Editing ACS built-in functions
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Latest revision | Your text | ||
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*[[PlayActorSound]] | *[[PlayActorSound]] | ||
*[[PlaySound]] | *[[PlaySound]] | ||
* | *void SectorSound(str sound, int volume); | ||
*[[ | *void SetMusic (str song [, int order [, int unused]]) | ||
*[[ | *void LocalSetMusic (str song [, int order [, int unused]]) | ||
* | *void SoundSequence (str sndseq); | ||
* | *void SoundSequenceOnActor (int tid, str sndseq); | ||
* | *void StopSound (int tid, int channel); | ||
* | *void ThingSound (int tid, str sound, int volume); | ||
===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. | |||
*fixed GetSectorCeilingZ (int tag, int x, int y) | |||
:Gets sector ceiling height. Currently x and y are reserved for the time Eternity gets working slope physics. | |||
*fixed GetSectorFloorZ (int tag, int x, int y) | |||
:Gets sector floor height. Currently x and y are reserved for the time Eternity gets working slope physics. | |||
*int GetSectorLightLevel (int tag) | |||
===Things=== | ===Things=== | ||
*[[CheckProximity]] | *[[CheckProximity]] | ||
*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. | ||
*int [[ | *bool CheckFlag(int tid, str flag) | ||
:Returns true if the first thing with the given tid has the given flag enabled. | |||
*bool CheckActorClass(int tid, str class) | |||
:Returns true if the first thing with the given tid is of the given class. | |||
*[[CheckActorProperty]] | |||
*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: | ||
:*ACTOR_PLAYER (2): it's player-controlled | :*ACTOR_PLAYER (2): it's player-controlled | ||
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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]] | ||
*[[IsTIDUsed]] | *[[IsTIDUsed]] | ||
*void SectorDamage (int tag, int amount, str type, str protection_item, int flags) | |||
*[[SetActivator]] | *[[SetActivator]] | ||
*[[SetActivatorToTarget]] | *[[SetActivatorToTarget]] | ||
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*[[SetActorVelocity]] | *[[SetActorVelocity]] | ||
*void SetActorPitch (int tid, int pitch) | *void SetActorPitch (int tid, int pitch) | ||
* | *bool SetActorPosition (int tid, fixed x, fixed y, fixed z, bool fog) | ||
*void SetThingSpecial (int tid, int special [, int arg0 [, int arg1 [, int arg2 [, int arg3 [, int arg4]]]]]) | *void SetThingSpecial (int tid, int special [, int arg0 [, int arg1 [, int arg2 [, int arg3 [, int arg4]]]]]) | ||
*int SetActorState(int tid, str statename[, bool exact]); | *int SetActorState(int tid, str statename[, bool exact]); | ||
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*int SpawnForced (str classname, fixed x, fixed y, fixed z [, int tid [, int angle]]) | *int SpawnForced (str classname, fixed x, fixed y, fixed z [, int tid [, int angle]]) | ||
*[[SpawnProjectile]] | *[[SpawnProjectile]] | ||
*[[ | *int SpawnSpot (str classname, int spottid [, int tid [, int angle]]) | ||
*int SpawnSpotFacing (str classname, int spottid [, int tid]) | *int SpawnSpotFacing (str classname, int spottid [, int tid]) | ||
*[ | *int SpawnSpotFacingForced (str classname, int spottid [, int tid]) | ||
*[[SpawnSpotForced]] | *[[SpawnSpotForced]] | ||
*int ThingCount (int type, int tid) | *int ThingCount (int type, int tid) | ||
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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=== | ||
*[[GetLineRowOffset]] | |||
*[[GetLineX]] | |||
*[[GetLineY]] | |||
*[[LineSide]] | |||
*void ReplaceTextures (str oldtexturename, str newtexturename [, int flags]) | |||
*void SetLineSpecial (int lineid, int special [, int arg0 [, int arg1 [, int arg2 [, int arg3 [, int arg4]]]]]) | |||
*void SetLineTexture(int lineid, int line_side, int sidedef_texture, str texturename); | |||
===Sky=== | ===Sky=== | ||
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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=== | ||
* | *fixed GetPolyobjX (int po) | ||
* | *fixed GetPolyobjY (int po) | ||
===Quake=== | ===Quake=== | ||
* | *void Radius_Quake2 (int tid, int intensity, int duration, int damrad, int tremrad, str sound) | ||
===Math=== | ===Math=== | ||
*int Random (int min, int max) | |||
*int Sqrt (int number) | |||
*int | *fixed FixedSqrt (fixed number) | ||
*int | |||
* | |||
*[[VectorAngle]] | *[[VectorAngle]] | ||
*int | *int VectorLength (int x, int y) | ||
===Strings=== | ===Strings=== | ||
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===Level state=== | ===Level state=== | ||
*[[SetAirControl]] | *[[SetAirControl]] | ||
*[[SetAirFriction]] | *[[SetAirFriction]] | ||
[[Category:ACS]] | [[Category:ACS]] | ||
[[Category:Editing reference]] | [[Category:Editing reference]] |