Editing ACS built-in functions
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Latest revision | Your text | ||
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===Sectors=== | ===Sectors=== | ||
*void [[ChangeCeiling]](int tag, str flatname) | |||
:Changes the ceiling texture of tagged sectors to flatname. | |||
*void [[ChangeFloor]](int tag, str flatname) | |||
:Changes the floor texture of tagged sectors to flatname. | |||
*[[GetSectorCeilingZ]] | |||
*[[GetSectorFloorZ]] | |||
*int [[GetSectorLightLevel]] (int tag) | |||
===Things=== | ===Things=== | ||
*[[ActivatorTID]] | *[[ActivatorTID]] | ||
*[[CheckActorClass]] | *[[CheckActorClass]] | ||
*[[CheckActorProperty]] | *[[CheckActorProperty]] | ||
*bool [[CheckFlag]](int tid, str flag) | *bool [[CheckFlag]](int tid, str flag) | ||
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*bool CheckSight(int source, int dest, int flags) | *bool CheckSight(int source, int dest, int flags) | ||
:Returns true if there's a line of sight between at least one thing tagged as source and one thing tagged as dest. Currently flags is reserved and must be 0. | :Returns true if there's a line of sight between at least one thing tagged as source and one thing tagged as dest. Currently flags is reserved and must be 0. | ||
*[[CheckWeapon]] | |||
*int [[ClassifyActor]](int tid) | *int [[ClassifyActor]](int tid) | ||
:Checks the kind of thing tagged tid. It returns a set of flags, possibly combined: | :Checks the kind of thing tagged tid. It returns a set of flags, possibly combined: | ||
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:*ACTOR_NONE (0): no thing found with this TID | :*ACTOR_NONE (0): no thing found with this TID | ||
:*ACTOR_WORLD (1): TID is 0 but activator isn't a thing | :*ACTOR_WORLD (1): TID is 0 but activator isn't a thing | ||
*[[GetActorProperty]] | *[[GetActorProperty]] | ||
*[[GetActorVelX]] | *[[GetActorVelX]] | ||
*[[GetActorVelY]] | *[[GetActorVelY]] | ||
*[[GetActorVelZ]] | *[[GetActorVelZ]] | ||
*[[ | *[[GetSigilPieces]] | ||
*[[IsTIDUsed]] | *[[IsTIDUsed]] | ||
*[[PlayerArmorPoints]] | |||
*[[PlayerFrags]] | |||
*[[PlayerHealth]] | |||
*void [[SectorDamage]] (int tag, int amount, str type, str protection_item, int flags) | |||
*[[SetActivator]] | *[[SetActivator]] | ||
*[[SetActivatorToTarget]] | *[[SetActivatorToTarget]] | ||
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*void Thing_Projectile2 (int tid, int type, int angle, int speed, int vspeed, int gravity, int newtid) | *void Thing_Projectile2 (int tid, int type, int angle, int speed, int vspeed, int gravity, int newtid) | ||
*int UniqueTID ([int tid[, int limit]]) | *int UniqueTID ([int tid[, int limit]]) | ||
===Linedefs and sidedefs=== | ===Linedefs and sidedefs=== | ||
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|- | |- | ||
|| || [[ReplaceTextures]] || nothing || str old_texture_name, str new_texture_name[, int flags] || | || || [[ReplaceTextures]] || nothing || str old_texture_name, str new_texture_name[, int flags] || | ||
|- | |- | ||
||internal|| [[SetLineMonsterBlocking]] || || || Makes a linedef block or not block monsters. | ||internal|| [[SetLineMonsterBlocking]] || || || Makes a linedef block or not block monsters. | ||
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===Console=== | ===Console=== | ||
*int | *int GetCVar (str cvar) | ||
*string | *string GetCVarString (str cvar) | ||
*int GetPlayerInput (int player, int input) | *int GetPlayerInput (int player, int input) | ||
===Polyobjects=== | ===Polyobjects=== | ||
*[[GetPolyobjX]] | *[[GetPolyobjX]] | ||
*[[GetPolyobjY]] | *[[GetPolyobjY]] | ||
===Quake=== | ===Quake=== | ||
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===Math=== | ===Math=== | ||
*[[Cos]] | *[[Cos]] | ||
*int [[Random]] (int min, int max) | *int [[Random]] (int min, int max) | ||
*int [[Sqrt]] (int number) | *int [[Sqrt]] (int number) | ||
*[[ | *fixed [[FixedSqrt]] (fixed number) | ||
*[[VectorAngle]] | *[[VectorAngle]] | ||
*int [[VectorLength]] (int x, int y) | *int [[VectorLength]] (int x, int y) | ||
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===Level state=== | ===Level state=== | ||
*[[SetAirControl]] | *[[SetAirControl]] | ||
*[[SetAirFriction]] | *[[SetAirFriction]] | ||
==See also== | ==See also== |