Classes:Actor

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Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
  1. You do not need to copy that actor, since it is already defined.
  2. In fact, it's not just useless, it's actually harmful as it can cause problems.
  3. If you want to modify it, or use a modified version, using inheritance is the way to go.
  4. The actor definitions here are put on the wiki for reference purpose only. Learn from them, don't copy them.
  5. There is only one exception: if what you want is changing Ammo capacity, you need to create a new type from Ammo.
Actor
Actor type Internal Game MiniZDoomLogoIcon.png
DoomEd Number None Class Name Actor


Classes: Actor
 →All other classes

Actor (internally AActor) is the base class for all DECORATE actors. When a parent class isn't declared in an actor definition, it uses Actor as the parent.

Actor contains and defines all the code to manage map objects such as decorations, monsters, powerups, players, and many more. It itself is derived from Thinker (internally DThinker), which is the parent class for practically everything physically in the game world that performs special actions -- for example, a door or a crushing ceiling is a Thinker too, but not an Actor. Thinker itself is derived from Object (internally DObject) which is the base class for absolutely everything in the game world. Even an ACS script is an Object.

Most action functions are native to Actor, which means that they are available to all actors (since all actors are derived from Actor). A native action is only available to the actor that declares it, and its inherited actors. Actor and Inventory have therefore an impressive quantity of native codepointers.

Actor fields

Actors have a number of special variables. Some can be seen from DECORATE code through DECORATE variables, but have some others as well. The most important are the master, target and tracer pointers. Their significations have varying meanings depending on the type of actor:

Pointer Normal Projectile Area-affecting
master Actor that spawned it n/a n/a
target Current enemy Actor that shot it Actor that is responsible for damage dealt in the area
tracer n/a Enemy at which the actor was shot n/a

When an actor dies, the target field is automatically set to the actor responsible for killing it. This system, a bit hackish, allows to have the damage from a barrel's explosion to be credited to the actor that destroyed the barrel, and that from the explosion of a rocket to be credited to the actor that shot it. Some actors have specific uses for the "n/a" fields, for example an Arch-Vile uses the tracer field to keep track of its flames.

Starting with ZDoom 2.6.0, these fields can be manipulated and accessed, further enhancing their usability.

Other than these pointers and the DECORATE variables, the reactiontime and threshold fields are sometimes used by codepointers. Usually, action functions that change an actor's field are restricted to this actor (and those inheriting from it) to prevent conflicts that could arise between two functions that use the same fields for different purposes.

DECORATE definition

ACTOR Actor native //: Thinker
{
  Scale 1
  Health 1000
  ReactionTime 8
  Radius 20
  Height 16
  Mass 100
  RenderStyle Normal
  Alpha 1
  MinMissileChance 200
  MeleeRange 44
  MaxDropoffHeight 24
  MaxStepHeight 24
  BounceFactor 0.7
  WallBounceFactor 0.75
  BounceCount -1
  FloatSpeed 4
  FloatBobPhase -1 // randomly initialize by default
  Gravity 1
  DamageFactor 1.0
  PushFactor 0.25
  WeaveIndexXY 0
  WeaveIndexZ 16
  DesignatedTeam 255
  PainType Normal
  DeathType Normal
  TeleFogSourceType "TeleportFog"
  TeleFogDestType "TeleportFog"
  RipperLevel 0
  RipLevelMin 0
  RipLevelMax 0
  DefThreshold 100
  BloodType "Blood", "BloodSplatter", "AxeBlood"
  ExplosionDamage 128
  MissileHeight 32
  SpriteAngle 0
  SpriteRotation 0
  StencilColor "00 00 00"
  VisibleAngles 0, 0
  VisiblePitch 0, 0

  // Functions
  native bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = FALSE);
  native int CountInv(class<Inventory> itemtype, int ptr_select = AAPTR_DEFAULT);
  native int CountProximity(class<Actor> classname, float distance, int flags = 0, int ptr = AAPTR_DEFAULT);
  native float GetAngle(int flags, int ptr = AAPTR_DEFAULT);
  native float GetCrouchFactor(int ptr = AAPTR_PLAYER1);
  native float GetCVar(string cvar);
  native float GetDistance(bool checkz, int ptr = AAPTR_DEFAULT);
  native int GetGibHealth();
  native int GetMissileDamage(int mask, int add, int ptr = AAPTR_DEFAULT);
  native int GetPlayerInput(int inputnum, int ptr = AAPTR_DEFAULT);
  native int GetSpawnHealth();
  native float GetSpriteAngle(int ptr = AAPTR_DEFAULT);
  native float GetSpriteRotation(int ptr = AAPTR_DEFAULT);
  native float GetZAt(float px = 0, float py = 0, float angle = 0, int flags = 0, int pick_pointer = AAPTR_DEFAULT);
  native bool IsPointerEqual(int ptr_select1, int ptr_select2);
  action native int OverlayID();
  action native float OverlayX(int layer = 0);
  action native float OverlayY(int layer = 0);

  // Action functions
  action native A_ActiveAndUnblock();
  action native A_ActiveSound();
  action native A_AlertMonsters(float maxdist = 0, int flags = 0);
  action native A_BabyMetal();
  action native A_Bang4Cloud();
  action native A_BarrelDestroy();
  native void A_BasicAttack(int meleedamage, sound meleesound, class<actor> missiletype, float missileheight);
  action native A_BetaSkullAttack();
  action native A_BFGSpray(class<Actor> spraytype = "BFGExtra", int numrays = 40, int damagecount = 15, float angle = 90,
                           float distance = 16*64, float vrange = 32, int damage = 0, int flags = 0);
  action native A_BishopMissileWeave();
  action native A_Blast(int flags = 0, float strength = 255, float radius = 255, float speed = 20, 
                        class<Actor> blasteffect = "BlastEffect", sound blastsound = "BlastRadius");
  action native A_BossDeath();
  action native A_BrainAwake();
  action native A_BrainDie();
  action native A_BrainExplode();
  action native A_BrainPain();
  action native A_BrainScream();
  action native A_BrainSpit(class<Actor> spawntype = "none");   // needs special treatment for default
  action native A_BruisAttack();
  action native A_BspiAttack();
  action native A_BulletAttack();
  native void A_Burst(class<Actor> chunktype);
  native bool A_CallSpecial(int special, int arg1=0, int arg2=0, int arg3=0, int arg4=0, int arg5=0);
  action native A_CentaurDefend();
  native void A_ChangeFlag(string flagname, bool value);
  action native A_ChangeVelocity(float x = 0, float y = 0, float z = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
  action native A_Chase(state melee = "*", state missile = "none", int flags = 0);
  native state A_CheckBlock(state block, int flags = 0, int ptr = AAPTR_DEFAULT, float xofs = 0, float yofs = 0,
                                   float zofs = 0, float angle = 0);
  native state A_CheckCeiling(state label);
  native state A_CheckFlag(string flagname, state label, int check_pointer = AAPTR_DEFAULT);
  native state A_CheckFloor(state label);
  native state A_CheckLOF(state jump, int flags = 0, float range = 0, float minrange = 0, float angle = 0,
                                 float pitch = 0, float offsetheight = 0, float offsetwidth = 0,
                                 int ptr_target = AAPTR_DEFAULT, float offsetforward = 0);
  action native A_CheckPlayerDone();
  native state A_CheckProximity(state jump, class<Actor> classname, float distance, int count = 1, int flags = 0,
                                       int ptr = AAPTR_DEFAULT);
  native state A_CheckRange(float distance, state label, bool two_dimension = false);
  native state A_CheckSight(state label);
  native state A_CheckSightOrRange(float distance, state label, bool two_dimension = false);
  native state A_CheckSpecies(state jump, name species = "", int ptr = AAPTR_DEFAULT);
  action native A_CheckTerrain();
  action native A_ClassBossHealth();
  action native A_ClearLastHeard();
  action native int A_ClearOverlays(int sstart = 0, int sstop = 0, bool safety = TRUE);
  action native A_ClearShadow();
  action native A_ClearSoundTarget();
  action native A_ClearTarget();
  action native A_ComboAttack();
  action native A_CopyFriendliness(int ptr_source = AAPTR_MASTER);
  action native bool A_CopySpriteFrame(int from, int to, int flags = 0);
  action native A_Countdown();
  native void A_CountdownArg(int argnum, state targstate = "");
  action native A_CPosAttack();
  action native A_CPosRefire();
  action native A_CStaffMissileSlither();
  native void A_CustomBulletAttack(float spread_xy, float spread_z, int   numbullets, int damageperbullet, 
                                   class<Actor> pufftype = "BulletPuff", float range = 0, int flags = 0,
                                   int ptr = AAPTR_TARGET, class<Actor> missile = "", float Spawnheight = 32,
                                   float Spawnofs_xy = 0);
  native void A_CustomComboAttack(class<Actor> missiletype, float spawnheight, int damage, sound meleesound = "", 
                                    name damagetype = "none", bool bleed = true);
  action native A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", 
                                    name damagetype = "none", bool bleed = true);
  native void A_CustomMissile(class<Actor> missiletype, float spawnheight = 32, float spawnofs_xy = 0,
                                float angle = 0, int flags = 0, float pitch = 0, int ptr = AAPTR_TARGET);
  native void A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = "", color color2 = "", int flags = 0, 
                                int aim = 0, float maxdiff = 0, class<Actor> pufftype = "BulletPuff",
                                float spread_xy = 0, float spread_z = 0, float range = 0, int duration = 0,
                                float sparsity = 1.0, float driftspeed = 1.0, class<Actor> spawnclass = "none", 
                                float spawnofs_z = 0, int spiraloffset = 270, int limit = 0);
  action native A_CyberAttack();
  native void A_DamageChildren(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None",
                                 name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
  native void A_DamageMaster(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None",
                               name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
  native void A_DamageSelf(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None",
                             int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
  native void A_DamageSiblings(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None",
                                 name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
  native void A_DamageTarget(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None",
                               name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
  native void A_DamageTracer(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None",
                               name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
  action native A_DeQueueCorpse();
  action native A_Detonate();
  action native A_Die(name damagetype = "none");
  action native A_DropFire();
  native void A_DropInventory(class<Inventory> itemtype);
  native void A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);
  native void A_DropWeaponPieces(class<Actor> p1, class<Actor> p2, class<Actor> p3);
  action native A_DualPainAttack(class<Actor> spawntype = "LostSoul");
  action native int A_Explode(int damage = -1, int distance = -1, int flags = XF_HURTSOURCE, bool alert = false,
                          int fulldamagedistance = 0, int nails = 0, int naildamage = 10,
                          class<Actor> pufftype = "BulletPuff", name damagetype = "none");
  native void A_ExtChase(bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false);
  action native A_FaceConsolePlayer(float MaxTurnAngle = 0); // [TP] no-op
  action native A_FaceMaster(float max_turn = 0, float max_pitch = 270, float ang_offset = 0, float pitch_offset = 0,
                             int flags = 0, float z_ofs = 0);
  action native bool A_FaceMovementDirection(float offset = 0, float anglelimit = 0, float pitchlimit = 0, int flags = 0,
                                             int ptr = AAPTR_DEFAULT);
  action native A_FaceTarget(float max_turn = 0, float max_pitch = 270, float ang_offset = 0, float pitch_offset = 0,
                             int flags = 0, float z_ofs = 0);
  action native A_FaceTracer(float max_turn = 0, float max_pitch = 270, float ang_offset = 0, float pitch_offset = 0,
                             int flags = 0, float z_ofs = 0);
  action native A_FadeIn(float reduce = 0.1, int flags = 0);
  action native A_FadeOut(float reduce = 0.1, int flags = 1);
  native void A_FadeTo(float target, float amount = 0.1, int flags = 0);
  action native A_Fall();
  action native A_FastChase();
  action native A_FatAttack1(class<Actor> spawntype = "FatShot");
  action native A_FatAttack2(class<Actor> spawntype = "FatShot");
  action native A_FatAttack3(class<Actor> spawntype = "FatShot");
  action native A_FatRaise();
  action native A_Feathers();
  action native A_Fire(float spawnheight = 0);
  action native A_FireAssaultGun();
  action native A_FireCrackle();
  action native A_FLoopActiveSound();
  action native A_FreezeDeath();
  action native A_FreezeDeathChunks();
  action native A_GenericFreezeDeath();
  action native A_GetHurt();
  native bool A_GiveInventory(class<Inventory> itemtype, int amount = 0, int giveto = AAPTR_DEFAULT);
  native void A_GiveQuestItem(int itemno);
  native int A_GiveToChildren(class<Inventory> itemtype, int amount = 0);
  native int A_GiveToSiblings(class<Inventory> itemtype, int amount = 0);
  native bool A_GiveToTarget(class<Inventory> itemtype, int amount = 0, int forward_ptr = AAPTR_DEFAULT);
  action native A_Gravity();
  action native A_HeadAttack();
  action native A_HideThing();
  action native A_Hoof();
  action native A_IceGuyDie();
  native state A_Jump(int chance = 256, state label, ...);
  native state A_JumpIf(bool expression, state label);
  native state A_JumpIfArmorType(name Type, state label, int amount = 1);
  native state A_JumpIfCloser(float distance, state label, bool noz = FALSE);
  native state A_JumpIfHealthLower(int health, state label, int ptr_selector = AAPTR_DEFAULT);
  native state A_JumpIfHigherOrLower(state high, state low, float offsethigh = 0, float offsetlow = 0, bool includeHeight = TRUE,
                                            int ptr = AAPTR_TARGET);
  native state A_JumpIfInTargetInventory(class<Inventory> itemtype, int amount, state label,
                                                int forward_ptr = AAPTR_DEFAULT);
  native state A_JumpIfInTargetLOS(state label, float fov = 0, int flags = 0, float dist_max = 0,
                                          float dist_close = 0);
  native state A_JumpIfInventory(class<Inventory> itemtype, int itemamount, state label,
                                        int owner = AAPTR_DEFAULT);
  native state A_JumpIfMasterCloser(float distance, state label, bool noz = FALSE);
  native state A_JumpIfTargetInLOS(state label, float fov = 0, int flags = 0, float dist_max = 0,
                                          float dist_close = 0);
  native state A_JumpIfTargetInsideMeleeRange(state label);
  native state A_JumpIfTargetOutsideMeleeRange(state label);
  native state A_JumpIfTracerCloser(float distance, state label, bool noz = FALSE);
  action native A_KeenDie(int doortag = 666);
  action native A_KillChildren(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None",
                                 int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
  action native A_KillMaster(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None",
                               int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
  action native A_KillSiblings(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None",
                                 int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
  action native A_KillTarget(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None",
                               int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
  action native A_KillTracer(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None",
                               int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
  action native A_KlaxonBlare();
  action native bool A_LineEffect(int boomspecial = 0, int tag = 0);
  native void A_Log(string whattoprint);
  native void A_LogFloat(float whattoprint);
  native void A_LogInt(int whattoprint);
  action native A_Look();
  action native A_Look2();
  action native A_LookEx(int flags = 0, float minseedist = 0, float maxseedist = 0, float maxheardist = 0, 
                         float fov = 0, state label = "");
  action native A_LoopActiveSound();
  action native A_LowGravity();
  action native A_M_Saw(sound fullsound = "weapons/sawfull", sound hitsound = "weapons/sawhit", int damage = 2,
                        class<Actor> pufftype = "BulletPuff");
  action native A_MeleeAttack();
  action native A_Metal();
  action native A_MissileAttack();
  action native A_MonsterRail();
  native state A_MonsterRefire(int chance, state label);
  action native A_Mushroom(class<Actor> spawntype = "FatShot", int numspawns = 0, int flags = 0,
                           float vrange = 4.0, float hrange = 0.5);
  action native A_NoBlocking();
  action native A_NoGravity();
  action native bool A_Overlay(int layer, state start = "", bool nooverride = FALSE);
  action native A_OverlayFlags(int layer, int flags, bool set);
  action native A_OverlayOffset(int layer = PSP_WEAPON, float wx = 0, float wy = 32, int flags = 0);
  action native A_Pain();
  action native A_PainAttack(class<Actor> spawntype = "LostSoul", float angle = 0, int flags = 0, int limit = -1);
  action native A_PainDie(class<Actor> spawntype = "LostSoul");
  action native A_PigPain ();
  action native A_PlayerScream();
  native state A_PlayerSkinCheck(state label);
  action native A_PlaySound(sound whattoplay = "weapons/pistol", int slot = CHAN_BODY, float volume = 1.0,
                            bool looping = false, float attenuation = ATTN_NORM);
  native void A_PlaySoundEx(sound whattoplay, coerce name slot, bool looping = false, int attenuation = 0);
  native void A_PlayWeaponSound(sound whattoplay);
  action native A_PosAttack();
  native void A_Print(string whattoprint, float time = 0, name fontname = "");
  native void A_PrintBold(string whattoprint, float time = 0, name fontname = "");
  action native A_Punch();
  native void A_Quake(int intensity, int duration, int damrad, int tremrad, sound sfx = "world/quake");
  native void A_QuakeEx(int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad,
                          sound sfx = "world/quake", int flags = 0, float mulWaveX = 1, float mulWaveY = 1, float mulWaveZ = 1,
                          int falloff = 0, int highpoint = 0, float rollIntensity = 0, float rollWave = 0);
  action native A_QueueCorpse();
  action native A_RadiusDamageSelf(int damage = 128, float distance = 128, int flags = 0, class<Actor> flashtype = "None");
  native int A_RadiusGive(class<Inventory> itemtype, float distance, int flags, int amount = 0, class<Actor> filter = "None",
                             name species = "None", float mindist = 0, int limit = 0);
  action native A_RadiusThrust(int force = 128, int distance = -1, int flags = RTF_AFFECTSOURCE, int fullthrustdistance = 0);
  action native A_RaiseChildren(bool copy = 0);
  action native A_RaiseMaster(bool copy = 0);
  action native A_RaiseSiblings(bool copy = 0);
  native void A_RearrangePointers(int newtarget, int newmaster = AAPTR_DEFAULT, 
                                    int newtracer = AAPTR_DEFAULT, int flags=0);
  native void A_Recoil(float xyvel);
  action native A_RemoveChildren(bool removeall = false, int flags = , class<Actor> filter = "None", name species = "None");
  action native A_RemoveForcefield();
  action native A_RemoveMaster (int flags = 0, class<Actor> filter = "None", name species = "None");
  action native A_RemoveSiblings(bool removeall = false, int flags = 0, class<Actor> filter = "None", name species = "None");
  action native A_RemoveTarget(int flags = 0, class<Actor> filter = "None", name species = "None");
  action native A_RemoveTracer(int flags = 0, class<Actor> filter = "None", name species = "None");
  native void A_Remove(int removee, int flags = 0, class<Actor> filter = "None", name species = "None");
  action native A_ResetHealth(int ptr = AAPTR_DEFAULT);
  action native A_Respawn(int flags = 1);
  action native A_RocketInFlight();
  action native A_SargAttack();
  native void A_ScaleVelocity(float scale, int ptr = AAPTR_DEFAULT);
  action native A_Scream();
  action native A_ScreamAndUnblock();
  native void A_SeekerMissile(int threshold, int turnmax, int flags = 0, int chance = 50, int distance = 10);
  native bool A_SelectWeapon(class<Weapon> whichweapon, int flags = 0);
  action native A_SentinelBob();
  action native A_SentinelRefire();
  action native A_SetAngle(float angle = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
  native void A_SetArg(int pos, int value);
  native void A_SetBlend(color color1, float alpha, int tics, color color2 = "");
  native void A_SetChaseThreshold(int threshold, bool def = FALSE, int ptr = AAPTR_DEFAULT);
  native void A_SetDamageType(name damagetype);
  action native A_SetFloat();
  native void A_SetFloatBobPhase(int bob);
  native void A_SetFloatSpeed(float speed, int ptr = AAPTR_DEFAULT);
  action native A_SetFloorClip();
  native void A_SetGravity(float gravity);
  native void A_SetHealth(int health, int ptr = AAPTR_DEFAULT);
  action native bool A_SetInventory(class<Inventory> itemtype, int amount, int ptr = AAPTR_DEFAULT, bool beyondMax = FALSE);
  action native A_SetInvulnerable();
  native void A_SetMass(int mass);
  native void A_SetPainThreshold(int threshold, int ptr = AAPTR_DEFAULT);
  native void A_SetPitch(float pitch, int flags = 0, int ptr = AAPTR_DEFAULT);
  action native A_SetReflective();
  action native A_SetReflectiveInvulnerable();
  native void A_SetRenderStyle(float alpha, int style);
  native void A_SetRipperLevel(int level);
  native void A_SetRipMin(int minimum);
  native void A_SetRipMax(int maximum);
  native void A_SetRoll(float roll, int flags = 0, int ptr = AAPTR_DEFAULT);
  native void A_SetScale(float scalex, float scaley = 0, int ptr = AAPTR_DEFAULT, bool usezero = FALSE);
  action native A_SetShadow();
  action native A_SetShootable();
  action native A_SetSolid();
  native void A_SetSpecial(int spec, int arg0 = 0, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0);
  native void A_SetSpecies(name species, int ptr = AAPTR_DEFAULT);
  native void A_SetSpeed(float speed, int ptr = AAPTR_DEFAULT);
  action native bool A_SetSpriteAngle(float angle = 0, int ptr = AAPTR_DEFAULT);
  action native bool A_SetSpriteRotation(float angle = 0, int ptr = AAPTR_DEFAULT);
  native void A_SetTeleFog(class<Actor> oldpos, class<Actor> newpos);
  action native A_SetTics(int tics);
  native void A_SetTranslation(string transname);
  native void A_SetTranslucent(float alpha, int style = 0);
  native void A_SetUserArray(name varname, int index, int value);
  native void A_SetUserArrayFloat(name varname, int index, float value);
  native void A_SetUserVar(name varname, int value);
  native void A_SetUserVarFloat(name varname, float value);
  action native bool A_SetVisibleRotation(float anglestart = 0, float angleend = 0, float pitchstart = 0, float pitchend = 0,
                                          int flags = 0, int ptr = AAPTR_DEFAULT);
  action native A_ShootGun();
  action native A_SkelFist();
  action native A_SkelMissile();
  action native A_SkelWhoosh();
  action native A_SkullAttack(float speed = 20);
  action native A_SkullPop(class<PlayerChunk> skulltype = "BloodySkull");
  native void A_SpawnDebris(class<Actor> spawntype, bool transfer_translation = false, 
                              float mult_h = 1, float mult_v = 1);
  action native A_SpawnFly(class<Actor> spawntype = "none");   // needs special treatment for default
  action native bool A_SpawnItem(class<Actor> itemtype = "Unknown", float distance = 0, float zheight = 0,
                                 bool useammo = true, bool transfer_translation = false);
  native bool A_SpawnItemEx(class<Actor> itemtype, float xofs = 0, float yofs = 0, float zofs = 0, float xvel = 0, 
                                   float yvel = 0, float zvel = 0, float angle = 0, int flags = 0, int failchance = 0,
                                   int tid = 0);
  native void A_SpawnParticle(color color1, int flags = 0, int lifetime = 35, float size = 1, float angle = 0, float xoff = 0,
                                float yoff = 0, float zoff = 0, float velx = 0, float vely = 0, float velz = 0, float accelx = 0,
                                float accely = 0, float accelz = 0, float startalphaf = 1, float fadestepf = -1, float sizestep = 0);
  action native A_SpawnSound();
  action native A_SpidRefire();
  action native A_SPosAttack();
  action native A_SPosAttackUseAtkSound();
  action native A_StartFire();
  action native A_Stop();
  action native A_StopSound(int slot = CHAN_VOICE); // Bad default but that's what is originally was...
  native void A_StopSoundEx(coerce name slot);
  action native A_SwapTeleFog();
  native int A_TakeFromChildren(class<Inventory> itemtype, int amount = 0);
  native int A_TakeFromSiblings(class<Inventory> itemtype, int amount = 0);
  native bool A_TakeFromTarget(class<Inventory> itemtype, int amount = 0, int flags = 0, int forward_ptr = AAPTR_DEFAULT);
  native bool A_TakeInventory(class<Inventory> itemtype, int amount = 0, int flags = 0, int giveto = AAPTR_DEFAULT);
  action native state, bool A_Teleport(state teleportstate = "", class<SpecialSpot> targettype = "BossSpot",
                                       class<Actor> fogtype = "TeleportFog", int flags = 0, float mindist = 0, float maxdist = 0,
                                       int ptr = AAPTR_DEFAULT);
  action native bool A_ThrowGrenade(class<Actor> itemtype, float zheight = 0, float xyvel = 0, float zvel = 0,
                                    bool useammo = true);
  action native A_TossGib();
  action native A_Tracer();
  action native A_Tracer2();
  native void A_TransferPointer(int ptr_source, int ptr_recipient, int sourcefield, 
                                  int recipientfield=AAPTR_DEFAULT, int flags=0);
  action native A_TroopAttack();
  action native A_TurretLook();
  action native A_Turn(float angle = 0);
  action native A_UnHideThing();
  action native A_UnsetFloat();
  action native A_UnSetFloorClip();
  action native A_UnSetInvulnerable();
  action native A_UnSetReflective();
  action native A_UnSetReflectiveInvulnerable();
  action native A_UnSetShootable();
  action native A_UnsetSolid();
  action native A_VileAttack(sound snd = "vile/stop", int initialdmg = 20, int blastdmg = 70, int blastradius = 70,
                             float thrustfac = 1.0, name damagetype = "Fire", int flags = 0);
  action native A_VileChase();
  action native A_VileStart();
  action native A_VileTarget(class<Actor> fire = "ArchvileFire");
  action native A_Wander(int flags = 0);
  action native state, bool A_Warp(int ptr_destination, float xofs = 0, float yofs = 0, float zofs = 0, float angle = 0,
                                   int flags = 0, state success_state = "", float heightoffset = 0, float radiusoffset = 0,
                                   float pitch = 0);
  action native A_WeaponOffset(float wx = 0, float wy = 32, int flags = 0);
  native void A_Weave(int xspeed, int yspeed, float xdist, float ydist);
  action native A_WolfAttack(int flags = 0, sound whattoplay = "weapons/pistol", float snipe = 1.0,
                              int maxdamage = 64, int blocksize = 128, int pointblank = 2, int longrange = 4,
                              float runspeed = 160.0, class<Actor> pufftype = "BulletPuff");
  action native A_XScream();
  native int ACS_NamedExecute(name script, int mapnum=0, int arg1=0, int arg2=0, int arg3=0);
  native int ACS_NamedSuspend(name script, int mapnum=0);
  native int ACS_NamedTerminate(name script, int mapnum=0);
  native int ACS_NamedLockedExecute(name script, int mapnum=0, int arg1=0, int arg2=0, int lock=0);
  native int ACS_NamedLockedExecuteDoor(name script, int mapnum=0, int arg1=0, int arg2=0, int lock=0);
  native int ACS_NamedExecuteWithResult(name script, int arg1=0, int arg2=0, int arg3=0, int arg4=0);
  native void ACS_NamedExecuteAlways(name script, int mapnum=0, int arg1=0, int arg2=0, int arg3=0);

  States
  {
  Spawn:
    TNT1 A -1
    Stop
  Null:
    TNT1 A 1
    Stop
  GenericFreezeDeath:
    // Generic freeze death frames. Woo!
    "####" "#" 5 A_GenericFreezeDeath
    "----" A 1 A_FreezeDeathChunks
    Wait
  GenericCrush:
    POL5 A -1
    Stop
  }

  // Internal functions
  native state __decorate_internal_state__(state);
  native int __decorate_internal_int__(int);
  native bool __decorate_internal_bool__(bool);
  native float __decorate_internal_float__(float);
}