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This repository has been archived by the owner on Jan 29, 2019. It is now read-only.

DECORATE

Marrub edited this page Jul 28, 2015 · 4 revisions

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

Action functions

  • A_GiveScore(int score, int ptr = AAPTR_DEFAULT)

Gives score to an actor.

  • A_PlaySound(sound whattoplay = "weapons/pistol", int slot = CHAN_BODY, float volume = 1.0, bool looping = false, float attenuation = ATTN_NORM, float pitch = 1.0)

This now has a pitch property.

  • A_UserPSprite(int layer = 1, state pspState = "")

This works just about the same as A_GunFlash, but you have 16 of them.

  • A_ClearUserPSprite(int layer = 1)

Clears the above, like A_ClearFlash.

  • A_FilterVisibility(int ptr_bitmask)

See this thread for info.

Actor flags

  • PLAYER.NOFALLDEATH

Prevents the player camera from lowering upon death.

  • ROLLSPRITE

Allows an actor's sprites to rotate based on the actor's roll angle.

Actor properties

  • Score int AmountToGive

Works like in ECWolf, gives score to the actor's target when it dies if the target is a player.

  • VisibleFilter int Pointer

See this thread for info.

  • NoHeal str ActorName[, int Inherited]

Disallows this actor from being healed by ActorName, and if Inherited is 1, anything that inherits from it.

Misc. Extensions

const() expressions are now allowed. See this thread for more info.

The tracer of a Healer (ie, an Archvile) is set to its Healee, and vice versa.