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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;