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From ECWolf Wiki
  • Alerts all monsters in hearing range of the player. As if the player has fired a weapon.
    317 bytes (49 words) - 06:07, 15 June 2013
  • Makes the weapon ready for firing. This function checks if the player has the fire buttons held and enters the Fire state if so.
    149 bytes (26 words) - 19:31, 1 October 2012
  • Checks to see if the player is holding down the fire button. If so jumps to the '''Hold''' state if de
    166 bytes (29 words) - 18:56, 16 January 2013
  • | name = Player Pawn | class = PlayerPawn
    924 bytes (114 words) - 05:32, 11 June 2013
  • Starts a second player sprite later based on the given state (or Flash if not provided). Typically
    207 bytes (33 words) - 06:19, 15 June 2013
  • ...mount of points to the player when picked up. The item does not enter the player's inventory.
    585 bytes (78 words) - 19:41, 11 February 2013
  • Fire a player projectile, damaging enemies. Will not harm the player. This function can only be called from a weapon state. ...: Vertical offset of the attack. Ignored for now, but should be set to the player class's -(height/2 + 8) in order to keep it spawning at the floor level in
    842 bytes (118 words) - 01:21, 2 January 2013
  • Begins the actual death cam sequence ("lets see that again"). Sets the player's weapon to the '''Ready''' state of this class and loops the monster's dea
    266 bytes (39 words) - 20:12, 19 January 2013
  • Changes the field of view for the player relative to their normal fov (percentage). The following flags are defined:
    305 bytes (41 words) - 19:15, 7 November 2014
  • ...m. An inventory item is an actor which can be picked up by or given to the player and may be used for a variety of purposes including implementing counters. One thing to remember is that all actors can hold inventory items, not just players.
    945 bytes (134 words) - 18:03, 28 May 2018
  • | type = Player | class = LostBJPlayer
    883 bytes (94 words) - 14:09, 12 February 2013
  • | type = Player | class = BJPlayer
    943 bytes (98 words) - 02:12, 28 May 2014
  • | type = Player | class = NoahPlayer
    1 KB (110 words) - 02:09, 28 May 2014
  • ...WolfAttack]]. Deals damage to the closest shootable enemy in front of the player in a 9 degree cone.
    1 KB (177 words) - 08:51, 12 June 2013
  • |'''tab+f'''||Gives the coordinates of the player as well as the angle. Full coordinates are given so divide by 64 and trunca |'''tab+h'''||Deals 16 points of damage to the player.
    2 KB (353 words) - 04:47, 27 May 2014
  • A pool of blood. Gives 1 point of health if the player has 10 points or less.
    585 bytes (71 words) - 05:39, 11 June 2013
  • ...ng inventory.maxamount will specify the maximum amount level of health the player can obtain from the pickup.
    676 bytes (91 words) - 05:42, 11 June 2013
  • ...y only the '''PICKUP''' state is supported. This state is executed by the player when the item is picked up.
    681 bytes (96 words) - 18:38, 16 January 2013
  • Syringe projectile fired by {{Class|Schabbs|Dr. Schabbs}}. If the player is killed by this projectile they will turn into a mutant (this behavior is
    641 bytes (76 words) - 14:58, 10 June 2018
  • Pickup for the {{Class|GatlingGun}}. Will also give the machine gun if the player does not have one already.
    816 bytes (89 words) - 08:32, 12 June 2013
  • :The actor does not respond to sounds and instead waits for the player to come in line of sight. :This item is picked up even if the player has no use for it.
    3 KB (560 words) - 22:32, 10 June 2018
  • ...n calls (usually [[A_Look]]) it takes for the actor to react to seeing the player. The random portion is the maximum number of tics to add to the base value. ...[[A_Chase]]. The speed will be changed to runspeed when the actor sees the player.
    8 KB (1,183 words) - 03:55, 21 January 2023
  • ...base class which defines a Backpack, for expanding how much ammunition the player may carry at a time.
    1,008 bytes (138 words) - 18:08, 28 May 2018
  • ...ll be spawned when the last boss dies. The '''Ready''' state replaces the player's weapon during the sequence.
    842 bytes (112 words) - 19:27, 16 January 2013
  • Performs a player melee attack.
    813 bytes (121 words) - 19:39, 1 October 2012
  • ...ctive of the game Spear of Destiny. This item, when picked up, freezes the player and plays the pickup sound. After the sound plays the '''PICKUP''' state i
    866 bytes (109 words) - 18:48, 16 January 2013
  • ...y having the enemy move in a "random" direction and then try to get to the player from their new position. At the end of <tt>SelectChaseDir</tt> this is don ...f indeterministic code. While indeterminism is a primary reason that multiplayer is not a trivial add to the vanilla engine, the way that the Wolfenstein 3D
    13 KB (2,243 words) - 18:37, 30 December 2016
  • :Checks the players inventory and gives these items if they are lacking. :Default: No items are given to the player.
    4 KB (651 words) - 14:55, 16 May 2021
  • :Sets if the tile should appear on the auto map even if the player hasn't seen it. The value must be greater than the [[MAPINFO/Skill_definiti ::Default is undefined (tiles will only appear on map when the player has seen it).
    12 KB (1,851 words) - 03:54, 21 January 2023
  • ...e that entries in this list may be postfixed with :pspr to give the sprite player sprite offsets (weapons for example would use this.)
    1 KB (192 words) - 04:54, 21 May 2012
  • ...e same graphics, except that it has twice as many hit points and gives the player twice as many points. This would be done in the following way:
    1 KB (192 words) - 18:23, 16 January 2013
  • ...on it is facing. When the victory spin detects the actor bumping into the player, it will be turned into a projectile with the run speed as the velocity and
    1 KB (173 words) - 05:47, 11 June 2013
  • ** '''CHF_BACKOFF''' - Causes the actor to run away from the player if it gets too close.
    2 KB (218 words) - 14:30, 29 May 2018
  • ...lfenstein 3d, and as such is the final obstacle standing in the way of the player's escape from the titular castle. He is a huge, blond-haired and blue-armou
    1 KB (166 words) - 19:05, 16 January 2013
  • ...map to be used as the background for the "Meet the Cast" screen. Place the player start at the beginning of a long hall. 1-5 tiles wide.
    2 KB (240 words) - 18:32, 4 January 2018
  • ...cquire a target with A_Look before using Monster AI attacks. Right now the player is assumed to be the target. ...layer.viewheight}} needs to be set to 32 unless you inherit from {{Class|BJPlayer}}.
    6 KB (992 words) - 05:35, 6 March 2017
  • ...perty|player.viewheight}}, {{property|player.forwardmove}}, and {{property|player.sidemove}}. * Added {{property|player.damagescreencolor}}
    14 KB (2,094 words) - 07:38, 2 February 2023
  • Make a basic map with a player start and all that jazz.
    2 KB (374 words) - 08:17, 18 December 2013
  • :Used when the actor should be chasing its target (usually the player).
    3 KB (504 words) - 19:22, 20 February 2013
  • * <tt>playerclasses = "<class>", ...</tt> :Sets the selectable player classes.
    5 KB (643 words) - 09:21, 29 May 2018
  • Totally rad. This is where your player (BJ!) will start.
    4 KB (712 words) - 12:48, 18 December 2013
  • ...ve 0x104 are accepted per released map specs, but they appear to allow the player nearly see clearly across the entire map and thus map to the same value.}}
    8 KB (1,274 words) - 03:54, 21 January 2023