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  • Non-zero if friendly fire (the ability to shoot players on one's own team) is enabled. Note that the player will not be able to suicide wi ...
    321 bytes (54 words) - 17:38, 15 July 2007
  • ...p]] is loaded. This is set by a transporter sprite type (statnum == 10) to one. It is reset to zero when processed (kinda). ...
    290 bytes (50 words) - 16:41, 24 September 2005
  • :Used as an Elevator that transports from one elevator shaft to another to simulate going straight up from one floor to another. ...
    916 bytes (113 words) - 07:06, 26 May 2014
  • <center><font size="7"><b><u>A4 One-Time Sound</u></b></font></center> ...></font>. When the player enters the sector, the specified sound will play one time only. For example, to play sound #144 you would tag the sector <font c ...
    448 bytes (72 words) - 06:09, 3 May 2009
  • ...only stop a sound coming from one actor. This is useful, for example, if one of the player's weapons makes a looping sound, and you want the sound to st ...
    482 bytes (76 words) - 22:14, 8 July 2010
  • ...e best (according to [[wchoice]]) available inventory. Changes it if found one. ...
    200 bytes (23 words) - 03:51, 24 July 2008
  • Operates any Masterswitches with the same [[lotag]] as the one given. ...
    186 bytes (21 words) - 13:13, 4 May 2009
  • Operates any respawn sprites with the same [[lotag]] as the one given. ...
    181 bytes (22 words) - 20:16, 7 January 2011
  • ...ue is the delay that the door will wait before it closes. A value of 32 is one second, 64 is two seconds, and so on. ...
    652 bytes (112 words) - 17:59, 10 September 2006
  • ...yer has found. Now we can set secrets to things other than rooms by adding one to this value. ...
    153 bytes (26 words) - 16:48, 24 September 2005
  • Calculates the angle necessary for the current sprite to [[Make one actor face another|face]] whatever target is or was at the coordinates [[ht ...
    234 bytes (31 words) - 18:05, 9 January 2013
  • ...ks to see if the current [[actor]] has counted ''at least'' <number> tics. One tic is 1/30 of a second. ...
    229 bytes (31 words) - 17:06, 15 May 2010
  • Shakes the screen for the count specified (26 is one second). ...
    272 bytes (37 words) - 20:15, 7 January 2011
  • 1 if holstered. Setting it to one has the same effect as pressing the holster key except the fact that the an ...
    208 bytes (36 words) - 16:35, 24 September 2005
  • One can calculate a mask using this formula: ...as two predefined clipmasks: CLIPMASK0 and CLIPMASK1. Apparently the first one is used by regular actors, while the second is for projectiles. ...
    1 KB (178 words) - 10:48, 22 February 2020
  • Set to zero when the the overhead map is off, one when the basic outline map is up, and two when the full textured map is on ...
    172 bytes (32 words) - 15:19, 25 March 2013
  • ...ID of the access card lock sprite currently in use, if the player is using one. Otherwise, it is set to -1. ...
    188 bytes (31 words) - 09:02, 8 September 2006
  • If nonzero show one of the help screens ...
    151 bytes (25 words) - 07:00, 14 June 2014
  • This gets incremented by one during [[EVENT_DISPLAYBONUSSCREEN]], use the userdef [[last_level]] to get ...
    336 bytes (45 words) - 08:01, 18 June 2014
  • ...of time that the player has been in the map. A value of 120 corresponds to one second, unless the game timer rate has been altered with [[inittimer]]. Thi ...
    272 bytes (46 words) - 09:32, 19 April 2012
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