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