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This repository has been archived by the owner on Jan 29, 2019. It is now read-only.
Marrub edited this page Jul 31, 2015 · 5 revisions

This page only covers GLOOME's extensions to ACS. For information on standard ACS, see the ZDoom Wiki page.

  • void PlaySound(int tid, str soundName[, int channel[, fixed volume[, bool looping[, fixed attenuation[, fixed pitch]]]]])

PlaySound now has a Pitch parameter.

  • void ChangeFlag(int tid, str flagname, bool set[, int pointer])

Acts like A_ChangeFlag.

  • int GetTicrate(void)

Gets the current ticrate, which can be set in GAMEINFO.

  • str GetActorFloorTexture(int tid)
  • str GetActorCeilingTexture(int tid)

Returns the actor's current sector's floor/ceiling texture.

  • void SetPlayerBobMul([fixed mul[, bool movebob]])
  • void GetPlayerBobMul(bool movebob)

Sets/gets the player's still/move bobbing multiplier.

  • bool SetGameProperty(int set, int value)
  • bool GetGameProperty(int get)

Set/get network game properties. (NB: These are not actually networked yet, and only work in singleplayer.)

  • void SetInputLock(bool lock)
  • bool GetInputLock(void)

Sets/gets the current input lock. Setting the input lock also activates INPUT scripts.

  • bool KeyIsBoundSym(int key, str cmd)

Get if a key is bound to a CCMD. (NB: This is majorly untested and added haphazardly. I may need to rewrite or remove this.)

  • string ReadUserData(string file)
  • char ReadUserDataChar(string file, int pos)

These read files directly. Limited to the userdata namespace, which is UD_START/UD_END in a wad, userdata/ in a pk3/pk7/folder.

  • bool Squat(int playerNum, fixed velocity)

Squats down as if you had fallen from a large height.

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