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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 de166 bytes (29 words) - 18:56, 16 January 2013
- | name = Player Pawn | class = PlayerPawn924 bytes (114 words) - 05:32, 11 June 2013
- Starts a second player sprite later based on the given state (or Flash if not provided). Typically207 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 in842 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 dea266 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 = LostBJPlayer883 bytes (94 words) - 14:09, 12 February 2013
- | type = Player | class = BJPlayer943 bytes (98 words) - 02:12, 28 May 2014
- | type = Player | class = NoahPlayer1 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 is641 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 i866 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 3D13 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 and1 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-armou1 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