Editing ACS built-in functions

From Eternity Wiki
Jump to navigationJump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 24: Line 24:


===Sectors===
===Sectors===
{|class="wikitable sortable
*void [[ChangeCeiling]](int tag, str flatname)
! Name
:Changes the ceiling texture of tagged sectors to flatname.
! Description
*void [[ChangeFloor]](int tag, str flatname)
|-
:Changes the floor texture of tagged sectors to flatname.
||[[ChangeCeiling]]||Changes the ceiling texture.
*[[GetSectorCeilingZ]]
|-
*[[GetSectorFloorZ]]
||[[ChangeFloor]]||Changes the floor texture.
*int [[GetSectorLightLevel]] (int tag)
|-
||[[GetSectorCeilingZ]]||Gets the ceiling height.
|-
||[[GetSectorFloorZ]]||Gets the floor height.
|-
||[[GetSectorLightLevel]]||Gets the light level.
|-
||[[SectorDamage]]||Damages things in sector.
|-
||[[SetSectorDamage]]||Modifies the damaging floor status.
|-
||[[TagWait]]||Waits for sectors to stop movement.
|}


===Things===
===Things===
*[[ActivatorTID]]
*[[ChangeActorAngle]]
*[[ChangeActorPitch]]
*[[CheckActorCeilingTexture]]
*[[CheckActorClass]]
*[[CheckActorClass]]
*[[CheckActorFloorTexture]]
*[[CheckActorProperty]]
*[[CheckActorProperty]]
*bool [[CheckFlag]](int tid, str flag)
*bool CheckFlag(int tid, str flag)
:Returns true if the first thing with the given tid has the given flag enabled.
:Returns true if the first thing with the given tid has the given flag enabled.
*[[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 [[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:
:*ACTOR_PLAYER (2): it's player-controlled
:*ACTOR_PLAYER (2): it's player-controlled
Line 69: Line 51:
:*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
*[[GetActorAngle]]
*[[GetActorCeilingZ]]
*[[GetActorFloorZ]]
*[[GetActorLightLevel]]
*[[GetActorPitch]]
*[[GetActorProperty]]
*[[GetActorProperty]]
*[[GetActorVelX]]
*[[GetActorVelX]]
*[[GetActorVelY]]
*[[GetActorVelY]]
*[[GetActorVelZ]]
*[[GetActorVelZ]]
*[[GetActorX]]
*[[GetActorY]]
*[[GetActorZ]]
*[[IsTIDUsed]]
*[[IsTIDUsed]]
*void SectorDamage (int tag, int amount, str type, str protection_item, int flags)
*[[SetActivator]]
*[[SetActivator]]
*[[SetActivatorToTarget]]
*[[SetActivatorToTarget]]
Line 105: Line 80:
*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]])
===Player===
*[[CheckInventory]]
*[[CheckWeapon]]
*[[GetWeapon]]
*[[GetSigilPieces]]
*[[PlayerArmorPoints]]
*[[PlayerCount]]
*[[PlayerFrags]]
*[[PlayerHealth]]
*[[PlayerNumber]]
*[[SetWeapon]]
*[[TakeInventory]]


===Linedefs and sidedefs===
===Linedefs and sidedefs===
{|class="wikitable sortable"
*[[GetLineRowOffset]]
! zspecial.acs index
*[[GetLineX]]
! Name
*[[GetLineY]]
! Return type
*[[LineSide]]
! Parameters
*void ReplaceTextures (str oldtexturename, str newtexturename [, int flags])
! Description
*[[SetLineSpecial]]
|-
*void SetLineTexture(int lineid, int line_side, int sidedef_texture, str texturename);
||internal|| [[ClearLineSpecial]] || nothing || nothing || Clears the trigger linedef's special.
|-
|| || [[GetLineRowOffset]] || || ||
|-
|| || [[GetLineX]] || || ||
|-
|| || [[GetLineY]] || || ||
|-
|| || [[LineSide]] || || ||
|-
|| || [[ReplaceTextures]] || nothing || str old_texture_name, str new_texture_name[, int flags] ||
|-
|| || [[SetLineBlocking]] || || ||
|-
||internal|| [[SetLineMonsterBlocking]] || || || Makes a linedef block or not block monsters.
|-
|| || [[SetLineSpecial]] || || ||
|-
|| || [[SetLineTexture]] || nothing || int line_id, int line_side, int sidedef_texture, str texture_name ||
|}


===Sky===
===Sky===
Line 161: Line 103:


===Console===
===Console===
*int [[GetCVar]] (str cvar)
*int GetCVar (str cvar)
*string [[GetCVarString]] (str cvar)
*string GetCVarString (str cvar)
*int GetPlayerInput (int player, int input)
*int GetPlayerInput (int player, int input)
===Polyobjects===
===Polyobjects===
*[[GetPolyobjX]]
*[[GetPolyobjX]]
*[[GetPolyobjY]]
*[[GetPolyobjY]]
*[[PolyWait]]


===Quake===
===Quake===
Line 174: Line 114:


===Math===
===Math===
*[[Cos]]
*int Random (int min, int max)
*fixed [[FixedSqrt]] (fixed number)
*int Sqrt (int number)
*int [[Random]] (int min, int max)
*fixed FixedSqrt (fixed number)
*int [[Sqrt]] (int number)
*[[Sin]]
*[[VectorAngle]]
*[[VectorAngle]]
*int [[VectorLength]] (int x, int y)
*int VectorLength (int x, int y)


===Strings===
===Strings===
Line 188: Line 126:


===Level state===
===Level state===
*[[GameSkill]]
*[[GameType]]
*[[GetLevelInfo]]
*[[SetAirControl]]
*[[SetAirControl]]
*[[SetAirFriction]]
*[[SetAirFriction]]
*[[SetGravity]]
*[[SinglePlayer]]
*[[Timer]]


==See also==
==See also==
Please note that all contributions to Eternity Wiki are considered to be released under the GNU Free Documentation License 1.2 (see Eternity Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!
Cancel Editing help (opens in new window)