Pre-defined values: Difference between revisions
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== Vars == | == Vars == | ||
Notes: All pre-defined | Notes: All pre-defined gamevars have GAMEVAR_SYSTEM flag. | ||
{| {{prettytable}} | {| {{prettytable}} |
Revision as of 17:31, 20 February 2020
Categories
Game modes
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
The following values are used with htmovflag and movesprite.
define HIT_SECTOR 16384 define HIT_WALL 32768 define HIT_SPRITE 49152
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
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 |
curr_weapon | ||
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 |
KNEE_WEAPON | PISTOL_WEAPON | SHOTGUN_WEAPON | CHAINGUN_WEAPON | RPG_WEAPON | HANDBOMB_WEAPON | SHRINKER_WEAPON | DEVISTATOR_WEAPON | TRIPBOMB_WEAPON | FREEZE_WEAPON | HANDREMOTE_WEAPON | GROW_WEAPON | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
WEAPONx_WORKSLIKE | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 |
WEAPONx_CLIP | 0 | 12 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
WEAPONx_RELOAD | 0 | 27 | 13 | 0 | 0 | 30 | 0 | 0 | 16 | 0 | 10 | 0 |
WEAPONx_FIREDELAY | 7 | 2 | 4 | 3 | 4 | 6 | 10 | 3 | 3 | 3 | 2 | 3 |
WEAPONx_TOTALTIME | 14 | 5 | 30 | 12 | 20 | 19 | 12 | 6 | 16 | 5 | 10 | 5 |
WEAPONx_HOLDDELAY | 0 | 0 | 0 | 3 | 0 | 12 | 0 | 5 | 7 | 0 | 0 | 0 |
WEAPONx_FLAGS | 292 | 32768 | 1024 | 73812 | 0 | 512 | 2 | 72 | 3072 | 65536 | 384 | 2 |
WEAPON_NOVISIBLE WEAPON_RANDOMRESTART WEAPON_AUTOMATIC |
WEAPON_RELOAD_TIMING | WEAPON_CHECKATRELOAD | WEAPON_AUTOMATIC WEAPON_FIREEVERYTHIRD WEAPON_AMMOPERSHOT WEAPON_SPAWNTYPE3 WEAPON_RESET |
WEAPON_THROWIT | WEAPON_GLOWS | WEAPON_FIREEVERYOTHER WEAPON_AMMOPERSHOT |
WEAPON_STANDSTILL WEAPON_CHECKATRELOAD |
WEAPON_RESET | WEAPON_BOMB_TRIGGER WEAPON_NOVISIBLE |
WEAPON_GLOWS | ||
WEAPONx_SPAWNTIME | 0 | 2 | 24 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
WEAPONx_SPAWN | 0 | SHELL | SHOTGUNSHELL | SHELL | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
WEAPONx_SHOTSPERBURST | 0 | 0 | 7 | 0 | 0 | 0 | 0 | 2 | 0 | 0 | 0 | 0 |
WEAPONx_INITIALSOUND | 0 | 0 | 0 | 0 | 0 | 0 | SHRINKER_FIRE | CAT_FIRE | 0 | CAT_FIRE | 0 | 0 |
WEAPONx_FIRESOUND | 0 | PISTOL_FIRE | SHOTGUN_FIRE | CHAINGUN_FIRE | 0 | 0 | 0 | 0 | 0 | CAT_FIRE | 0 | EXPANDERSHOOT |
WEAPONx_SOUND2TIME | 0 | 0 | 15 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
WEAPONx_SOUND2SOUND | 0 | 0 | SHOTGUN_COCK | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
WEAPONx_RELOADSOUND1 | EJECT_CLIP | EJECT_CLIP | EJECT_CLIP | EJECT_CLIP | EJECT_CLIP | EJECT_CLIP | EJECT_CLIP | EJECT_CLIP | EJECT_CLIP | EJECT_CLIP | EJECT_CLIP | EJECT_CLIP |
WEAPONx_RELOADSOUND2 | INSERT_CLIP | INSERT_CLIP | INSERT_CLIP | INSERT_CLIP | INSERT_CLIP | INSERT_CLIP | INSERT_CLIP | INSERT_CLIP | INSERT_CLIP | INSERT_CLIP | INSERT_CLIP | INSERT_CLIP |
WEAPONx_SELECTSOUND | 0 | INSERT_CLIP | SHOTGUN_COCK | SELECT_WEAPON | SELECT_WEAPON | 0 | SELECT_WEAPON | SELECT_WEAPON | 0 | SELECT_WEAPON | 0 | SELECT_WEAPON |
WEAPONx_FLASHCOLOR | 0 | 24575 | 24575 | 24575 | 24575 | 0 | 8454016 | 24575 | 0 | 16744576 | 0 | 24575 |
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 | 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 |