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native uint8 MinMissileChance; |
native int8 LastLookPlayerNumber; |
native uint SpawnFlags; |
native double meleethreshold; |
native double maxtargetrange; |
native double bouncefactor; |
native double wallbouncefactor; |
native int bouncecount; |
native double friction; |
native int FastChaseStrafeCount; |
native double pushfactor; |
native int lastpush; |
native int activationtype; |
native int lastbump; |
native int DesignatedTeam; |
native Actor BlockingMobj; |
native Line BlockingLine; |
native Line MovementBlockingLine; |
native Sector Blocking3DFloor; |
native Sector BlockingCeiling; |
native Sector BlockingFloor; |
native int PoisonDamage; |
native name PoisonDamageType; |
native int PoisonDuration; |
native int PoisonPeriod; |
native int PoisonDamageReceived; |
native name PoisonDamageTypeReceived; |
native int PoisonDurationReceived; |
native int PoisonPeriodReceived; |
native Actor Poisoner; |
native Inventory Inv; |
native uint8 smokecounter; |
native uint8 FriendPlayer; |
native uint Translation; |
native sound AttackSound; |
native sound DeathSound; |
native sound SeeSound; |
native sound PainSound; |
native sound ActiveSound; |
native sound UseSound; |
native sound BounceSound; |
native sound WallBounceSound; |
native sound CrushPainSound; |
native double MaxDropoffHeight; |
native double MaxStepHeight; |
native double MaxSlopeSteepness; |
native int16 PainChance; |
native name PainType; |
native name DeathType; |
native double DamageFactor; |
native double DamageMultiply; |
native Class<Actor> TelefogSourceType; |
native Class<Actor> TelefogDestType; |
native readonly State SpawnState; |
native readonly State SeeState; |
native State MeleeState; |
native State MissileState; |
native voidptr /*DecalBase*/ DecalGenerator; |
native uint8 fountaincolor; |
native double CameraHeight; // Height of camera when used as such |
native double CameraFOV; |
native double ViewAngle, ViewPitch, ViewRoll; |
native double RadiusDamageFactor; // Radius damage factor |
native double SelfDamageFactor; |
native double ShadowAimFactor, ShadowPenaltyFactor; |
native double StealthAlpha; |
native int WoundHealth; // Health needed to enter wound state |
native readonly color BloodColor; |
native readonly int BloodTranslation; |
native int RenderHidden; |
native int RenderRequired; |
native int FriendlySeeBlocks; |
native int16 lightlevel; |
native readonly int SpawnTime; |
private native int InventoryID; // internal counter. |
native uint freezetics; |
meta String Obituary; // Player was killed by this actor |
meta String HitObituary; // Player was killed by this actor in melee |
meta double DeathHeight; // Height on normal death |
meta double BurnHeight; // Height on burning death |
meta int GibHealth; // Negative health below which this monster dies an extreme death |
meta Sound HowlSound; // Sound being played when electrocuted or poisoned |
meta Name BloodType; // Blood replacement type |
meta Name BloodType2; // Bloopsplatter replacement type |
meta Name BloodType3; // AxeBlood replacement type |
meta bool DontHurtShooter; |
meta int ExplosionRadius; |
meta int ExplosionDamage; |
meta int MeleeDamage; |
meta Sound MeleeSound; |
meta Sound RipSound; |
meta double MissileHeight; |
meta Name MissileName; |
meta double FastSpeed; // speed in fast mode |
meta Sound PushSound; // Sound being played when pushed by something |
// todo: implement access to native meta properties. |
// native meta int infighting_group; |
// native meta int projectile_group; |
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