User:Jekyll Grim Payne/ZScript Actor Fields
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Note: This list is a work-in-progress. You can help by adding to it. |
General fields
Name | Data type | Related actor properties | Description | How to read | How to modify |
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Player | PlayerInfo | None | A pointer to an instance of the PlayerInfo struct (if there is one). Normally is only non-null on PlayerPawn actors. | Readable directly | Not modifiable outside of morphing |
Prev | vector3 | None | Holds the actor's position as it was during the previous game tic. When actors move, their actual position is interpolated between Prev and pos. |
Readable directly | Readonly |
ThruBits | uint | ThruBits | See ThruBits. | Readable directly | (Need more info) |
SpriteOffset | vector2 | None | The current offsets of the currently used sprite. | Readable directly | Modifiable directly A_SpriteOffset |
WorldOffset | vector3 | None | Positional offset relative pos. | Readable directly | Modifiable directly |
spriteAngle | double | SpriteAngle | See SpriteAngle. Is only effective when using the SPRITEANGLE flag. | Readable directly GetSpriteAngle |
Modifiable directly A_SetSpriteAngle |
spriteRotation | SpriteRotation | SpriteRotation | See SpriteRotation. | Readable directly GetSpriteRotation |
Modifiable directly |
VisibleStartAngle | float | VisibleAngles | See VisibleAngles. | Readable directly | Modifiable directly |
VisibleEndAngle | float | VisibleAngles | See VisibleAngles. | Readable directly | Modifiable directly |
VisibleStartPitch | float | VisiblePitch | See VisiblePitch. | Readable directly | Modifiable directly |
VisibleEndPitch | float | VisiblePitch | See VisiblePitch. | Readable directly | Modifiable directly |
Angle | double | None | The actor's current absolute facing angle. Normally 0-360, but can go beyond this range for PlayerPawn. |
Readable directly | Modifiable directly A_SetAngle |
Pitch | double | None | The actor's current pitch from -90 (up) to 90 (down). | Readable directly | Modifiable directly A_SetPitch |
Roll | double | None | The actor's current roll in a [0, 360] range. For actor sprites to follow the roll, the ROLLSPRITE flag must be used. For 3D models to have effect, the model will need the USEACTORROLL in MODELDEF. |
Readable directly | Modifiable directly A_SetRoll |
Vel | vector3 | None | The actor's current absolute velocity. | Readable directly | Modifiable directly |
Speed | double | Speed | The actor's Speed property. Note, this is not the current velocity. Modifying Speed will have no effect on the speed of the actor's current movement. For that, you need to modify vel .
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Readable directly | Modifiable directly A_SetSpeed |
FloatSpeed | double | Floatspeed | See Floatspeed. | Readable directly | Modifiable directly A_SetFloatSpeed |
Height | double | Height | The actor's Height. Can be modified dynamically. | Readable directly | Modifiable directly A_SetSize |
sprite | SpriteID | None | The actor's current sprite. Note, it's not the actual name of the graphic, but it can be obtained from a graphic name by using GetSpriteIndex. | Readable directly but provides no useful info. Use curstate.GetSpriteTexture(). |
Modifiable directly with GetSpriteIndex. |
frame | uint8 | None | The actor's current frame letter. (0 = A, 1 = B, 2 = C, and so on.) | Readable directly | Modifiable directly |
Scale | vector2 | XScale YScale |
The actor's current scale. Used by the scaleX and scaleY properties. Can be modified dynnamically with A_SetScale or by changing the value directly. | Readable directly | Modifiable directly A_SetScale |
picnum | TextureID | property | If this is set to a valid TextureID, that graphic will be drawn instead of the actor's current sprite. |
Readable directly | Modifiable directly (requires {{c|TexMan.CheckForTexture). |
Alpha | double | property | The actor's current alpha. See Alpha, can be modified by A_FadeOut, A_FadeIn and by changing the value directly. | Readable directly | Modifiable directly A_SetRenderStyle A_FadeOut A_FadeIn A_FadeTo |
Health | int | Health | The actor's current remaining health value. Modifying it doesn't equal healing/damaging. Use DamageMobj to deal damage and GiveBody to heal. |
Readable directly | A_SetHealth |
StartHealth | int | property | Holds the amount of Health with which the actor spawns (as opposed to Health which holds the current health). Should be modified alongside with health if there's a desire to modify what is considered the actor's "default" health value (for example, if a script modifies the health of multiple monsters with the intention to make them permanently stronger). |
Monsters: StartHealth() or GetMaxHealth Players: GetMaxHealth |
(Need more info) |
WoundHealth | int | WoundHealth | See WoundHealth | Readable directly | (Need more info) |
floorterrain | int | None | The TERRAIN definition of the floor under the actor. | Readable directly but useless. Use GetFloorTerrain to get real TerrainDef data. |
Readonly |
CurSector | Sector | None | The Sector the actor is currently in. | Readable directly | Readonly |
floorsector | Sector | None | The Sector of the floor below the actor. | Readable directly | Readonly |
ceilingsector | Sector | None | The Sector of the ceiling below the actor. | Readable directly | Readonly |
CeilingZ | double | None | The height of the ceiling above the actor (3D-floor aware). | Readable directly | Readonly |
FloorZ | double | property | The height of the floor below the actor (3D-floor aware). | Readable directly | Readonly |
DropoffZ | double | property | The absolute height of the highest floor under the actor. | Readable directly | Readonly |
floorpic | TextureID | property | A TextureID of the floor texture in the actor's current sector. Can be converted from and to a graphic name with the TexMan functions. |
Readable directly | Readonly |
ceilingpic | TextureID | property | A TextureID of the ceiling texture in the actor's current sector. Can be converted from and to a graphic name with the TexMan functions. |
Readable directly | Readonly |
projectilepassheight | double | property | See ProjectilePassHeight. | Readable directly | Modifiable directly |
tics | int | property | The duration in tics of the actor's current state. | Readable directly | Modifiable directly A_SetTics |
projectilekickback | int | property | See ProjectileKickback. | Readable directly | Modifiable directly |
movedir | uint8 | property | (Need more info) | (Need more info) | (Need more info) |
visdir | int8 | property | (Need more info) | (Need more info) | (Need more info) |
movecount | int16 | property | This field is decremented in the actor's TryWalk() function When it's 0, TryWalk() returns true. Normally used by monsters; when this value is 0, the monster is allowed to move.
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Readable directly | Modifiable directly |
strafecount | int16 | property | (Need more info) | (Need more info) | (Need more info) |
LastLookPlayerNumber | int8 | property | Player number of the last player this actor has found with A_Look or equivalents. Normally used by monsters. | Readable directly | Modifiable directly |
ReactionTime | int | property | Used by ReactionTime property. | Readable directly | Modifiable directly A_CountDown |
Threshold | int | property | See Threshold. | (Need more info) | (Need more info) |
SpawnPoint | vector3 | property | Vector3 coordinates of where this actor spawned. | Readable directly | Readonly |
SpawnAngle | uint16 | property | Actor's angle at the time when it spawned. | Readable directly | Readonly |
WeaveIndexXY | uint8 | property | (Need more info) | (Need more info) | (Need more info) |
WeaveIndexZ | uint8 | property | (Need more info) | (Need more info) | (Need more info) |
skillrespawncount | uint16 | property | (Need more info) | (Need more info) | (Need more info) |
Mass | int | property | See mass. | Readable directly | A_SetMass |
Score | int | property | (Need more info) | (Need more info) | (Need more info) |
Accuracy | int | property | (Need more info) | (Need more info) | (Need more info) |
Stamina | int | property | See Stamina. | (Need more info) | (Need more info) |
MeleeRange | double | property | See MeleeRange. | (Need more info) | (Need more info) |
PainThreshold | int | property | See PainThreshold. | (Need more info) | (Need more info) |
Gravity | double | property | See Gravity. | Readable directly, but GetGravity is preferable. | Modifiable directly A_SetGravity A_Gravity A_LowGravity A_NoGravity |
FloorClip | double | property | See FloorClip. | Readable directly | A_SetFloorClip A_UnsetFloorClip |
DamageType | name | property | See DamageType. Can be modified dynamically with A_SetDamageType. | Readable directly (Verification needed) | A_SetDamageType |
DamageTypeReceived | name | property | The damage type of the most recent attack received by this actor. | Readable directly | Readonly |
FloatBobPhase | uint8 | property | See FloatBobPhase. | Readable directly | Modifiable directly A_SetFloatBobPhase |
FloatBobStrength | double | property | See FloatBobStrength. | Readable directly | Modifiable directly |
RipperLevel | int | property | See RipperLevel. | (Need more info) | (Need more info) |
RipLevelMin | int | property | See RipLevelMin. | Readable directly | Modifiable directly (Verification needed) A_SetRipperLevel |
RipLevelMax | int | property | See RipLevelMax. | (Need more info) | (Need more info) |
Species | name | property | See Species. | GetSpecies A_CheckSpecies While it can be read directly, this is discouraged, because the GetSpecies override may include custom logic. |
Modifiable directly A_SetSpecies |
MinMissileChance | uint8 | property | See MinMissileChance. | (Need more info) | (Need more info) |
SpawnFlags | uint | property | The flags this actor was spawned with. | Readable directly (requires bitwise operators) |
Readonly |
meleethreshold | double | property | See MeleeThreshold. | (Need more info) | (Need more info) |
maxtargetrange | double | property | See MaxTargetRange. | (Need more info) | (Need more info) |
bouncefactor | double | property | See BounceFactor. | (Need more info) | (Need more info) |
wallbouncefactor | double | property | See WallBounceFactor. | Readable directly | Modifiable directly |
bouncecount | int | property | See Bouncecount. | Readable directly | Modifiable directly |
friction | double | property | See Friction. | (Need more info) | (Need more info) |
FastChaseStrafeCount | int | property | (Need more info) | (Need more info) | (Need more info) |
pushfactor | double | property | (Need more info) | (Need more info) | (Need more info) |
lastpush | int | property | (Need more info) | (Need more info) | (Need more info) |
activationtype | int | property | The method of activation. Normally set with the Activation actor property. | (Need more info) | (Need more info) |
lastbump | int | property | (Need more info) | (Need more info) | (Need more info) |
DesignatedTeam | int | property | (Need more info) | (Need more info) | (Need more info) |
BlockingMobj | Actor | property | A pointer to another actor that this actor is colliding with. | Readable directly | Readonly |
BlockingLine | Line | property | A pointer to a Line this actor is colliding with (the line is not guaranteed to be blocking, so the flags on the line should be checked manually to make sure that it is). |
Readable directly | Readonly |
Blocking3DFloor | Sector | property | A pointer to a 3D floor this actor is colliding with. | Readable directly | Readonly |
BlockingCeiling | Sector | property | A pointer to a ceiling plane this actor is colliding with. | Readable directly | Readonly |
BlockingFloor | Sector | property | A pointer to a floor plane this actor is colliding with. | Readable directly | Readonly |
PoisonDamage | int | property | See PoisonDamage. This stores the value (the amount of damage to deal) defined in that property. |
(Need more info) | (Need more info) |
PoisonDamageType | name | property | See PoisonDamageType. | (Need more info) | (Need more info) |
PoisonDuration | int | property | See PoisonDamage. This stores the duration defined in that property. |
(Need more info) | (Need more info) |
PoisonPeriod | int | property | See PoisonDamage. This stores the period defined in that property. |
(Need more info) | (Need more info) |
PoisonDamageReceived | int | property | The amount of PoisonDamage the actor is receiving. | (Need more info) | (Need more info) |
PoisonDamageTypeReceived | name | property | The damage type applied through PoisonDamageType the actor is receiving. | (Need more info) | (Need more info) |
PoisonDurationReceived | int | property | The duration of PoisonDamage the actor is receiving. | (Need more info) | (Need more info) |
PoisonPeriodReceived | int | property | The period of PoisonDamage the actor is receiving. | (Need more info) | (Need more info) |
Inv | Inventory | property | A pointer to the first Inventory item in this actor's inventory. If this actor is an Inventory item itself and is in another actor's inventory, code>Inv will be a pointer to the next Inventory item in the same linked list. |
Readable directly | Modifiable directly, but this is not recommended, as it can break the inventory. |
smokecounter | uint8 | property | (Need more info) | (Need more info) | (Need more info) |
FriendPlayer | uint8 | property | Player number of a player this actor is allied to (used by friendly monsters). | (Need more info) | (Need more info) |
Translation | uint | property | Color translation of this actor. | Readable directly | A_SetTranslationTranslation.GetID()
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AttackSound | sound | property | The actor's AttackSound. | Readable directly | Modifiable directly |
DeathSound | sound | property | The actor's DeathSound. | Readable directly | Modifiable directly |
SeeSound | sound | property | The actor's SeeSound. | Readable directly | Modifiable directly |
PainSound | sound | property | The actor's PainSound. | Readable directly | Modifiable directly |
ActiveSound | sound | property | The actor's ActiveSound. | Readable directly | Modifiable directly |
UseSound | sound | property | The actor's UseSound. | Readable directly | Modifiable directly |
BounceSound | sound | property | The actor's BounceSound. | Readable directly | Modifiable directly |
WallBounceSound | sound | property | The actor's WallBounceSound. | Readable directly | Modifiable directly |
CrushPainSound | sound | property | (Need more info) | (Need more info) | (Need more info) |
MaxDropoffHeight | double | property | (Need more info) | (Need more info) | (Need more info) |
MaxStepHeight | double | property | (Need more info) | (Need more info) | (Need more info) |
MaxSlopeSteepness | double | property | (Need more info) | (Need more info) | (Need more info) |
PainChance | int16 | property | (Need more info) | (Need more info) | (Need more info) |
PainType | name | property | (Need more info) | (Need more info) | (Need more info) |
DeathType | name | property | (Need more info) | (Need more info) | (Need more info) |
DamageFactor | double | property | (Need more info) | (Need more info) | (Need more info) |
DamageMultiply | double | property | (Need more info) | (Need more info) | (Need more info) |
TelefogSourceType | Class<Actor> | property | (Need more info) | (Need more info) | (Need more info) |
TelefogDestType | Class<Actor> | property | (Need more info) | (Need more info) | (Need more info) |
MeleeState | State | property | (Need more info) | (Need more info) | (Need more info) |
MissileState | State | property | (Need more info) | (Need more info) | (Need more info) |
DecalGenerator | voidptr | property | (Need more info) | (Need more info) | (Need more info) |
fountaincolor | uint8 | property | (Need more info) | (Need more info) | (Need more info) |
CameraHeight | double | property | (Need more info) | (Need more info) | (Need more info) |
CameraFOV | double | property | (Need more info) | (Need more info) | (Need more info) |
ViewAngle | double | property | (Need more info) | (Need more info) | (Need more info) |
ViewPitch | double | property | (Need more info) | (Need more info) | (Need more info) |
ViewRoll | double | property | (Need more info) | (Need more info) | (Need more info) |
RadiusDamageFactor | double | property | (Need more info) | (Need more info) | (Need more info) |
SelfDamageFactor | double | property | (Need more info) | (Need more info) | (Need more info) |
StealthAlpha | double | property | See StealthAlpha. | (Need more info) | (Need more info) |
RenderHidden | int | property | (Need more info) | (Need more info) | (Need more info) |
RenderRequired | int | None | Determines if this actor should be rendered.0 - rendered, -1 - hidden.In contrast to RenderStyle or INVISIBLE, doesn't normally get modified by anything else. |
Readable directly | Modifiable directly |
FriendlySeeBlocks | int | property | See FriendlySeeBlocks. | (Need more info) | (Need more info) |
lightlevel | int16 | property | See Lightlevel. Can be modified dynamically to modify the actor's lightlevel independently from the cursector's light level. |
(Need more info) | (Need more info) |
InventoryID | int | None | (Need more info) | Not readable | Not modifiable |
freezetics | uint | property | Setting this to a value above 0 freezes the actor for this number of tics, as if it was frozen by PowerTimeFreezer or calling Level.SetFrozen(true) .
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(Need more info) | (Need more info) |
Actor pointers
Name | Data type | Related actor properties | Description | How to read | How to modify |
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Target | Actor | None | The actor's target pointer. | Readable directly | Modifiable directly For projectiles: set automatically if fired by an appropriate function For monsters: set automatically by A_Chase Clearable with A_ClearTarget or directly |
Master | Actor | None | The actor's master pointer. | Readable directly | Modifiable directly A_SpawnItemEx |
Tracer | Actor | None | The actor's tracer pointer. | Readable directly | Modifiable directly Natively utilized by seeking projectiles |
LastHeard | Actor | None | The last actor heard by this actor. Normally utilized by monsters when they're alerted. |
Readable directly | Modifiable directly Clearable with A_ClearTarget or directly |
LastEnemy | Actor | None | The last actor that this actor used to target. Utilized by monsters if they lost their target pointer. |
Readable directly | Modifiable directly Clearable with A_ClearTarget or directly |
Alternative | Actor | None | Used in morphing. Pointers to the original actor this actor used to be. (Verification needed) | Readable directly | (Need more info) |
goal | Actor | None | Pointer to the actor's goal point. Set by Thing_SetGoal. |
Readable directly | Modifiable directly |
poisoner | Actor | None | PoisonDamage|poison damage]]. | Readable directly | Readonly (Verification needed) |
Specials
- int Special
- (Need more info)
- int special1
- (Need more info)
- int special2
- (Need more info)
- double specialf1
- (Need more info)
- double specialf2
- (Need more info)
- int Args[5]
- (Need more info)
- int weaponspecial
- (Need more info)
Readonly fields
The value of these fields either can't be modified, or can be modified by using an appropriate function.
- readonly Actor snext
- (Need more info)
- readonly color fillcolor
- Used by the [[property|stencilcolor} property. Can be modified with SetShade.
- readonly ViewPosition ViewPos
- (Need more info)
- readonly vector3 Pos
- The current global position.
- readonly double Radius
- (Need more info)
- readonly double RenderRadius
- See RenderRadius.
- readonly State CurState
- The state the actor is currently in. Not to be confused with state sequence, which can be obtained with InStateSequence.
- readonly int Damage
- See Damage.
- readonly State SpawnState
- Pointer to the first state in the actor's Spawn state sequence.
- readonly State SeeState
- Pointer to the first state in the actor's See state sequence.
- readonly int DefThreshold
- See DefThreshold.
- readonly int TID
- The actor's TID.
- readonly int TIDtoHate
- The TID of the actor the current actor hates (set by Thing_Hate in ACS).
- readonly int WaterLevel
- The actor's current waterlevel (between 0 and 3).
- readonly double WaterDepth
- How deep the actor is underwater (the number of units between the actor's pos.z and the height of the water surface).
- readonly color BloodColor
- See BloodColor.
- readonly int BloodTranslation
- The translation value that is inferred from the actor's BloodColor. Can be transferred to other actors manually to translate them the same way as this actor's blood sprites are translated.
- readonly int SpawnTime
- The time in tics from the start of the game when this actor was spawned.
Meta fields
- meta String Obituary
- See Obituary.
- meta String HitObituary
- See HitObituary.
- meta double DeathHeight
- See DeathHeight and DONTFALL.
- meta double BurnHeight
- See BurnHeight.
- meta int GibHealth
- See GibHealth.
- meta Sound HowlSound
- See HowlSound.
- meta Name BloodType
- See BloodType. Contains the main blood class name.
- meta Name BloodType2
- See BloodType. Contains the blood splatter class name.
- meta Name BloodType3
- See BloodType. Contains the axe blood class name.
- meta bool DontHurtShooter
- See DontHurtShooter. (deprecated). A_Explode now contains flags for this.
- meta int ExplosionRadius
- See ExplosionRadius and A_Explode.
- meta int ExplosionDamage
- See ExplosionDamage and A_Explode.
- meta int MeleeDamage
- See MeleeDamage.
- meta Sound MeleeSound
- See MeleeSound.
- meta Sound RipSound
- See RipSound.
- meta double MissileHeight (deprecated).
- See MissileHeight.
- meta Name MissileName
- See MissileType (deprecated).
- meta double FastSpeed
- See FastSpeed.
- meta Sound PushSound
- See PushSound.