


This is a more useful cheat than god mode for testing monsters or levels. Gives you an indestructible hit point: no normal attack can remove that last hit point from you (certain death effects such as telefragging will still kill you). Scared monsters will run away from you and attack less frequently. Watson (they/them) and fira watson (she/they.These commands can allow the player to gain abilities or items they wouldn't normally have, or access areas of the map more quickly or by a different route than intended. Please contribute to the project! Originally authored by Alison G. This documentation is public domain under the CC0 license. how declared flags can be used in methods. Unnecessary, since you can just access it directly, but this demonstrates Declare a flag field for all of the flags. Hey, those sentences sounded familiar. You can set defined flag in a "default" block like in DECORATE. Property M圜oolMemberList: m_CoolMember1, m_CoolMember2 įlag Definitions // A class with some flags. Declare some properties attached to our members.
GZDOOM NO SOUND CODE
This will also be available in DECORATE code that inherits your class! You can set defined properties in a "default" block like in DECORATE. Property Definitions // A class with some properties. This class spans from this point to the end of the file. Changes "m_Thing" to 500 on an instance of BasicClass. "m_Thing" is attached to any "instance" of BasicClass. Inherits Thinker and can override functions on it.Ĭlass M圜oolActor : Actor replaces OtherActorĬlass Definitions // Basic class definition with a member variable and member function.

You can also attach aįunction with the specified arguments, or create an anonymous actionĮxamples Class Headers // Automatically inherits Object, similar to the "actor" keyword in DECORATE. You may attach no action function to the state. light ( StringLiteral (, StringLiteral)* ).offset ( IntegerLiteral, IntegerLiteral ).random ( IntegerLiteral, IntegerLiteral ).DefaultBlockĭefault Character+ StateTime StateOption* StateFunction In ZScript, for syntax flexibility purposes, it must be enclosed in aīlock with default at the beginning. In DECORATE, this is everything that isn't in the states block, but Overridable list of defaults to properties, allowing for swift FlagDefinitionįlagDef Identifier : Identifier, IntegerLiteral Default Blocksĭefault blocks are used on classes derived from Actor to create an The generatedįlag member will be publicly visible regardless of the backingįlags defined in ZScript are usable from DECORATE. ReadOnly, private, or any other access modifier. (Internally, the Actor flags are currentlyĪ flag's backing integer may not be meta, although it may be This means each backing integer can hold exactlyģ2 flags each (assuming no duplicated flags,) and more will requireĪnother one to be added. The integer must be exactly 32 bits, though if it is signed or When registered, a flag will be available in the default block asĬlassName.FlagName, as well as a member as bFlagName.Įach flag operates on a singular bit of any integer member of theĬlass. They are not valid on classes not derived from Actor. Property Identifier : Identifier (, Identifier)* Flag Definitionsįlag definitions are used within classes to define defaultable booleanįlags on actors. Properties defined in ZScript are usable from DECORATE. When registered, a property will be available in the default blockĪs ClassName.PropertyName. They are not valid on classes not derived from Property definitions are used within classes to define defaultableĪttributes on Actors. Restricted to ZScript version ver or higher.
