunc_Turn_Right              3
define gamefunc_Strafe                  4
define gamefunc_Fire                    5
define gamefunc_Open                    6
define gamefunc_Run                     7
define gamefunc_Alt_Fire                8
define gamefunc_Jump                    9
define gamefunc_Crouch                  10
define gamefunc_Look_Up                 11
define gamefunc_Look_Down               12
define gamefunc_Look_Left               13
define gamefunc_Look_Right              14
define gamefunc_Strafe_Left             15
define gamefunc_Strafe_Right            16
define gamefunc_Aim_Up                  17
define gamefunc_Aim_Down                18
define gamefunc_Weapon_1                19
define gamefunc_Weapon_2                20
define gamefunc_Weapon_3                21
define gamefunc_Weapon_4                22
define gamefunc_Weapon_5                23
define gamefunc_Weapon_6                24
define gamefunc_Weapon_7                25
define gamefunc_Weapon_8                26
define gamefunc_Weapon_9                27
define gamefunc_Weapon_10               28
define gamefunc_Inventory               29
define gamefunc_Inventory_Left          30
define gamefunc_Inventory_Right         31
define gamefunc_Holo_Duke               32
define gamefunc_Jetpack                 33
define gamefunc_NightVision             34
define gamefunc_MedKit                  35
define gamefunc_TurnAround              36
define gamefunc_SendMessage             37
define gamefunc_Map                     38
define gamefunc_Shrink_Screen           39
define gamefunc_Enlarge_Screen          40
define gamefunc_Center_View             41
define gamefunc_Holster_Weapon          42
define gamefunc_Show_Opponents_Weapon   43
define gamefunc_Map_Follow_Mode         44
define gamefunc_See_Coop_View           45
define gamefunc_Mouse_Aiming            46
define gamefunc_Toggle_Crosshair        47
define gamefunc_Steroids                48
define gamefunc_Quick_Kick              49
define gamefunc_Next_Weapon             50
define gamefunc_Previous_Weapon         51
define gamefunc_Show_Console            52
define gamefunc_Show_DukeMatch_Scores   53
define gamefunc_Dpad_Select             54
define gamefunc_Dpad_Aiming             55
define gamefunc_AutoRun                 56
define gamefunc_Last_Weapon             57
define gamefunc_Quick_Save              58
define gamefunc_Quick_Load              59
define gamefunc_Alt_Weapon              60 
define gamefunc_Third_Person_View       61 
define gamefunc_Toggle_Crouch           62

Input bits

Template:Bits


The following values are used with bits.

WARNING: All weapon bits operate on non-power-of-two!

Exposed Value Label Description
No 1 INPUT_JUMP
No 2 INPUT_CROUCH
No 4 INPUT_FIRE
No 8 INPUT_AIM_UP
No 16 INPUT_AIM_DOWN
No 32 INPUT_RUNNING
No 64 INPUT_LOOK_LEFT
No 128 INPUT_LOOK_RIGHT
No 256 INPUT_WEAPON_1
No 512 INPUT_WEAPON_2
No 768 INPUT_WEAPON_3 NPOT
No 1024 INPUT_WEAPON_4
No 1280 INPUT_WEAPON_5 NPOT
No 1536 INPUT_WEAPON_6 NPOT
No 1792 INPUT_WEAPON_7 NPOT
No 2048 INPUT_WEAPON_8
No 2304 INPUT_WEAPON_9 NPOT
No 2560 INPUT_WEAPON_10 NPOT
No 2816 INPUT_WEAPON_PREV NPOT
No 3072 INPUT_WEAPON_NEXT NPOT
No 3328 INPUT_ALT_WEAPON Note: NPOT. Not defined as a macro in the source.
No 3584 INPUT_LAST_WEAPON Note: NPOT. Not defined as a macro in the source.
No 4096 INPUT_STEROIDS
No 8192 INPUT_LOOK_UP
No 16384 INPUT_LOOK_DOWN
No 32768 INPUT_NIGHTVISION
No 65536 INPUT_MEDKIT
No 131072 INPUT_RESERVED
No 262144 INPUT_CENTER_VIEW
No 524288 INPUT_HOLSTER_WEAPON
No 1048576 INPUT_INVENTORY_LEFT
No 2097152 INPUT_PAUSE
No 4194304 INPUT_QUICK_KICK
No 8388608 INPUT_AIM_MODE
No 16777216 INPUT_HOLODUKE
No 33554432 INPUT_JETPACK
No 67108864 INPUT_QUIT
No 134217728 INPUT_INVENTORY_RIGHT
No 268435456 INPUT_TURN_AROUND
No 536870912 INPUT_OPEN
No 1073741824 INPUT_INVENTORY
No 2147483648 INPUT_ESC


Defines
define INPUT_JUMP                       0x00000001
define INPUT_CROUCH                     0x00000002
define INPUT_FIRE                       0x00000004
define INPUT_AIM_UP                     0x00000008
define INPUT_AIM_DOWN                   0x00000010
define INPUT_RUNNING                    0x00000020
define INPUT_LOOK_LEFT                  0x00000040
define INPUT_LOOK_RIGHT                 0x00000080
define INPUT_WEAPON_1                   0x00000100
define INPUT_WEAPON_2                   0x00000200
define INPUT_WEAPON_3                   0x00000300
define INPUT_WEAPON_4                   0x00000400
define INPUT_WEAPON_5                   0x00000500
define INPUT_WEAPON_6                   0x00000600
define INPUT_WEAPON_7                   0x00000700
define INPUT_WEAPON_8                   0x00000800
define INPUT_WEAPON_9                   0x00000900
define INPUT_WEAPON_10                  0x00000A00
define INPUT_WEAPON_PREV                0x00000B00
define INPUT_WEAPON_NEXT                0x00000C00
define INPUT_ALT_WEAPON                 0x00000D00
define INPUT_LAST_WEAPON                0x00000E00
define INPUT_STEROIDS                   0x00001000
define INPUT_LOOK_UP                    0x00002000
define INPUT_LOOK_DOWN                  0x00004000
define INPUT_NIGHTVISION                0x00008000
define INPUT_MEDKIT                     0x00010000
define INPUT_RESERVED                   0x00020000
define INPUT_CENTER_VIEW                0x00040000
define INPUT_HOLSTER_WEAPON             0x00080000
define INPUT_INVENTORY_LEFT             0x00100000
define INPUT_PAUSE                      0x00200000
define INPUT_QUICK_KICK                 0x00400000
define INPUT_AIM_MODE                   0x00800000
define INPUT_HOLODUKE                   0x01000000
define INPUT_JETPACK                    0x02000000
define INPUT_QUIT                       0x04000000
define INPUT_INVENTORY_RIGHT            0x08000000
define INPUT_TURN_AROUND                0x10000000
define INPUT_OPEN                       0x20000000
define INPUT_INVENTORY                  0x40000000
define INPUT_ESC                        0x80000000

Input extbits

Template:Extbits


The following values are used with extbits.

Exposed Value Label Description
No 1 INPUT_MOVE_FORWARD
No 2 INPUT_MOVE_BACKWARD
No 4 INPUT_STRAFE_LEFT
No 8 INPUT_STRAFE_RIGHT
No 16 INPUT_TURN_LEFT
No 32 INPUT_TURN_RIGHT
No 64 INPUT_ALT_FIRE
No 128 INPUT_CHAT_MODE Triggered when the player starts typing a chat message.
Defines
define INPUT_MOVE_FORWARD               0x00000001
define INPUT_MOVE_BACKWARD              0x00000002
define INPUT_STRAFE_LEFT                0x00000004
define INPUT_STRAFE_RIGHT               0x00000008
define INPUT_TURN_LEFT                  0x00000010
define INPUT_TURN_RIGHT                 0x00000020
define INPUT_ALT_FIRE                   0x00000040
define INPUT_CHAT_MODE                  0x00000080

Cheats

Template:Cheats


The following values are used with activatecheat, definecheat, definecheatdescription and EVENT_ACTIVATECHEAT.

Exposed Value Label Description
No 0 CHEAT_CORNHOLIO Toggle god mode and infinite Jetpack
No 1 CHEAT_STUFF Give all weapons, inventory and keys
No 2 CHEAT_SCOTTY Change level to ###
No 3 CHEAT_COORDS Display coordinates
No 4 CHEAT_VIEW Toggle third-person view
No 5 CHEAT_TIME Prints the message "Crosshair: off"
No 6 CHEAT_UNLOCK Activate all doors, switches, etc
No 7 CHEAT_CASHMAN Spawn money when pressing use
No 8 CHEAT_ITEMS Give all inventory and keys
No 9 CHEAT_RATE Display frame rate
No 10 CHEAT_SKILL Change skill level to #
No 11 CHEAT_BETA Prints the message "Pirates Suck!"
No 12 CHEAT_HYPER Give and use Steroids
No 13 CHEAT_MONSTERS Toggle monsters
14 <RESERVED>
15 <RESERVED>
No 16 CHEAT_TODD Prints the message "Register Cosmo Today!"
No 17 CHEAT_SHOWMAP Toggle full automap
No 18 CHEAT_KROZ Toggle god mode
No 19 CHEAT_ALLEN Prints the message "Buy Major Stryker"
No 20 CHEAT_CLIP Toggle no-clipping mode
No 21 CHEAT_WEAPONS Give all weapons
No 22 CHEAT_INVENTORY Give all inventory
No 23 CHEAT_KEYS Give all keys
No 24 CHEAT_DEBUG Display debug data and create debug.map file
25 <RESERVED>
No 26 CHEAT_COMEGETSOME Toggles godmode, gives full health + armor and gives all keys, weapons and ammo (no inventory items). Unlike CHEAT_KROZ, does not unset the 'dead' flag on the player.
Defines
define CHEAT_CORNHOLIO                  0
define CHEAT_STUFF                      1
define CHEAT_SCOTTY                     2
define CHEAT_COORDS                     3
define CHEAT_VIEW                       4
define CHEAT_TIME                       5
define CHEAT_UNLOCK                     6
define CHEAT_CASHMAN                    7
define CHEAT_ITEMS                      8
define CHEAT_RATE                       9
define CHEAT_SKILL                      10
define CHEAT_BETA                       11
define CHEAT_HYPER                      12
define CHEAT_MONSTERS                   13
define CHEAT_TODD                       16
define CHEAT_SHOWMAP                    17
define CHEAT_KROZ                       18
define CHEAT_ALLEN                      19
define CHEAT_CLIP                       20
define CHEAT_WEAPONS                    21
define CHEAT_INVENTORY                  22
define CHEAT_KEYS                       23
define CHEAT_DEBUG                      24
define CHEAT_COMEGETSOME                26

Quotes

Template:Quotes


The following values are used with definequote, ftq and other string manipulation commands.

These quotes are hardcoded to trigger when certain game events occur. The corresponding text for them is found in USER.CON.

Exposed Value Label Text in 1.5 Atomic Triggered by
No 1 QUOTE_SHOW_MAP_OFF "SHOW MAP: OFF" When disabling the "show map" cheat.
No 2 QUOTE_ACTIVATED "ACTIVATED" When Sector Effectors 21, 24, 25 and 34 are activated.
No 3 QUOTE_MEDKIT "PORTABLE MEDKIT" When selecting the "portable medkit" inventory item.
No 4 QUOTE_LOCKED "LOCKED" When ACTIVATORLOCKED is triggered to lock.
No 5 QUOTE_CHEAT_EVERYTHING "GIVING EVERYTHING!" When the "DNSTUFF" or "DNITEMS" cheats are triggered.
No 6 QUOTE_BOOTS "BOOTS" When selecting the "boots" inventory item.
No 7 QUOTE_WASTED "WASTED!" Only referenced by the unused SE5 sector boss. Was supposed to be displayed when the boss was destroyed.
No 8 QUOTE_UNLOCKED "UNLOCKED" When ACTIVATORLOCKED is triggered to unlock.
No 9 QUOTE_FOUND_SECRET "A SECRET PLACE!" When a secret sector is triggered by the player.
No 10 QUOTE_SQUISHED "SQUISH!" Displayed if the player is squished, or whenever ifsquished returns true. This is displayed regardless of whether any actor was killed.
No 12 QUOTE_USED_STEROIDS "USED STEROIDS" When the player uses the steroids item.
No 13 QUOTE_DEAD "PRESS SPACE TO RESTART LEVEL" Never directly triggered by hardcoded functions. HOWEVER: On initialization, the game checks the quote for the substrings "USE", "OPEN", and "SPACE" and replaces them with the key string currently bound to gamefunc_Open.
No 15 QUOTE_DEACTIVATED "DEACTIVATED" When Sector Effectors 24, 25 and 34 are deactivated.
No 17 QUOTE_CHEAT_GODMODE_ON "GOD MODE: ON" When godmode is turned on.
No 18 QUOTE_CHEAT_GODMODE_OFF "GOD MODE: OFF" When godmode is turned off.
No 20 QUOTE_CROSSHAIR_ON "CROSSHAIR: ON" When the crosshair is turned on. Not defined as a macro in the source code, but still referenced.
No 21 QUOTE_CROSSHAIR_OFF "CROSSHAIR: OFF" When the crosshair is turned off.
No 22 QUOTE_CHEATS_DISABLED "YOU'RE TOO GOOD TO BE CHEATING!" When skill level is 4 and the player tries to input a cheat code.
No 23 QUOTE_MESSAGES_ON "MESSAGES: ON" When quotes are turned on.
No 24 QUOTE_MESSAGES_OFF "MESSAGES: OFF" When quotes are turned off.
No 26 QUOTE_MUSIC "DETAIL: LOW" Overridden at runtime to display the filename of the song when changing music. Original string no longer in use.
No 37 QUOTE_CHEAT_STEROIDS "STEROIDS" When using the DNHYPER cheat.
No 40 QUOTE_F1HELP "Press F1 for Help" Displayed at the start of E1L1 in the shareware version.
No 44 QUOTE_MOUSE_AIMING_OFF "MOUSE AIMING OFF" When mouse aiming is turned off.
No 45 QUOTE_MOUSE_AIMING_ON "MOUSE AIMING ON" When mouse aiming is turned on. Not defined as a macro in the source, but still referenced.
No 47 QUOTE_HOLODUKE_ON "HOLODUKE ON"
No 48 QUOTE_HOLODUKE_OFF "HOLODUKE OFF"
No 49 QUOTE_HOLODUKE_NOT_FOUND "HOLODUKE NOT FOUND YET!"
No 50 QUOTE_JETPACK_NOT_FOUND "JETPACK NOT FOUND YET"
No 52 QUOTE_JETPACK_ON "JETPACK ON"
No 53 QUOTE_JETPACK_OFF "JETPACK OFF"
No 70 QUOTE_NEED_BLUE_KEY "BLUE ACCESS CARD REQUIRED"
No 71 QUOTE_NEED_RED_KEY "RED ACCESS CARD REQUIRED"
No 72 QUOTE_NEED_YELLOW_KEY "YELLOW ACCESS CARD REQUIRED"
No 73 QUOTE_WEAPON_LOWERED "WEAPON LOWERED" When the "holster weapon" key is used.
No 74 QUOTE_WEAPON_RAISED "WEAPON RAISED" When the "holster weapon" key is used after holstering.
No 75 QUOTE_BOOTS_ON "PROTECTIVE BOOTS ON" Whenever the player walks onto a damaging floor with boots in his inventory.
No 76 QUOTE_SCUBA_ON "SCUBA GEAR ON" Whenever the player is submerged with scuba gear in his inventory.
No 79 QUOTE_CHEAT_ALLEN "BUY MAJOR STRYKER" DNALLEN cheat code
No 80 QUOTE_MIGHTY_FOOT "MIGHTY FOOT ENGAGED" Whenever the player presses the quick kick button. (with a delay)
No 81 QUOTE_WEAPON_MODE_ON "WEAPON MODE ON" (Multiplayer) When the "show opponents weapons" key is activated. Has no macro, but still referenced in the source.
No 82 QUOTE_WEAPON_MODE_OFF "WEAPON MODE OFF" (Multiplayer) When the "show opponents weapons" key is deactivated.
No 83 QUOTE_MAP_FOLLOW_OFF "FOLLOW MODE OFF" When the automap stops following the player.
No 84 QUOTE_MAP_FOLLOW_ON "FOLLOW MODE ON" When the automap starts following the player. Has no macro, but still referenced in the source.
No 85 QUOTE_RUN_MODE_OFF "RUN MODE OFF" When autorun is turned off.
No 86 QUOTE_RUN_MODE_ON "RUN MODE ON" When autorun is turned on. Has no macro, but still referenced in the source.
No 88 QUOTE_JETPACK "JET PACK" When selecting the jetpack inventory item.
No 89 QUOTE_SCUBA "AIRTANK" When selecting the scuba gear inventory item.
No 90 QUOTE_STEROIDS "STEROIDS" When selecting the steroids inventory item.
No 91 QUOTE_HOLODUKE "HOLODUKE" When selecting the holoduke inventory item.
No 99 QUOTE_CHEAT_TODD "REGISTER COSMO TODAY!" When entering the DNCOSMO cheat.
No 100 QUOTE_CHEAT_UNLOCK "ALL LOCKS TOGGLED" When entering the DNUNLOCK cheat.
No 101 QUOTE_NVG "NIGHT VISION GOGGLES" When selecting the NVG inventory item.
No 102 QUOTE_WEREGONNAFRYYOURASS "WE'RE GONNA FRY YOUR ASS, NUKEM!" When player enter sector with lotag 65534 or if the command endofgame is triggered with a sound defined.
No 103 QUOTE_SCREEN_SAVED "SCREEN SAVED" When a screenshot is made using F12.
No 105 QUOTE_CHEAT_BETA "PIRATES SUCK!" Quote upon entering DNBETA.
No 106 QUOTE_NVG_ON "NIGHT VISION ON" When the night vision goggles are turned on. Has no macro, but is still referenced by the source code.
No 107 QUOTE_NVG_OFF "NIGHT VISION OFF" When the night vision goggles are turned off.
No 109 QUOTE_VIEW_MODE_OFF "VIEW MODE OFF" When third-person view is turned off.
No 110 QUOTE_VIEW_MODE_ON "VIEW MODE ON" When the third-person view is turned on. Has no macro, but is still referenced by the source code.
No 111 QUOTE_SHOW_MAP_ON "SHOW MAP: ON" When enabling the "show map" cheat.
No 112 QUOTE_CHEAT_CLIP "CLIPPING: ON" When player clipping is enabled via cheat. Has no macro, but is still referenced by the source code.
No 113 QUOTE_CHEAT_NOCLIP "CLIPPING: OFF" When player clipping is disabled via cheat.
No 114 QUOTE_SAVE_BAD_VERSION "!!! INCORRECT VERSION !!!" When trying to load a savegame and a version error occurs.
No 115 QUOTE_RESERVED "<Please Leave Blank>" Used by obituaries when you are killed by another player. ("Killed by %s")
No 116 QUOTE_RESERVED2 "<Please Leave Blank>" Used by obituaries when you kill another player. ("Killed %s")
No 117 QUOTE_RESERVED3 "<Please Leave Blank>" Stores the name of the player you aim at.
No 118 QUOTE_SAVE_DEAD "YOU CANNOT "QUICK SAVE" WHEN DEAD" When player tries to save and the player's health is 0 or lower.
No 119 QUOTE_CHEAT_ALL_WEAPONS "GOT ALL WEAPONS/AMMO"
No 120 QUOTE_CHEAT_ALL_INV "GOT ALL INVENTORY"
No 121 QUOTE_CHEAT_ALL_KEYS "GOT ALL KEYS"
No 122 QUOTE_RESERVED4 "<Please Leave Blank>" Overridden by several hardcoded strings, including savegame quotes, demo recording quotes, the DNMONSTERS cheat quote, the "Come Get Some" cheat quote, and the DNTODD cheat in NAM.
No 124 QUOTE_SAVE_BAD_PLAYERS "MAP HAS A DIFFERENT NUMBER OF PLAYERS" When trying to load a multiplayer savegame but the number of active players doesn't match.
Defines
define QUOTE_SHOW_MAP_OFF               1
define QUOTE_ACTIVATED                  2
define QUOTE_MEDKIT                     3
define QUOTE_LOCKED                     4
define QUOTE_CHEAT_EVERYTHING           5
define QUOTE_BOOTS                      6
define QUOTE_WASTED                     7
define QUOTE_UNLOCKED                   8
define QUOTE_FOUND_SECRET               9
define QUOTE_SQUISHED                   10
define QUOTE_USED_STEROIDS              12
define QUOTE_DEAD                       13
define QUOTE_DEACTIVATED                15
define QUOTE_CHEAT_GODMODE_ON           17
define QUOTE_CHEAT_GODMODE_OFF          18
define QUOTE_CROSSHAIR_ON               20
define QUOTE_CROSSHAIR_OFF              21
define QUOTE_CHEATS_DISABLED            22
define QUOTE_MESSAGES_ON                23
define QUOTE_MESSAGES_OFF               24
define QUOTE_MUSIC                      26
define QUOTE_CHEAT_STEROIDS             37
define QUOTE_F1HELP                     40
define QUOTE_MOUSE_AIMING_OFF           44
define QUOTE_MOUSE_AIMING_ON            45
define QUOTE_HOLODUKE_ON                47
define QUOTE_HOLODUKE_OFF               48
define QUOTE_HOLODUKE_NOT_FOUND         49
define QUOTE_JETPACK_NOT_FOUND          50
define QUOTE_JETPACK_ON                 52
define QUOTE_JETPACK_OFF                53
define QUOTE_NEED_BLUE_KEY              70
define QUOTE_NEED_RED_KEY               71
define QUOTE_NEED_YELLOW_KEY            72
define QUOTE_WEAPON_LOWERED             73
define QUOTE_WEAPON_RAISED              74
define QUOTE_BOOTS_ON                   75
define QUOTE_SCUBA_ON                   76
define QUOTE_CHEAT_ALLEN                79
define QUOTE_MIGHTY_FOOT                80
define QUOTE_WEAPON_MODE_ON             81
define QUOTE_WEAPON_MODE_OFF            82
define QUOTE_MAP_FOLLOW_OFF             83
define QUOTE_MAP_FOLLOW_ON              84
define QUOTE_RUN_MODE_OFF               85
define QUOTE_RUN_MODE_ON                86
define QUOTE_JETPACK                    88
define QUOTE_SCUBA                      89
define QUOTE_STEROIDS                   90
define QUOTE_HOLODUKE                   91
define QUOTE_CHEAT_TODD                 99
define QUOTE_CHEAT_UNLOCK               100
define QUOTE_NVG                        101
define QUOTE_WEREGONNAFRYYOURASS        102
define QUOTE_SCREEN_SAVED               103
define QUOTE_CHEAT_BETA                 105
define QUOTE_NVG_ON                     106
define QUOTE_NVG_OFF                    107
define QUOTE_VIEW_MODE_OFF              109
define QUOTE_SHOW_MAP_OFF               110
define QUOTE_SHOW_MAP_ON                111
define QUOTE_CHEAT_CLIP                 112
define QUOTE_CHEAT_NOCLIP               113
define QUOTE_SAVE_BAD_VERSION           114
define QUOTE_RESERVED                   115
define QUOTE_RESERVED2                  116
define QUOTE_RESERVED3                  117
define QUOTE_SAVE_DEAD                  118
define QUOTE_CHEAT_ALL_WEAPONS          119
define QUOTE_CHEAT_ALL_INV              120
define QUOTE_CHEAT_ALL_KEYS             121
define QUOTE_RESERVED4                  122
define QUOTE_SAVE_BAD_PLAYERS           124

Floor/Ceiling cstat

Template:Sector cstat


The following values are used with floorstat and ceilingstat.

Exposed Value Label Description
No 1 FLOOR_STAT_PLAX
CEILING_STAT_PLAX
Parallaxed texture (used for skies). Also, for subway car sectors, if you set this bit to 1, it will shoot RPGs at the nearest player. This is used for the space ship in the beginning of E2L1.
No 2 FLOOR_STAT_SLOPE
CEILING_STAT_SLOPE
Slope
No 4 FLOOR_STAT_SWAPXY
CEILING_STAT_SWAPXY
Texture's x & y is swapped
No 8 FLOOR_STAT_SMOOSH
CEILING_STAT_SMOOSH
Texture Expansion is on ["E" key in Build/Mapster32]
No 16 FLOOR_STAT_XFLIP
CEILING_STAT_XFLIP
Texture's x is flipped
No 32 FLOOR_STAT_YFLIP
CEILING_STAT_YFLIP
Texture's y is flipped
No 64 FLOOR_STAT_RELATIVE
CEILING_STAT_RELATIVE
Texture Relativity is on ["R" key in Build/Mapster32]
No 128 FLOOR_STAT_MASKED
CEILING_STAT_MASKED
Masked (different from being clear only for TROR)
No 256 FLOOR_STAT_TRANS
CEILING_STAT_TRANS
Translucent mask. Combine with 128 for reverse translucent mask.
No 512 Blocks movement (for TROR)
No 1024 TROR
No 2048 Blocks projectiles (for TROR)
Defines
define FLOOR_STAT_PLAX                  0x00000001
define FLOOR_STAT_SLOPE                 0x00000002
define FLOOR_STAT_SWAPXY                0x00000004
define FLOOR_STAT_SMOOSH                0x00000008
define FLOOR_STAT_XFLIP                 0x00000010
define FLOOR_STAT_YFLIP                 0x00000020
define FLOOR_STAT_RELATIVE              0x00000040
define FLOOR_STAT_MASKED                0x00000080
define FLOOR_STAT_TRANS                 0x00000100

define CEILING_STAT_PLAX                0x00000001
define CEILING_STAT_SLOPE               0x00000002
define CEILING_STAT_SWAPXY              0x00000004
define CEILING_STAT_SMOOSH              0x00000008
define CEILING_STAT_XFLIP               0x00000010
define CEILING_STAT_YFLIP               0x00000020
define CEILING_STAT_RELATIVE            0x00000040
define CEILING_STAT_MASKED              0x00000080
define CEILING_STAT_TRANS               0x00000100

Wall cstat

Template:Wall cstat


The following values are used with wall cstat.

Exposed Value Label Description
No 1 CSTAT_WALL_BLOCK Make wall blockable
No 2 CSTAT_WALL_BOTTOM_SWAP Make bottoms of invisible walls swapped
No 4 CSTAT_WALL_ALIGN_BOTTOM Align picture on bottom
No 8 CSTAT_WALL_XFLIP Flip wall around x-axis
No 16 CSTAT_WALL_MASKED Make wall masking, two-sided
No 32 CSTAT_WALL_1WAY Make wall masking, one-sided. This disables rendering on the other side, meaning it can be used to avoid SOS glitches. However it also disables transparency on the masked wall.
No 64 CSTAT_WALL_BLOCK_HITSCAN Make wall able to be hit by weapons
No 128 CSTAT_WALL_TRANSLUCENT Make wall transparent
No 256 CSTAT_WALL_YFLIP Flip wall around y-axis
No 512 CSTAT_WALL_TRANS_FLIP Second transparency level (combine with cstat 128)
No 1024 CSTAT_WALL_YAX_UPWALL
No 2048 CSTAT_WALL_YAX_DOWNWALL
No 4096 CSTAT_WALL_ROTATE_90 Rotate texture by 90 degrees counter-clockwise. (3D-mode hotkey 'R' in mapster32)
No 16384 CSTAT_WALL_BLOCK_ACTOR Only used in Shadow Warrior
No 32768 CSTAT_WALL_WARP_HITSCAN Only used in Shadow Warrior
Defines
define CSTAT_WALL_BLOCK                 0x00000001
define CSTAT_WALL_BOTTOM_SWAP           0x00000002
define CSTAT_WALL_ALIGN_BOTTOM          0x00000004
define CSTAT_WALL_XFLIP                 0x00000008
define CSTAT_WALL_MASKED                0x00000010
define CSTAT_WALL_1WAY                  0x00000020
define CSTAT_WALL_BLOCK_HITSCAN         0x00000040
define CSTAT_WALL_TRANSLUCENT           0x00000080
define CSTAT_WALL_YFLIP                 0x00000100
define CSTAT_WALL_TRANS_FLIP            0x00000200
define CSTAT_WALL_YAX_UPWALL            0x00000400
define CSTAT_WALL_YAX_DOWNWALL          0x00000800
define CSTAT_WALL_ROTATE_90             0x00001000
define CSTAT_WALL_BLOCK_ACTOR           0x00004000
define CSTAT_WALL_WARP_HITSCAN          0x00008000

Sprite cstat

Template:Cstat


The following values are used with sprite cstat.

Exposed Value Label Description
No 1 CSTAT_SPRITE_BLOCK Make sprite blockable
No 2 CSTAT_SPRITE_TRANSLUCENT Make sprite transparent
No 4 CSTAT_SPRITE_XFLIP Flip sprite around x-axis
No 8 CSTAT_SPRITE_YFLIP Flip sprite around y-axis
No 16 CSTAT_SPRITE_WALL Draw sprite as vertically flat (wall aligned)
No 32 CSTAT_SPRITE_FLOOR Draw sprite as horizontally flat (floor aligned)
No 64 CSTAT_SPRITE_ONE_SIDE Make sprite one sided
No 128 CSTAT_SPRITE_YCENTER Half submerged
No 256 CSTAT_SPRITE_BLOCK_HITSCAN Make sprite able to be hit by weapons
No 512 CSTAT_SPRITE_TRANS_FLIP Second transparency level (combine with cstat 2)
No 1024 Sprite will take priority being drawn over other sprites (may be subject to change)
No 2048 CSTAT_SPRITE_NOSHADE Sprite will not be forced to take shade of sector
No 8192 Sprite will not cast a Polymer shadow
No 16384 Sprite will be invisible but will still cast a Polymer shadow
No 32768 CSTAT_SPRITE_INVISIBLE Invisible (do not render, skip EVENT_ANIMATESPRITES)
Defines
define CSTAT_SPRITE_BLOCK               0x00000001
define CSTAT_SPRITE_TRANSLUCENT         0x00000002
define CSTAT_SPRITE_XFLIP               0x00000004
define CSTAT_SPRITE_YFLIP               0x00000008
define CSTAT_SPRITE_WALL                0x00000010
define CSTAT_SPRITE_FLOOR               0x00000020
define CSTAT_SPRITE_ONE_SIDE            0x00000040
define CSTAT_SPRITE_YCENTER             0x00000080
define CSTAT_SPRITE_BLOCK_HITSCAN       0x00000100
define CSTAT_SPRITE_TRANS_FLIP          0x00000200
define CSTAT_SPRITE_NOSHADE             0x00000800
define CSTAT_SPRITE_INVISIBLE           0x00008000

Gameflags / Spriteflags / Htflags

Template:Htflags


The following values are used with gameflags, htflags and spriteflags.

Exposed Value Hex Label Description
Yes 1 0x00000001 SFLAG_SHADOW Generates a shadow. See spriteshadow.
Yes 2 0x00000002 SFLAG_NVG Turns palette 6 whenever night vision goggles are used. See spritenvg.
Yes 4 0x00000004 SFLAG_NOSHADE The sprite's shade is unaffected by the shade of its sector. See spritenoshade.
No 8 0x00000008 SFLAG_PROJECTILE Has been defined with defineprojectile.
No 16 0x00000010 SFLAG_DECAL Prevents teleporting. The sprite is not entered into the decal deletion queue.
Yes 32 0x00000020 SFLAG_BADGUY Is an enemy. See useractor.
Yes 64 0x00000040 SFLAG_NOPAL Sprite will be insusceptible to floor palette of sector containing this sprite. See spritenopal.
Yes 128 0x00000080 SFLAG_NOEVENTS Sprite will not be run through EVENT_GAME or EVENT_PREGAME.
Yes 256 0x00000100 SFLAG_NOLIGHT Sprite will not emit hardcoded Polymer-based lights.
Yes 512 0x00000200 SFLAG_USEACTIVATOR
Internal 1024 0x00000400 SFLAG_NULL Null sprite in multiplayer [internal, do not use]
Yes 2048 0x00000800 SFLAG_NOCLIP Sprite will call "clipmove()" with a clipmask of 0, skipping collision detection with other sprites to increase performance. (Specifically, to prevent runtime behavior that is quadratic with the number of sprites.) Useful for particle effects.
No 4096 0x00001000 SFLAG_NOFLOORSHADOW
Yes 8192 0x00002000 SFLAG_SMOOTHMOVE
Yes 16384 0x00004000 SFLAG_NOTELEPORT
No 32768 0x00008000 SFLAG_BADGUYSTAYPUT Actor will stay inside its original sector..
No 65536 0x00010000 SFLAG_CACHE
No 131072 0x00020000 SFLAG_ROTFIXED rotation-fixed with respect to a pivot point to prevent position diverging due to roundoff error accumulation.
No 262144 0x00040000 SFLAG_HARDCODED_BADGUY
No 524288 0x00080000 SFLAG_DIDNOSE7WATER Used temporarily.
Yes 1048576 0x00100000 SFLAG_NODAMAGEPUSH Actor should not be pushed back when damaged (by default TANK, RECON, ROTATEGUN, and the bosses).
Yes 2097152 0x00200000 SFLAG_NOWATERDIP Actor will not appear to sink into the floor in sectors tagged Above Water (lotag 1).
Yes 4194304 0x00400000 SFLAG_HURTSPAWNBLOOD Actor will spawn blood as hardcoded enemies do when hurt.
Yes 8388608 0x00800000 SFLAG_GREENSLIMEFOOD Actor can be eaten by GREENSLIME actor (Protozoid Slimer). Can only be set outside of actor and event code whereupon it is applied to all sprites of the same picnum.
Yes 16777216 0x01000000 SFLAG_REALCLIPDIST Actor will always use its set clipdist instead of one potentially overridden in hardcoded circumstances based on its xrepeat and picnum.
Yes 33554432 0x02000000 SFLAG_WAKEUPBADGUYS When awoken (changed to an active actor), any sprite with this flag set will wake up any enemy with which it has a line of sight.
Yes 67108864 0x04000000 SFLAG_DAMAGEEVENT Actor fires EVENT_(POST)DAMAGESPRITE when damaged.
Yes 134217728 0x08000000 SFLAG_NOWATERSECTOR Will prevent a sprite from moving into water.
Yes 268435456 0x10000000 SFLAG_QUEUEDFORDELETE
Defines
define SFLAG_SHADOW                     0x00000001
define SFLAG_NVG                        0x00000002
define SFLAG_NOSHADE                    0x00000004
define SFLAG_PROJECTILE                 0x00000008
define SFLAG_DECAL                      0x00000010
define SFLAG_NULL                       0x00000400
define SFLAG_NOFLOORSHADOW              0x00001000
define SFLAG_BADGUYSTAYPUT              0x00008000
define SFLAG_CACHE                      0x00010000
define SFLAG_ROTFIXED                   0x00020000
define SFLAG_HARDCODED_BADGUY           0x00040000
define SFLAG_DIDNOSE7WATER              0x00080000
define SFLAG_HURTSPAWNBLOOD             0x00400000
define SFLAG_GREENSLIMEFOOD             0x00800000
define SFLAG_WAKEUPBADGUYS              0x02000000
define SFLAG_DAMAGEEVENT                0x04000000

Statnums

Template:Statnums


The following values are used with statnum.

Exposed Value Label Description
Yes 0 STAT_DEFAULT Sprites that are not defined by the CON code as actors, and are not projectiles, etc, have a statnum of 0. (i.e. the floor texture sprites used to make up a sprite bridge)
Yes 1 STAT_ACTOR Actors. Sprites with a statnum of 1 will execute the actor code that applies to their tile number in the CON scripts.
Yes 2 STAT_ZOMBIEACTOR Sleepers. Sprites taking a break from code execution (e.g. a Pig Cop that has been left alone for long enough will revert to statnum 2, only waking up and going back to statnum 1 upon seeing the player again)
Yes 3 STAT_EFFECTOR
Yes 4 STAT_PROJECTILE Projectiles. This includes hardcoded projectiles like RPG, FREEZEBLAST, and SHRINKSPARK, as well as custom projectiles. It does not include hitscan projectiles (bullets), since those are not sprites that exist in the game world. (SHOTSPARK1, the sprite spawned by bullets, is not itself a projectile.)
Yes 5 STAT_MISC
Yes 6 STAT_STANDABLE On spawn, the following sprites have statnum 6: BOLT1+, SIDEBOLT1+, VIEWSCREEN, VIEWSCREEN2, CRANE, TRASH, WATERDRIP, WATERDRIPSPLASH, PLUG, WATERBUBBLEMAKER, MASTERSWITCH, DOORSHOCK, TREE1, TREE2, TIRE, CONE, BOX, FLOORFLAME, CEILINGSTEAM, OOZFILTER, CRACK1-CRACK4, FIREEXT, TOILETWATER.

A few other ones become STANDABLE on seeing the player (changing from ZOMBIEACTOR): RUBBERCAN, EXPLODINGBARREL, WOODENHORSE, HORSEONSIDE, CANWITHSOMETHING, CANWITHSOMETHING2-4, FIREBARREL, FIREVASE, NUKEBARREL, NUKEBARRELDENTED, NUKEBARRELLEAKED, TRIPBOMB.

Yes 7 STAT_LOCATOR
Yes 8 STAT_ACTIVATOR
Yes 9 STAT_TRANSPORT
Yes 10 STAT_PLAYER Player and Holoduke
Yes 11 STAT_FX RESPAWN, MUSICANDSFX
Yes 12 STAT_FALLER Decorative sprites that have a nonzero hitag to make them destructible are assigned to the FALLER statnum.
Yes 13 STAT_DUMMYPLAYER
Yes 14 STAT_LIGHT
No 99 TSPR_TEMP A tspr will have this when it is a shadow cast by an actor.
No 100 STAT_MIRROREDACTOR A tspr will have this when it is part of a mirror reflection.
Yes 1024 MAXSTATUS A sprite id with this statnum is invalid, meaning that it has been deleted or just never existed in the map. Do NOT try to destroy a sprite by setting this value on it, instead use the killit command or else try setting the sprite's xrepeat to zero.
Defines
define TSPR_TEMP                        99
define STAT_MIRROREDACTOR               100

Mdflags

Template:Mdflags


The following values are used with mdflags.

Exposed Value Label Description
No 1 SPREXT_NOTMD Force sprite be displayed as sprite, instead of a model.
No 2 SPREXT_NOMDANIM No model animation.
No 4 SPREXT_AWAY1
No 8 SPREXT_AWAY2
No 16 SPREXT_TSPRACCESS Process in EVENT_ANIMATESPRITES.
No 32 SPREXT_TEMPINVISIBLE
Defines
define SPREXT_NOTMD                     0x00000001
define SPREXT_NOMDANIM                  0x00000002
define SPREXT_AWAY1                     0x00000004
define SPREXT_AWAY2                     0x00000008
define SPREXT_TSPRACCESS                0x00000010
define SPREXT_TEMPINVISIBLE             0x00000020

Orientation

Template:Orientation


The following values are used by rotatesprite, rotatesprite16, rotatespritea, screentext, gametext, minitext, digitalnumber, digitalnumberz, myos and myospalx.

Exposed Value Label Description
No 1 RS_TRANS1 Translucency level one (66% opacity).
No 2 RS_AUTO Scaling on 320-200 coordinates. This is implicitly applied to all CON screen drawing commands, but including it in your bitfields is recommended for clarity and portability of your code.
No 4 RS_YFLIP Used to invert Y coordinates. Combine this bit with an angle of 1024 (using rotatesprite) and the tile will appear to have inverted X coordinates. If you want inversion for both the X and Y coordinates, simply set the angle (again, with rotatesprite) to 1024 and do not use this bit.
No 8 RS_NOCLIP Causes the sprite to be not affected by the screen size (using the + or - commands). This is usefull, for example, when displaying a status bar.
No 16 RS_TOPLEFT Forces the center of the sprite you're drawing to its top-left if set. It also ignores the x-y offset of the tile.
No 32 RS_TRANS2 Translucency level two (33% opacity). It won't work if 1 is not set.
No 64 RS_NOMASK Forces masking off if set. It discards translucency too.
No 128 RS_PERM "Permanent" tile (deprecated).
No 256 RS_ALIGN_L Align to the left (widescreen support)
No 512 RS_ALIGN_R Align to the right (widescreen support)
No 1024 RS_STRETCH Stretch to screen resolution (distorts aspect ratio; this is the behavior of rotatesprite prior to widescreen awareness)
No 2048 ROTATESPRITE_FULL16 Always interpret coordinate values as having "full" precision, bit-shifted left by 16, so that 20971520x13107200 corresponds to 320x200. See rotatesprite16.
No 4096 RS_LERP Enables interpolation of coordinates between rotatesprite calls per guniqhudid. Changes of tilenum reset interpolation.
No 8192 RS_FORCELERP Forces interpolation, even if the tilenum changes between calls.
Defines
define RS_TRANS1                        0x00000001
define RS_AUTO                          0x00000002
define RS_YFLIP                         0x00000004
define RS_NOCLIP                        0x00000008
define RS_TOPLEFT                       0x00000010
define RS_TRANS2                        0x00000020
define RS_NOMASK                        0x00000040
define RS_PERM                          0x00000080
define RS_ALIGN_L                       0x00000100
define RS_ALIGN_R                       0x00000200
define RS_STRETCH                       0x00000400
define ROTATESPRITE_FULL16              0x00000800

As with cstat, the bit values can be added together and used in combination. For example, orientation 33 (32+1) is transparency level two, and orientation 5 (4+1) is transparency level one with inverted Y coordinates.

Text Properties

Template:Screentext flags


The following values are used with screentext and qstrdim.

Exposed Value Label Description
No 1 TEXT_XRIGHT Right-align text on the x-axis. For example, you could display text at x=320 with this flag and the string's right edge would be on the right edge of the screen.
No 2 TEXT_XCENTER Center-align text on the x-axis. For example, you could display text at x=160 with this flag and the string would be perfectly horizontally centered.
No 4 TEXT_YBOTTOM Bottom-align text on the y-axis. For example, you could display text at y=200 with this flag and the string's bottom edge would be on the bottom edge of the screen.
No 8 TEXT_YCENTER Center-align text on the y-axis. For example, you could display text at y=100 with this flag and the string would be perfectly vertically centered.
No 16 TEXT_INTERNALSPACE If you are unsure what to specify for the <xspace> parameter, this flag will allow EDuke32 to make its own determination. Don't use this unless you have no idea whatsoever. The <xspace> value will be added to the internal result.
No 32 TEXT_TILESPACE The <xspace> parameter will be determined using the width of the tile after '~'. Good for custom fonts. (NB: <xbetween> is added to spaces just like any other character.) The <xspace> value will be added to the result.
No 64 TEXT_INTERNALLINE If you are unsure what to specify for the <yline> parameter, this flag will allow EDuke32 to make its own determination. Don't use this unless you have no idea whatsoever. The <yline> value will be added to the internal result.
No 128 TEXT_TILELINE The <yline> parameter will be determined using the height of the tile after '~'. Good for custom fonts. The <yline> value will be added to the result.
No 256 TEXT_XOFFSETZERO Calculate spacing between characters from the left edge instead of the right. In other words, <xbetween> is used as a constant width for the characters in the string and the potentially variable widths of the tiles displayed in the string are ignored.
No 512 TEXT_XJUSTIFY Justify text in the X direction, using <xbetween> for the total width (since the actual distance will be calculated automatically). Compatible with TEXT_XRIGHT and TEXT_XCENTER.
No 1024 TEXT_YOFFSETZERO Calculate spacing between line from the top edge instead of the bottom. In other words, <ybetween> is used as a constant height for the lines in the string and the potentially variable heights of the tiles displayed in the string are ignored.
No 2048 TEXT_YJUSTIFY Justify text in the Y direction, using <ybetween> for the total height (since the actual distance will be calculated automatically). Compatible with TEXT_YBOTTOM and TEXT_YCENTER.
No 4096 <RESERVED> Do not use.
No 8192 TEXT_UPPERCASE Force the case of all letters in the string to uppercase.
No 16384 TEXT_INVERTCASE Invert the case of the letters in the string. Combine with TEXT_UPPERCASE to produce all-lowercase output.
No 32768 TEXT_IGNOREESCAPE Palette escape sequences (# or ##) will have no effect. (See definequote.)
No 65536 TEXT_LITERALESCAPE No parsing will be done for palette escape sequences so they will show up as actual text. This is useful if you have followed by a number that you actually want to display on the screen, such as exponentiation.
No 131072 <RESERVED> Do not use.
No 262144 TEXT_CONSTWIDTHNUMS All numerals will display as if they have a TEXT_XOFFSETZERO of the width of the '0' minus one. For the standard blue font, this value would be 8. This is useful if you have some string including a number value (such as a countdown timer) that you want to display without the place values shifting due to variable width tiles, particularly '1'.
No 524288 TEXT_DIGITALNUMBER Special tile order: starting at '0' instead of 'A'. Using this flag with quotes containing anything other than numbers may give you undefined behavior. (Recommended tile numbers: DIGITALNUM (#2472), THREEBYFIVE (#3010))
No 1048576 TEXT_BIGALPHANUM Special tile order: main menu red font. As in v1.3D, the gray font serves as the lowercase letters, so TEXT_UPPERCASE is recommended. (Recommended tile number: BIGALPHANUM (#2930))
No 2097152 TEXT_GRAYFONT Special tile order: gray font. To parallel the above flag, the red font serves as the lowercase letters, so TEXT_UPPERCASE is recommended. The primary difference compared to using the above flag with the lowercase flags is that the gray font has its own set of numerals. The red font's punctuation is still used. (Recommended tile number: #2966)
No 4194304 TEXT_NOLOCALE Text will not be translated by the localization DEF command.
No 8388608 TEXT_VARHEIGHT Alters the positioning of the text in the x and y direction, shifting it by half the size of the tile, depending on the zoom value of the text, if and only if RS_TOPLEFT is not set.
No 16777216 TEXT_CENTERCONSTWIDTH Center glyphs within their allotted region and respect xbetween between chars in constant width mode.
Defines
define TEXT_XRIGHT                      0x00000001
define TEXT_XCENTER                     0x00000002
define TEXT_YBOTTOM                     0x00000004
define TEXT_YCENTER                     0x00000008
define TEXT_INTERNALSPACE               0x00000010
define TEXT_TILESPACE                   0x00000020
define TEXT_INTERNALLINE                0x00000040
define TEXT_TILELINE                    0x00000080
define TEXT_XOFFSETZERO                 0x00000100
define TEXT_XJUSTIFY                    0x00000200
define TEXT_YOFFSETZERO                 0x00000400
define TEXT_YJUSTIFY                    0x00000800
define TEXT_LINEWRAP                    0x00001000
define TEXT_UPPERCASE                   0x00002000
define TEXT_INVERTCASE                  0x00004000
define TEXT_IGNOREESCAPE                0x00008000
define TEXT_LITERALESCAPE               0x00010000
define TEXT_BACKWARDS                   0x00020000
define TEXT_GAMETEXTNUMHACK             0x00040000
define TEXT_DIGITALNUMBER               0x00080000
define TEXT_BIGALPHANUM                 0x00100000
define TEXT_GRAYFONT                    0x00200000
define TEXT_NOLOCALE                    0x00400000
define TEXT_VARHEIGHT                   0x00800000
define TEXT_CENTERCONSTWIDTH            0x01000000

Tilenums

Template:Tilenums


Hard-coded tilenums.

Exposed Value Label Description
No 30719 TILE_SAVESHOT
No 30718 TILE_TILT
No 30717 TILE_LOADSHOT
No 30716 TILE_ANIM
No 30715 TILE_VIEWSCR
Defines
define TILE_SAVESHOT                    30719
define TILE_TILT                        30718
define TILE_LOADSHOT                    30717
define TILE_ANIM                        30716
define TILE_VIEWSCR                     30715

Base palettes

Template:Basepals


Base palettes. Not to be confused with lookup palettes (such as sprite palette)

Exposed Value Label Description
No 0 BASEPAL
No 1 WATERPAL
No 2 SLIMEPAL
No 3 DREALMSPAL
No 4 TITLEPAL
No 5 ENDINGPAL
No 6 ANIMPAL
Defines
define BASEPAL                          0
define WATERPAL                         1
define SLIMEPAL                         2
define DREALMSPAL                       3
define TITLEPAL                         4
define ENDINGPAL                        5
define ANIMPAL                          6

Lookup palettes

Template:Pals


Special lookup palettes (used with commands such as spritepal, etc). Not to be confused with the base palette.

Exposed Value Label Description
No 251 CROSSHAIR_PAL
No 252 NORMALPAL
No 253 SPECULARPAL
No 254 GLOWPAL
No 255 DETAILPAL
Defines
define CROSSHAIR_PAL                    251
define NORMALPAL                        252
define SPECULARPAL                      253
define GLOWPAL                          254
define DETAILPAL                        255

Music

Template:Music


The following values are used with music, starttrack, starttrackvar, music_level and other music manipulation commands.

These are the tracks defined with music using zero as the episode value. Entries four through eight are reserved by EDuke32 for future use.

Exposed Value Label Description
No 0 MUS_INTRO
No 1 MUS_BRIEFING
No 2 MUS_LOADING
Defines
define MUS_INTRO                        0
define MUS_BRIEFING                     1
define MUS_LOADING                      2

Inventory icon

Template:Inventory


The following values are used with addinventory and ifpinventory. Not be to be confused with inven_icon.

Exposed Value Label Description
No 0 GET_STEROIDS Steroids Powerup. 100% equals an inventory amount of 400.
If amount < 400, then it will automatically activate and begin counting down by 1 every game tic until it reaches 0.
If amount > 400, the item cannot be used.
No 1 GET_SHIELD Armor. In eduke32, the upper bound is max_shield_amount. In Duke 1.5, the upper bound for armor was set by max_player_health.
No 2 GET_SCUBA Scuba Gear. 100% equals an inventory amount of 6400.
Activates automatically when underwater, and decreases by 1 every gametic until it reaches 0.
No 3 GET_HOLODUKE Holoduke. 100% equals an inventory amount of 2400. Decreases by 1 every gametic while active.
No 4 GET_JETPACK Jetpack. 100% equals an inventory amount of 1600. Decreases by 1 every gametic while active.
No 5 GET_DUMMY1 Reserved, unused.
No 6 GET_ACCESS Access Card. Identified by palette: Blue: 0, Red: 21, Yellow: 23
No 7 GET_HEATS Night Vision Goggles. 100% equals an inventory amount of 1200. Decreases by 1 every gametic while active.
No 8 GET_DUMMY2 Reserved, unused.
No 9 GET_FIRSTAID Portable Medkit. 100% equals an inventory amount of 100. Upper bound is directly tied to max_player_health.
No 10 GET_BOOTS Protective Boots. 100% equals an inventory amount of 200.
Decreased by 2 every time the player is supposed to take damage from HURTRAIL, FLOORSLIME, or FLOORPLASMA.
Decreased by 1 every time the player is supposed to take damage from BLOODPOOL with pal 0.
Decreased by 1 every gametic as long as the player is in a sector with PURPLELAVA as floor or ceiling tile.
Defines
define GET_STEROIDS                  0
define GET_SHIELD                    1
define GET_SCUBA                     2
define GET_HOLODUKE                  3
define GET_JETPACK                   4
define GET_DUMMY1                    5
define GET_ACCESS                    6
define GET_HEATS                     7
define GET_DUMMY2                    8
define GET_FIRSTAID                  9
define GET_BOOTS                    10

Weapon flags

Template:Weapon flags


The following values are used with WEAPONx_FLAGS.

Exposed Value Label Description
No 1 WEAPON_HOLSTER_CLEARS_CLIP Holster key "refills" magazine by removing excess ammo from the player
No 2 WEAPON_GLOWS Controls glowing effect on SHRINKER weapon's crystal, no effect on other weapons, probably breaks shotgun if used with that weapon
No 4 WEAPON_AUTOMATIC Resets kickback_pic to 1 instead of 0 when animation ends
No 8 WEAPON_FIREEVERYOTHER Fires projectiles every frame instead of when kickback_pic is equal to WEAPONx_FIREDELAY. Also alters burst fire behavior so that shots are dispatched once per tic instead of all at once.
No 16 WEAPON_FIREEVERYTHIRD Fires when kickback_pic  % 3 === 0 (every third frame)
No 32 WEAPON_RANDOMRESTART When used with WEAPON_AUTOMATIC, resets kickback_pic to a random value between 1 and 4 instead of 1 when animation ends
No 64 WEAPON_AMMOPERSHOT Use ammo per shot per burst (like the Devastator)
No 128 WEAPON_BOMB_TRIGGER Is a bomb trigger (Pipebomb Detonator)
No 256 WEAPON_NOVISIBLE Using does NOT cause player to flash the level (clear visibility)
No 512 WEAPON_THROWIT Currently unused
No 1024 WEAPON_CHECKATRELOAD Check weapon availability at 'reload' time, only affects weapons with WEAPONx_WORKSLIKE of TRIPBOMB_WEAPON
No 2048 WEAPON_STANDSTILL Stops all player z-axis movement when firing
No 4096 WEAPON_SPAWNTYPE2 Spawn Type 2 (Shotgun shells)
No 8192 WEAPON_SPAWNTYPE3 Spawn Type 3 (Chaingun shells)
No 16384 WEAPON_SEMIAUTO Semi-automatic (cancel button press after each shot)
No 32768 WEAPON_RELOAD_TIMING Alternate formula for reload sound timing, generally used for pistol
No 65536 WEAPON_RESET Resets kickback_pic to 1 instead of 0 at end of firing animation if fire is held
Defines
define WEAPON_HOLSTER_CLEARS_CLIP       0x00000001
define WEAPON_GLOWS                     0x00000002
define WEAPON_AUTOMATIC                 0x00000004
define WEAPON_FIREEVERYOTHER            0x00000008
define WEAPON_FIREEVERYTHIRD            0x00000010
define WEAPON_RANDOMRESTART             0x00000020
define WEAPON_AMMOPERSHOT               0x00000040
define WEAPON_BOMB_TRIGGER              0x00000080
define WEAPON_NOVISIBLE                 0x00000100
define WEAPON_THROWIT                   0x00000200
define WEAPON_CHECKATRELOAD             0x00000400
define WEAPON_STANDSTILL                0x00000800
define WEAPON_SPAWNTYPE2                0x00001000
define WEAPON_SPAWNTYPE3                0x00002000
define WEAPON_SEMIAUTO                  0x00004000
define WEAPON_RELOAD_TIMING             0x00008000
define WEAPON_RESET                     0x00010000

PROJ_WORKSLIKE flags

Template:Proj workslike


The following values are used with defineprojectile.

Exposed Value Hex Label Description
Yes 1 0x000001 PROJECTILE_HITSCAN Indicates that the projectile is hitscan.

It cannot be applied simultaneously with PROJECTILE_KNEE, PROJECTILE_RPG, or PROJECTILE_BLOOD.

Yes 2 0x000002 PROJECTILE_RPG Indicates that the projectile is a moving actor.

It cannot be applied simultaneously with PROJECTILE_HITSCAN, PROJECTILE_KNEE, or PROJECTILE_BLOOD.

Yes 4 0x000004 PROJECTILE_BOUNCESOFFWALLS Nounce off of all walls, like pipebombs and freezeblasts.
Yes 8 0x000008 PROJECTILE_BOUNCESOFFMIRRORS Bounce off of mirrors only, like shrinker blasts and firelasers.
Yes 16 0x000010 PROJECTILE_KNEE Indicates that the projectile is melee, essentially hitscan with limited range.

It cannot be applied simultaneously with PROJECTILE_HITSCAN, PROJECTILE_RPG, or PROJECTILE_BLOOD.

Yes 32 0x000020 PROJECTILE_WATERBUBBLES Spawn water bubbles (WATERBUBBLE, tile #661) if underwater.
Yes 64 0x000040 PROJECTILE_TIMED If projectile is flagged as an RPG projectile, then this flag will make the projectile disappear.

You have to define the projectile with PROJ_RANGE. 30 units = 1 second. Which is the ammount of time before the projectile will disappear. Keep in mind. If this flag is set, the projectile won't start the spawn option, sound options, and probably a few more options.

Yes 128 0x000080 PROJECTILE_BOUNCESOFFSPRITES Bounce off of sprites.
Yes 256 0x000100 PROJECTILE_SPIT Draw loogies on a player's screen and tint it green if the player is hit by the projectile.
Yes 512 0x000200 PROJECTILE_COOLEXPLOSION1
Yes 1024 0x000400 PROJECTILE_BLOOD Indicates that the projectile is a blood splat, like the hardcoded BLOODSPLAT1 through 4 found in state random_wall_jibs.

It cannot be applied simultaneously with PROJECTILE_HITSCAN, PROJECTILE_RPG, or PROJECTILE_KNEE.

Yes 2048 0x000800 PROJECTILE_LOSESVELOCITY
Yes 4096 0x001000 PROJECTILE_NOAIM The projectile will not automatically aim at any targets
Yes 8192 0x002000 PROJECTILE_RANDDECALSIZE If this flag is set in the PROJ_WORKSLIKE variable, then the projectile will randomize the size of its decals.
Yes 16384 0x004000 PROJECTILE_EXPLODEONTIMER If projectile is an RPG with PROJECTILE_FLAG_TIMED flag set, then it normally wouldn't spawn sounds and more things. To prevent that, use this flag.
Yes 32768 0x008000 PROJECTILE_RPG_IMPACT Setting this flag in the PROJ_WORKSLIKE variable means that the actors\players that are hit by the projectile will receive direct damage in addition to hitradius, making the total damage close to twice PROJ_EXTRA, similar to the hard-coded RPG projectile. The projectile will also add momentum with direct damage, which can be used in conjunction with setting PROJ_HITRADIUS to 0 in order to create an effect like shooting a rock, if you want it to be realistic.
Yes 65536 0x010000 PROJECTILE_RADIUS_PICNUM This flag sets the projectile's picnum to its target's htpicnum instead of the default RADIUSEXPLOSION, or 1670.
Yes 131072 0x020000 PROJECTILE_ACCURATE_AUTOAIM
Yes 262144 0x040000 PROJECTILE_FORCEIMPACT
Yes 524288 0x080000 PROJECTILE_REALCLIPDIST Allows the value of PROJ_CLIPDIST to take effect if set. Otherwise the hardcoded clipdist of 4 takes effect.
Yes 1048576 0x100000 PROJECTILE_ACCURATE
Yes 2097152 0x200000 PROJECTILE_NOSETOWNERSHADE
Yes 4194304 0x400000 PROJECTILE_RPG_IMPACT_DAMAGE

Move flag

Template:Htmovflags


The following values are used with htmovflag and movesprite.

define HIT_SECTOR                       16384
define HIT_WALL                         32768
define HIT_SPRITE                       49152

Gamevar flags

Template:Gamevar flags


Exposed Value Hex Label Description
Yes 1 0x00000001 GAMEVAR_PERPLAYER Per-player variable.
Yes 2 0x00000002 GAMEVAR_PERACTOR Per-actor variable.
3 0x00000003 GAMEVAR_USER_MASK Bitmask controlling what flags can be set from con; only flags less than this can.
Internal 8 0x00000008 GAMEVAR_RESET
256 0x00000100 GAMEVAR_DEFAULT Allow override (not used, but always cleared for user-defined gamevars).
512 0x00000200 GAMEVAR_FLAG_SECRET Don't dump... (no longer defined in eduke32 source code as of r10016)
Yes 1024 0x00000400 GAMEVAR_NODEFAULT Don't reset on actor spawn. Useful if you want a variable to be set once you start the game (otherwise it's reset each time you start a new game).
2048 0x00000800 GAMEVAR_SYSTEM Cannot change mode flags...(only default value)
4096 0x00001000 GAMEVAR_READONLY Values are read-only (no setvar allowed)
8192 0x00002000 GAMEVAR_INT32PTR plValues is a pointer to an int32_t
16384 0x00004000 GAMEVAR_FLAG_SYNCCHECK check event sync when translating (no longer defined in eduke32 source code as of r10016)
32768 0x00008000 GAMEVAR_INT16PTR plValues is a pointer to a short
Yes 131072 0x00020000 GAMEVAR_NORESET Variable values are not reset when restoring map state
262144 0x00040000 GAMEVAR_SPECIAL Flag for structure member shortcut vars
Yes 524288 0x00080000 GAMEVAR_NOMULTI Don't attach to multiplayer packets
1048576 0x00100000 GAMEVAR_Q16PTR plValues is a pointer to a q16.16
Yes 2097152 0x00200000 GAMEVAR_SERIALIZE Write into permasaves

Gamearray flags

Template:Gamearray flags


Exposed Value Label Description
Internal 8 GAMEARRAY_RESET
Yes 16 GAMEARRAY_RESTORE
No 32 GAMEARRAY_VARSIZE
No 256 GAMEARRAY_STRIDE2
No 512 GAMEARRAY_ALLOCATED
No 2048 GAMEARRAY_SYSTEM
Internal 4096 GAMEARRAY_READONLY
Yes 16384 GAMEARRAY_INT16 Values range from -32768 to 32767
Yes 32768 GAMEARRAY_INT8 Values range from -128 to 127
No 65536 GAMEARRAY_UNSIGNED
Yes 16384 + 65536 GAMEARRAY_UINT16 Values range from 0 to 65536
Yes 32768 + 65536 GAMEARRAY_UINT8 Values range from 0 to 255
Yes 1048576 GAMEARRAY_BOOLEAN Values are 0 or 1.
Internal 2097152 GAMEARRAY_WARN

Misc values

Variable values

These values are pre-defined, however they are not static.

Exposed Value Label Description
No 16 MAXGAMETYPES
No 7 MAXVOLUMES
No 64 MAXLEVELS
No 7 MAXSKILLS
No 4096 MAXSECTORS
No 16384 MAXWALLS
Yes 16384 MAXSPRITES
Yes 2560 MAXSPRITESONSCREEN
Yes 30720 MAXTILES
Yes 12 MAX_WEAPONS
define MAXGAMETYPES                     16
define MAXVOLUMES                       7
define MAXLEVELS                        64
define MAXSKILLS                        7
define MAXSECTORS                       4096
define MAXWALLS                         16384

Misc values

Exposed Value Label Description
No 120 TICRATE
No 26 GAMETICSPERSEC
No 30 REALGAMETICSPERSEC
No 4 TICSPERFRAME
define TICRATE                          120
define GAMETICSPERSEC                   26
define REALGAMETICSPERSEC               30
define TICSPERFRAME                     4

Vars

Notes: All pre-defined gamevars have GAMEVAR_SYSTEM flag.

Exposed Value Name Flags Same as Description
Yes 120 GRENADE_LIFETIME GAMEVAR_PERPLAYER
Yes 30 GRENADE_LIFETIME_VAR GAMEVAR_PERPLAYER
Yes 1 PIPEBOMB_CONTROL GAMEVAR_PERPLAYER
Yes 120 STICKYBOMB_LIFETIME GAMEVAR_PERPLAYER
Yes 30 STICKYBOMB_LIFETIME_VAR GAMEVAR_PERPLAYER
Yes 1 TRIPBOMB_CONTROL GAMEVAR_PERPLAYER
Yes 18 ANGRANGE GAMEVAR_PERPLAYER
Yes 0 AUTOAIMANGLE GAMEVAR_PERPLAYER
Yes COOP GAMEVAR_INT32PTR coop
Yes FFIRE GAMEVAR_INT32PTR ffire
Yes 0 HITAG GAMEVAR_SYSTEM
Yes LEVEL GAMEVAR_INT32PTR
GAMEVAR_READONLY
level_number
Yes 0 LOTAG GAMEVAR_SYSTEM
Yes MARKER GAMEVAR_INT32PTR marker
Yes MONSTERS_OFF GAMEVAR_INT32PTR monsters_off
Yes MULTIMODE GAMEVAR_INT32PTR multimode
Yes NUMSECTORS GAMEVAR_INT16PTR
GAMEVAR_READONLY
Yes NUMWALLS GAMEVAR_INT16PTR
GAMEVAR_READONLY
Yes Numsprites GAMEVAR_INT32PTR
GAMEVAR_READONLY
Yes RESPAWN_INVENTORY GAMEVAR_INT32PTR respawn_inventory
Yes RESPAWN_ITEMS GAMEVAR_INT32PTR respawn_items
Yes RESPAWN_MONSTERS GAMEVAR_INT32PTR respawn_monsters
Yes 0 RETURN GAMEVAR_SYSTEM return
Yes 0 TEXTURE GAMEVAR_SYSTEM
Yes 0 THISACTOR GAMEVAR_READONLY
Yes VOLUME GAMEVAR_INT32PTR
GAMEVAR_READONLY
volume_number
Yes 0 WEAPON GAMEVAR_PERPLAYER
GAMEVAR_READONLY
Yes 0 WORKSLIKE GAMEVAR_PERPLAYER
GAMEVAR_READONLY
Yes 4 ZRANGE GAMEVAR_PERPLAYER
Yes automapping GAMEVAR_INT32PTR
Yes cameraang GAMEVAR_Q16PTR
Yes cameraclock GAMEVAR_INT32PTR
Yes cameradist GAMEVAR_INT32PTR
Yes camerahoriz GAMEVAR_Q16PTR
Yes cameraq16ang GAMEVAR_RAWQ16PTR
Yes cameraq16horiz GAMEVAR_RAWQ16PTR
Yes camerasect GAMEVAR_INT16PTR
Yes camerax GAMEVAR_INT32PTR
Yes cameray GAMEVAR_INT32PTR
Yes cameraz GAMEVAR_INT32PTR
Yes current_menu GAMEVAR_INT32PTR
GAMEVAR_READONLY
Yes currentweapon GAMEVAR_INT32PTR
Yes display_mirror GAMEVAR_INT32PTR
Yes framerate GAMEVAR_INT32PTR
GAMEVAR_READONLY
Yes gametype_flags GAMEVAR_INT32PTR gametypeflags
Yes gravitationalconstant GAMEVAR_INT32PTR
Yes gs GAMEVAR_INT32PTR
Yes gun_pos GAMEVAR_INT32PTR
Yes lastsavepos GAMEVAR_INT32PTR
Yes lastvisinc GAMEVAR_INT32PTR
Yes looking_angSR1 GAMEVAR_INT32PTR
Yes looking_arc GAMEVAR_INT32PTR
Yes myconnectindex GAMEVAR_INT32PTR
GAMEVAR_READONLY
Yes numplayers GAMEVAR_INT32PTR
GAMEVAR_READONLY
Yes numsectors GAMEVAR_INT16PTR
GAMEVAR_READONLY
Yes randomseed GAMEVAR_INT32PTR
Yes screenpeek GAMEVAR_INT32PTR
GAMEVAR_READONLY
Yes totalclock GAMEVAR_INT32PTR
GAMEVAR_READONLY
Yes viewingrange GAMEVAR_INT32PTR
GAMEVAR_READONLY
Yes weapon_xoffset GAMEVAR_INT32PTR
Yes weaponcount GAMEVAR_INT32PTR
Yes windowx1 GAMEVAR_INT32PTR
GAMEVAR_READONLY
Yes windowx2 GAMEVAR_INT32PTR
GAMEVAR_READONLY
Yes windowy1 GAMEVAR_INT32PTR
GAMEVAR_READONLY
Yes windowy2 GAMEVAR_INT32PTR
GAMEVAR_READONLY
Yes xdim GAMEVAR_INT32PTR
GAMEVAR_READONLY
Yes ydim GAMEVAR_INT32PTR
GAMEVAR_READONLY

Weapon gamevars

Template:Weapon gamevars


The following table lists the values of WEAPONS pre-defined gamevars.

KNEE PISTOL SHOTGUN CHAINGUN RPG HANDBOMB SHRINKER DEVISTATOR TRIPBOMB FREEZE HANDREMOTE GROW
WORKSLIKE 0 1 2 3 4 5 6 7 8 9 10 11
CLIP 0 12 0 0 0 0 0 0 0 0 0 0
RELOAD 0 27 13 0 0 30 0 0 16 0 10 0
FIREDELAY 7 2 4 3 4 6 10 3 3 3 2 3
TOTALTIME 14 5 30 12 20 19 12 6 16 5 10 5
HOLDDELAY 0 0 0 3 0 12 0 5 7 0 0 0
FLAGS 292 32768 1024 73812 0 512 2 72 3072 65536 384 2
NOVISIBLE
RANDOMRESTART
AUTOMATIC
RELOAD_TIMING CHECKATRELOAD AUTOMATIC
FIREEVERYTHIRD
AMMOPERSHOT
SPAWNTYPE3
RESET
THROWIT GLOWS FIREEVERYOTHER
AMMOPERSHOT
STANDSTILL
CHECKATRELOAD
RESET BOMB_TRIGGER
NOVISIBLE
GLOWS
SPAWNTIME 0 2 24 1 0 0 0 0 0 0 0 0
SPAWN 0 SHELL SHOTGUNSHELL SHELL 0 0 0 0 0 0 0 0
SHOTSPERBURST 0 0 7 0 0 0 0 2 0 0 0 0
INITIALSOUND 0 0 0 0 0 0 SHRINKER_FIRE CAT_FIRE 0 CAT_FIRE 0 0
FIRESOUND 0 PISTOL_FIRE SHOTGUN_FIRE CHAINGUN_FIRE 0 0 0 0 0 CAT_FIRE 0 EXPANDERSHOOT
SOUND2TIME 0 0 15 0 0 0 0 0 0 0 0 0
SOUND2SOUND 0 0 SHOTGUN_COCK 0 0 0 0 0 0 0 0 0
RELOADSOUND1 EJECT_CLIP
RELOADSOUND2 INSERT_CLIP
SELECTSOUND 0 INSERT_CLIP SHOTGUN_COCK SELECT_WEAPON SELECT_WEAPON 0 SELECT_WEAPON SELECT_WEAPON 0 SELECT_WEAPON 0 SELECT_WEAPON
FLASHCOLOR 0 24575 24575 24575 24575 0 8454016 24575 0 16744576 0 24575
Defines
var WEAPON0_WORKSLIKE                   0                       GAMEVAR_PERPLAYER
var WEAPON0_CLIP                        0                       GAMEVAR_PERPLAYER
var WEAPON0_RELOAD                      0                       GAMEVAR_PERPLAYER
var WEAPON0_FIREDELAY                   7                       GAMEVAR_PERPLAYER
var WEAPON0_TOTALTIME                   14                      GAMEVAR_PERPLAYER
var WEAPON0_HOLDDELAY                   0                       GAMEVAR_PERPLAYER
var WEAPON0_FLAGS                       292                     GAMEVAR_PERPLAYER
var WEAPON0_SHOOTS                      KNEE                    GAMEVAR_PERPLAYER
var WEAPON0_SPAWNTIME                   0                       GAMEVAR_PERPLAYER
var WEAPON0_SPAWN                       0                       GAMEVAR_PERPLAYER
var WEAPON0_SHOTSPERBURST               0                       GAMEVAR_PERPLAYER
var WEAPON0_INITIALSOUND                0                       GAMEVAR_PERPLAYER
var WEAPON0_FIRESOUND                   0                       GAMEVAR_PERPLAYER
var WEAPON0_SOUND2TIME                  0                       GAMEVAR_PERPLAYER
var WEAPON0_SOUND2SOUND                 0                       GAMEVAR_PERPLAYER
var WEAPON0_RELOADSOUND1                EJECT_CLIP              GAMEVAR_PERPLAYER
var WEAPON0_RELOADSOUND2                INSERT_CLIP             GAMEVAR_PERPLAYER
var WEAPON0_SELECTSOUND                 0                       GAMEVAR_PERPLAYER
var WEAPON0_FLASHCOLOR                  0                       GAMEVAR_PERPLAYER

var WEAPON1_WORKSLIKE                   1                       GAMEVAR_PERPLAYER
var WEAPON1_CLIP                        12                      GAMEVAR_PERPLAYER
var WEAPON1_RELOAD                      27                      GAMEVAR_PERPLAYER
var WEAPON1_FIREDELAY                   2                       GAMEVAR_PERPLAYER
var WEAPON1_TOTALTIME                   5                       GAMEVAR_PERPLAYER
var WEAPON1_HOLDDELAY                   0                       GAMEVAR_PERPLAYER
var WEAPON1_FLAGS                       32768                   GAMEVAR_PERPLAYER
var WEAPON1_SHOOTS                      SHOTSPARK1              GAMEVAR_PERPLAYER
var WEAPON1_SPAWNTIME                   2                       GAMEVAR_PERPLAYER
var WEAPON1_SPAWN                       SHELL                   GAMEVAR_PERPLAYER
var WEAPON1_SHOTSPERBURST               0                       GAMEVAR_PERPLAYER
var WEAPON1_INITIALSOUND                0                       GAMEVAR_PERPLAYER
var WEAPON1_FIRESOUND                   PISTOL_FIRE             GAMEVAR_PERPLAYER
var WEAPON1_SOUND2TIME                  0                       GAMEVAR_PERPLAYER
var WEAPON1_SOUND2SOUND                 0                       GAMEVAR_PERPLAYER
var WEAPON1_RELOADSOUND1                EJECT_CLIP              GAMEVAR_PERPLAYER
var WEAPON1_RELOADSOUND2                INSERT_CLIP             GAMEVAR_PERPLAYER
var WEAPON1_SELECTSOUND                 INSERT_CLIP             GAMEVAR_PERPLAYER
var WEAPON1_FLASHCOLOR                  24575                   GAMEVAR_PERPLAYER

var WEAPON2_WORKSLIKE                   2                       GAMEVAR_PERPLAYER
var WEAPON2_CLIP                        0                       GAMEVAR_PERPLAYER
var WEAPON2_RELOAD                      13                      GAMEVAR_PERPLAYER
var WEAPON2_FIREDELAY                   4                       GAMEVAR_PERPLAYER
var WEAPON2_TOTALTIME                   30                      GAMEVAR_PERPLAYER
var WEAPON2_HOLDDELAY                   0                       GAMEVAR_PERPLAYER
var WEAPON2_FLAGS                       1024                    GAMEVAR_PERPLAYER
var WEAPON2_SHOOTS                      SHOTGUN                 GAMEVAR_PERPLAYER
var WEAPON2_SPAWNTIME                   24                      GAMEVAR_PERPLAYER
var WEAPON2_SPAWN                       SHOTGUNSHELL            GAMEVAR_PERPLAYER
var WEAPON2_SHOTSPERBURST               7                       GAMEVAR_PERPLAYER
var WEAPON2_INITIALSOUND                0                       GAMEVAR_PERPLAYER
var WEAPON2_FIRESOUND                   SHOTGUN_FIRE            GAMEVAR_PERPLAYER
var WEAPON2_SOUND2TIME                  15                      GAMEVAR_PERPLAYER
var WEAPON2_SOUND2SOUND                 SHOTGUN_COCK            GAMEVAR_PERPLAYER
var WEAPON2_RELOADSOUND1                EJECT_CLIP              GAMEVAR_PERPLAYER
var WEAPON2_RELOADSOUND2                INSERT_CLIP             GAMEVAR_PERPLAYER
var WEAPON2_SELECTSOUND                 SHOTGUN_COCK            GAMEVAR_PERPLAYER
var WEAPON2_FLASHCOLOR                  24575                   GAMEVAR_PERPLAYER

var WEAPON3_WORKSLIKE                   3                       GAMEVAR_PERPLAYER
var WEAPON3_CLIP                        0                       GAMEVAR_PERPLAYER
var WEAPON3_RELOAD                      0                       GAMEVAR_PERPLAYER
var WEAPON3_FIREDELAY                   3                       GAMEVAR_PERPLAYER
var WEAPON3_TOTALTIME                   12                      GAMEVAR_PERPLAYER
var WEAPON3_HOLDDELAY                   3                       GAMEVAR_PERPLAYER
var WEAPON3_FLAGS                       73812                   GAMEVAR_PERPLAYER
var WEAPON3_SHOOTS                      CHAINGUN                GAMEVAR_PERPLAYER
var WEAPON3_SPAWNTIME                   1                       GAMEVAR_PERPLAYER
var WEAPON3_SPAWN                       SHELL                   GAMEVAR_PERPLAYER
var WEAPON3_SHOTSPERBURST               0                       GAMEVAR_PERPLAYER
var WEAPON3_INITIALSOUND                0                       GAMEVAR_PERPLAYER
var WEAPON3_FIRESOUND                   CHAINGUN_FIRE           GAMEVAR_PERPLAYER
var WEAPON3_SOUND2TIME                  0                       GAMEVAR_PERPLAYER
var WEAPON3_SOUND2SOUND                 0                       GAMEVAR_PERPLAYER
var WEAPON3_RELOADSOUND1                EJECT_CLIP              GAMEVAR_PERPLAYER
var WEAPON3_RELOADSOUND2                INSERT_CLIP             GAMEVAR_PERPLAYER
var WEAPON3_SELECTSOUND                 SELECT_WEAPON           GAMEVAR_PERPLAYER
var WEAPON3_FLASHCOLOR                  24575                   GAMEVAR_PERPLAYER

var WEAPON4_WORKSLIKE                   4                       GAMEVAR_PERPLAYER
var WEAPON4_CLIP                        0                       GAMEVAR_PERPLAYER
var WEAPON4_RELOAD                      0                       GAMEVAR_PERPLAYER
var WEAPON4_FIREDELAY                   4                       GAMEVAR_PERPLAYER
var WEAPON4_TOTALTIME                   20                      GAMEVAR_PERPLAYER
var WEAPON4_HOLDDELAY                   0                       GAMEVAR_PERPLAYER
var WEAPON4_FLAGS                       0                       GAMEVAR_PERPLAYER
var WEAPON4_SHOOTS                      RPG                     GAMEVAR_PERPLAYER
var WEAPON4_SPAWNTIME                   0                       GAMEVAR_PERPLAYER
var WEAPON4_SPAWN                       0                       GAMEVAR_PERPLAYER
var WEAPON4_SHOTSPERBURST               0                       GAMEVAR_PERPLAYER
var WEAPON4_INITIALSOUND                0                       GAMEVAR_PERPLAYER
var WEAPON4_FIRESOUND                   0                       GAMEVAR_PERPLAYER
var WEAPON4_SOUND2TIME                  0                       GAMEVAR_PERPLAYER
var WEAPON4_SOUND2SOUND                 0                       GAMEVAR_PERPLAYER
var WEAPON4_RELOADSOUND1                EJECT_CLIP              GAMEVAR_PERPLAYER
var WEAPON4_RELOADSOUND2                INSERT_CLIP             GAMEVAR_PERPLAYER
var WEAPON4_SELECTSOUND                 SELECT_WEAPON           GAMEVAR_PERPLAYER
var WEAPON4_FLASHCOLOR                  24575                   GAMEVAR_PERPLAYER

var WEAPON5_WORKSLIKE                   5                       GAMEVAR_PERPLAYER
var WEAPON5_CLIP                        0                       GAMEVAR_PERPLAYER
var WEAPON5_RELOAD                      30                      GAMEVAR_PERPLAYER
var WEAPON5_FIREDELAY                   6                       GAMEVAR_PERPLAYER
var WEAPON5_TOTALTIME                   19                      GAMEVAR_PERPLAYER
var WEAPON5_HOLDDELAY                   12                      GAMEVAR_PERPLAYER
var WEAPON5_FLAGS                       512                     GAMEVAR_PERPLAYER
var WEAPON5_SHOOTS                      HEAVYHBOMB              GAMEVAR_PERPLAYER
var WEAPON5_SPAWNTIME                   0                       GAMEVAR_PERPLAYER
var WEAPON5_SPAWN                       0                       GAMEVAR_PERPLAYER
var WEAPON5_SHOTSPERBURST               0                       GAMEVAR_PERPLAYER
var WEAPON5_INITIALSOUND                0                       GAMEVAR_PERPLAYER
var WEAPON5_FIRESOUND                   0                       GAMEVAR_PERPLAYER
var WEAPON5_SOUND2TIME                  0                       GAMEVAR_PERPLAYER
var WEAPON5_SOUND2SOUND                 0                       GAMEVAR_PERPLAYER
var WEAPON5_RELOADSOUND1                EJECT_CLIP              GAMEVAR_PERPLAYER
var WEAPON5_RELOADSOUND2                INSERT_CLIP             GAMEVAR_PERPLAYER
var WEAPON5_SELECTSOUND                 0                       GAMEVAR_PERPLAYER
var WEAPON5_FLASHCOLOR                  0                       GAMEVAR_PERPLAYER

var WEAPON6_WORKSLIKE                   6                       GAMEVAR_PERPLAYER
var WEAPON6_CLIP                        0                       GAMEVAR_PERPLAYER
var WEAPON6_RELOAD                      0                       GAMEVAR_PERPLAYER
var WEAPON6_FIREDELAY                   10                      GAMEVAR_PERPLAYER
var WEAPON6_TOTALTIME                   12                      GAMEVAR_PERPLAYER
var WEAPON6_HOLDDELAY                   0                       GAMEVAR_PERPLAYER
var WEAPON6_FLAGS                       2                       GAMEVAR_PERPLAYER
var WEAPON6_SHOOTS                      SHRINKER                GAMEVAR_PERPLAYER
var WEAPON6_SPAWNTIME                   0                       GAMEVAR_PERPLAYER
var WEAPON6_SPAWN                       0                       GAMEVAR_PERPLAYER
var WEAPON6_SHOTSPERBURST               0                       GAMEVAR_PERPLAYER
var WEAPON6_INITIALSOUND                SHRINKER_FIRE           GAMEVAR_PERPLAYER
var WEAPON6_FIRESOUND                   0                       GAMEVAR_PERPLAYER
var WEAPON6_SOUND2TIME                  0                       GAMEVAR_PERPLAYER
var WEAPON6_SOUND2SOUND                 0                       GAMEVAR_PERPLAYER
var WEAPON6_RELOADSOUND1                EJECT_CLIP              GAMEVAR_PERPLAYER
var WEAPON6_RELOADSOUND2                INSERT_CLIP             GAMEVAR_PERPLAYER
var WEAPON6_SELECTSOUND                 SELECT_WEAPON           GAMEVAR_PERPLAYER
var WEAPON6_FLASHCOLOR                  8454016                 GAMEVAR_PERPLAYER

var WEAPON7_WORKSLIKE                   7                       GAMEVAR_PERPLAYER
var WEAPON7_CLIP                        0                       GAMEVAR_PERPLAYER
var WEAPON7_RELOAD                      0                       GAMEVAR_PERPLAYER
var WEAPON7_FIREDELAY                   3                       GAMEVAR_PERPLAYER
var WEAPON7_TOTALTIME                   6                       GAMEVAR_PERPLAYER
var WEAPON7_HOLDDELAY                   5                       GAMEVAR_PERPLAYER
var WEAPON7_FLAGS                       72                      GAMEVAR_PERPLAYER
var WEAPON7_SHOOTS                      RPG                     GAMEVAR_PERPLAYER
var WEAPON7_SPAWNTIME                   0                       GAMEVAR_PERPLAYER
var WEAPON7_SPAWN                       0                       GAMEVAR_PERPLAYER
var WEAPON7_SHOTSPERBURST               2                       GAMEVAR_PERPLAYER
var WEAPON7_INITIALSOUND                CAT_FIRE                GAMEVAR_PERPLAYER
var WEAPON7_FIRESOUND                   0                       GAMEVAR_PERPLAYER
var WEAPON7_SOUND2TIME                  0                       GAMEVAR_PERPLAYER
var WEAPON7_SOUND2SOUND                 0                       GAMEVAR_PERPLAYER
var WEAPON7_RELOADSOUND1                EJECT_CLIP              GAMEVAR_PERPLAYER
var WEAPON7_RELOADSOUND2                INSERT_CLIP             GAMEVAR_PERPLAYER
var WEAPON7_SELECTSOUND                 SELECT_WEAPON           GAMEVAR_PERPLAYER
var WEAPON7_FLASHCOLOR                  24575                   GAMEVAR_PERPLAYER

var WEAPON8_WORKSLIKE                   8                       GAMEVAR_PERPLAYER
var WEAPON8_CLIP                        0                       GAMEVAR_PERPLAYER
var WEAPON8_RELOAD                      16                      GAMEVAR_PERPLAYER
var WEAPON8_FIREDELAY                   3                       GAMEVAR_PERPLAYER
var WEAPON8_TOTALTIME                   16                      GAMEVAR_PERPLAYER
var WEAPON8_HOLDDELAY                   7                       GAMEVAR_PERPLAYER
var WEAPON8_FLAGS                       3072                    GAMEVAR_PERPLAYER
var WEAPON8_SHOOTS                      HANDHOLDINGLASER        GAMEVAR_PERPLAYER
var WEAPON8_SPAWNTIME                   0                       GAMEVAR_PERPLAYER
var WEAPON8_SPAWN                       0                       GAMEVAR_PERPLAYER
var WEAPON8_SHOTSPERBURST               0                       GAMEVAR_PERPLAYER
var WEAPON8_INITIALSOUND                0                       GAMEVAR_PERPLAYER
var WEAPON8_FIRESOUND                   0                       GAMEVAR_PERPLAYER
var WEAPON8_SOUND2TIME                  0                       GAMEVAR_PERPLAYER
var WEAPON8_SOUND2SOUND                 0                       GAMEVAR_PERPLAYER
var WEAPON8_RELOADSOUND1                EJECT_CLIP              GAMEVAR_PERPLAYER
var WEAPON8_RELOADSOUND2                INSERT_CLIP             GAMEVAR_PERPLAYER
var WEAPON8_SELECTSOUND                 0                       GAMEVAR_PERPLAYER
var WEAPON8_FLASHCOLOR                  0                       GAMEVAR_PERPLAYER

var WEAPON9_WORKSLIKE                   9                       GAMEVAR_PERPLAYER
var WEAPON9_CLIP                        0                       GAMEVAR_PERPLAYER
var WEAPON9_RELOAD                      0                       GAMEVAR_PERPLAYER
var WEAPON9_FIREDELAY                   3                       GAMEVAR_PERPLAYER
var WEAPON9_TOTALTIME                   5                       GAMEVAR_PERPLAYER
var WEAPON9_HOLDDELAY                   0                       GAMEVAR_PERPLAYER
var WEAPON9_FLAGS                       65536                   GAMEVAR_PERPLAYER
var WEAPON9_SHOOTS                      FREEZEBLAST             GAMEVAR_PERPLAYER
var WEAPON9_SPAWNTIME                   0                       GAMEVAR_PERPLAYER
var WEAPON9_SPAWN                       0                       GAMEVAR_PERPLAYER
var WEAPON9_SHOTSPERBURST               0                       GAMEVAR_PERPLAYER
var WEAPON9_INITIALSOUND                CAT_FIRE                GAMEVAR_PERPLAYER
var WEAPON9_FIRESOUND                   CAT_FIRE                GAMEVAR_PERPLAYER
var WEAPON9_SOUND2TIME                  0                       GAMEVAR_PERPLAYER
var WEAPON9_SOUND2SOUND                 0                       GAMEVAR_PERPLAYER
var WEAPON9_RELOADSOUND1                EJECT_CLIP              GAMEVAR_PERPLAYER
var WEAPON9_RELOADSOUND2                INSERT_CLIP             GAMEVAR_PERPLAYER
var WEAPON9_SELECTSOUND                 SELECT_WEAPON           GAMEVAR_PERPLAYER
var WEAPON9_FLASHCOLOR                  16744576                GAMEVAR_PERPLAYER

var WEAPON10_WORKSLIKE                   10                     GAMEVAR_PERPLAYER
var WEAPON10_CLIP                        0                      GAMEVAR_PERPLAYER
var WEAPON10_RELOAD                      10                     GAMEVAR_PERPLAYER
var WEAPON10_FIREDELAY                   2                      GAMEVAR_PERPLAYER
var WEAPON10_TOTALTIME                   10                     GAMEVAR_PERPLAYER
var WEAPON10_HOLDDELAY                   0                      GAMEVAR_PERPLAYER
var WEAPON10_FLAGS                       384                    GAMEVAR_PERPLAYER
var WEAPON10_SHOOTS                      0                      GAMEVAR_PERPLAYER
var WEAPON10_SPAWNTIME                   0                      GAMEVAR_PERPLAYER
var WEAPON10_SPAWN                       0                      GAMEVAR_PERPLAYER
var WEAPON10_SHOTSPERBURST               0                      GAMEVAR_PERPLAYER
var WEAPON10_INITIALSOUND                0                      GAMEVAR_PERPLAYER
var WEAPON10_FIRESOUND                   0                      GAMEVAR_PERPLAYER
var WEAPON10_SOUND2TIME                  0                      GAMEVAR_PERPLAYER
var WEAPON10_SOUND2SOUND                 0                      GAMEVAR_PERPLAYER
var WEAPON10_RELOADSOUND1                EJECT_CLIP             GAMEVAR_PERPLAYER
var WEAPON10_RELOADSOUND2                INSERT_CLIP            GAMEVAR_PERPLAYER
var WEAPON10_SELECTSOUND                 0                      GAMEVAR_PERPLAYER
var WEAPON10_FLASHCOLOR                  0                      GAMEVAR_PERPLAYER

var WEAPON11_WORKSLIKE                   11                     GAMEVAR_PERPLAYER
var WEAPON11_CLIP                        0                      GAMEVAR_PERPLAYER
var WEAPON11_RELOAD                      0                      GAMEVAR_PERPLAYER
var WEAPON11_FIREDELAY                   3                      GAMEVAR_PERPLAYER
var WEAPON11_TOTALTIME                   5                      GAMEVAR_PERPLAYER
var WEAPON11_HOLDDELAY                   0                      GAMEVAR_PERPLAYER
var WEAPON11_FLAGS                       2                      GAMEVAR_PERPLAYER
var WEAPON11_SHOOTS                      GROWSPARK              GAMEVAR_PERPLAYER
var WEAPON11_SPAWNTIME                   0                      GAMEVAR_PERPLAYER
var WEAPON11_SPAWN                       0                      GAMEVAR_PERPLAYER
var WEAPON11_SHOTSPERBURST               0                      GAMEVAR_PERPLAYER
var WEAPON11_INITIALSOUND                0                      GAMEVAR_PERPLAYER
var WEAPON11_FIRESOUND                   EXPANDERSHOOT          GAMEVAR_PERPLAYER
var WEAPON11_SOUND2TIME                  0                      GAMEVAR_PERPLAYER
var WEAPON11_SOUND2SOUND                 0                      GAMEVAR_PERPLAYER
var WEAPON11_RELOADSOUND1                EJECT_CLIP             GAMEVAR_PERPLAYER
var WEAPON11_RELOADSOUND2                INSERT_CLIP            GAMEVAR_PERPLAYER
var WEAPON11_SELECTSOUND                 SELECT_WEAPON          GAMEVAR_PERPLAYER
var WEAPON11_FLASHCOLOR                  24575                  GAMEVAR_PERPLAYER

Arrays

Notes: All pre-defined arrays have GAMEARRAY_SYSTEM flag.

Exposed Value Name Flags Description
Yes gotpic MAXTILES GAMEARRAY_BOOLEAN
Yes gotsector MAXSECTORS GAMEARRAY_BOOLEAN
Yes radiusdmgstatnums MAXSTATUS GAMEARRAY_BOOLEAN
Yes show2dsector MAXSECTORS GAMEARRAY_BOOLEAN
Yes tilesizx MAXTILES GAMEARRAY_STRIDE2
GAMEARRAY_READONLY
GAMEARRAY_INT1
Yes tilesizy MAXTILES GAMEARRAY_STRIDE2
GAMEARRAY_READONLY
GAMEARRAY_INT1