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// native meta int splash_group;
Property prefix: none;
Property Obituary: Obituary;
Property HitObituary: HitObituary;
Property MeleeDamage: MeleeDamage;
Property MeleeSound: MeleeSound;
Property MissileHeight: MissileHeight;
Property MissileType: MissileName;
Property DontHurtShooter: DontHurtShooter;
Property ExplosionRadius: ExplosionRadius;
Property ExplosionDamage: ExplosionDamage;
//Property BloodType: BloodType, BloodType2, BloodType3;
Property FastSpeed: FastSpeed;
Property HowlSound: HowlSound;
Property GibHealth: GibHealth;
Property DeathHeight: DeathHeight;
Property BurnHeight: BurnHeight;
property Health: health;
property WoundHealth: WoundHealth;
property ReactionTime: reactiontime;
property PainThreshold: PainThreshold;
property DamageMultiply: DamageMultiply;
property ProjectileKickback: ProjectileKickback;
property Speed: speed;
property FloatSpeed: FloatSpeed;
property Radius: radius;
property RenderRadius: RenderRadius;
property Height: height;
property ProjectilePassHeight: ProjectilePassHeight;
property Mass: mass;
property XScale: ScaleX;
property YScale: ScaleY;
property SeeSound: SeeSound;
property AttackSound: AttackSound;
property BounceSound: BounceSound;
property WallBounceSound: WallBounceSound;
property PainSound: PainSound;
property DeathSound: DeathSound;
property ActiveSound: ActiveSound;
property CrushPainSound: CrushPainSound;
property PushSound: PushSound;
property Alpha: Alpha;
property MaxTargetRange: MaxTargetRange;
property MeleeThreshold: MeleeThreshold;
property MeleeRange: MeleeRange;
property PushFactor: PushFactor;
property BounceCount: BounceCount;
property WeaveIndexXY: WeaveIndexXY;
property WeaveIndexZ: WeaveIndexZ;
property MinMissileChance: MinMissileChance;
property MaxStepHeight: MaxStepHeight;
property MaxDropoffHeight: MaxDropoffHeight;
property MaxSlopeSteepness: MaxSlopeSteepness;
property PoisonDamageType: PoisonDamageType;
property RadiusDamageFactor: RadiusDamageFactor;
property SelfDamageFactor: SelfDamageFactor;
property StealthAlpha: StealthAlpha;
property CameraHeight: CameraHeight;
property CameraFOV: CameraFOV;
property VSpeed: velz;
property SpriteRotation: SpriteRotation;
property VisibleAngles: VisibleStartAngle, VisibleEndAngle;
property VisiblePitch: VisibleStartPitch, VisibleEndPitch;
property Species: Species;
property Accuracy: accuracy;
property Stamina: stamina;
property TelefogSourceType: TelefogSourceType;
property TelefogDestType: TelefogDestType;
property Ripperlevel: RipperLevel;
property RipLevelMin: RipLevelMin;
property RipLevelMax: RipLevelMax;
property RipSound: RipSound;
property RenderHidden: RenderHidden;
property RenderRequired: RenderRequired;
property FriendlySeeBlocks: FriendlySeeBlocks;
property ThruBits: ThruBits;
property LightLevel: LightLevel;
property ShadowAimFactor: ShadowAimFactor;
property ShadowPenaltyFactor: ShadowPenaltyFactor;
// need some definition work first
//FRenderStyle RenderStyle;
native private int RenderStyle; // This is kept private until its real type has been implemented into the VM. But some code needs to copy this.
//int ConversationRoot; // THe root of the current dialogue
// deprecated things.
native readonly deprecated("2.3", "Use Pos.X instead") double X;
native readonly deprecated("2.3", "Use Pos.Y instead") double Y;
native readonly deprecated("2.3", "Use Pos.Z instead") double Z;
native readonly deprecated("2.3", "Use Vel.X instead") double VelX;
native readonly deprecated("2.3", "Use Vel.Y instead") double VelY;
native readonly deprecated("2.3", "Use Vel.Z instead") double VelZ;
native readonly deprecated("2.3", "Use Vel.X instead") double MomX;
native readonly deprecated("2.3", "Use Vel.Y instead") double MomY;
native readonly deprecated("2.3", "Use Vel.Z instead") double MomZ;
native deprecated("2.3", "Use Scale.X instead") double ScaleX;
native deprecated("2.3", "Use Scale.Y instead") double ScaleY;
//FStrifeDialogueNode *Conversation; // [RH] The dialogue to show when this actor is used.;