1 // special name, special number, min script args, max script args, num args on a line 2 DEFINE_SPECIAL(Polyobj_StartLine, 1, -1, -1, 4) 3 DEFINE_SPECIAL(Polyobj_RotateLeft, 2, 3, 3, 3) 4 DEFINE_SPECIAL(Polyobj_RotateRight, 3, 3, 3, 3) 5 DEFINE_SPECIAL(Polyobj_Move, 4, 4, 4, 4) 6 DEFINE_SPECIAL(Polyobj_ExplicitLine, 5, -1, -1, 5) 7 DEFINE_SPECIAL(Polyobj_MoveTimes8, 6, 4, 4, 4) 8 DEFINE_SPECIAL(Polyobj_DoorSwing, 7, 4, 4, 4) 9 DEFINE_SPECIAL(Polyobj_DoorSlide, 8, 5, 5, 5) 10 DEFINE_SPECIAL(Line_Horizon, 9, -1, 0, 0) // [RH] draw one-sided wall at horizon 11 DEFINE_SPECIAL(Door_Close, 10, 2, 3, 3) 12 DEFINE_SPECIAL(Door_Open, 11, 2, 3, 3) 13 DEFINE_SPECIAL(Door_Raise, 12, 3, 4, 4) 14 DEFINE_SPECIAL(Door_LockedRaise, 13, 4, 5, 5) 15 DEFINE_SPECIAL(Door_Animated, 14, 4, 4, 4) 16 DEFINE_SPECIAL(Autosave, 15, 0, 0, 0) // [RH] Save the game *now* 17 DEFINE_SPECIAL(Transfer_WallLight, 16, -1, -1, 2) 18 DEFINE_SPECIAL(Thing_Raise, 17, 1, 1, 1) 19 DEFINE_SPECIAL(StartConversation, 18, 1, 2, 2) 20 DEFINE_SPECIAL(Thing_Stop, 19, 1, 1, 1) 21 DEFINE_SPECIAL(Floor_LowerByValue, 20, 3, 3, 3) 22 DEFINE_SPECIAL(Floor_LowerToLowest, 21, 2, 2, 2) 23 DEFINE_SPECIAL(Floor_LowerToNearest, 22, 2, 2, 2) 24 DEFINE_SPECIAL(Floor_RaiseByValue, 23, 3, 3, 3) 25 DEFINE_SPECIAL(Floor_RaiseToHighest, 24, 2, 2, 2) 26 DEFINE_SPECIAL(Floor_RaiseToNearest, 25, 2, 2, 2) 27 DEFINE_SPECIAL(Stairs_BuildDown, 26, 5, 5, 5) 28 DEFINE_SPECIAL(Stairs_BuildUp, 27, 5, 5, 5) 29 DEFINE_SPECIAL(Floor_RaiseAndCrush, 28, 3, 4, 4) 30 DEFINE_SPECIAL(Pillar_Build, 29, 3, 3, 3) 31 DEFINE_SPECIAL(Pillar_Open, 30, 4, 4, 4) 32 DEFINE_SPECIAL(Stairs_BuildDownSync, 31, 4, 4, 4) 33 DEFINE_SPECIAL(Stairs_BuildUpSync, 32, 4, 4, 4) 34 DEFINE_SPECIAL(ForceField, 33, 0, 0, 0) // [RH] Strife's forcefield special (148) 35 DEFINE_SPECIAL(ClearForceField, 34, 1, 1, 1) // [RH] Remove Strife's forcefield from tagged sectors 36 DEFINE_SPECIAL(Floor_RaiseByValueTimes8, 35, 3, 3, 3) 37 DEFINE_SPECIAL(Floor_LowerByValueTimes8, 36, 3, 3, 3) 38 DEFINE_SPECIAL(Floor_MoveToValue, 37, 3, 4, 4) 39 DEFINE_SPECIAL(Ceiling_Waggle, 38, 5, 5, 5) // [RH] Complement of Floor_Waggle 40 DEFINE_SPECIAL(Teleport_ZombieChanger, 39, 2, 2, 2) // [RH] Needed for Strife 41 DEFINE_SPECIAL(Ceiling_LowerByValue, 40, 3, 3, 3) 42 DEFINE_SPECIAL(Ceiling_RaiseByValue, 41, 3, 3, 3) 43 DEFINE_SPECIAL(Ceiling_CrushAndRaise, 42, 3, 4, 4) 44 DEFINE_SPECIAL(Ceiling_LowerAndCrush, 43, 3, 4, 4) 45 DEFINE_SPECIAL(Ceiling_CrushStop, 44, 1, 1, 1) 46 DEFINE_SPECIAL(Ceiling_CrushRaiseAndStay, 45, 3, 4, 4) 47 DEFINE_SPECIAL(Floor_CrushStop, 46, 1, 1, 1) 48 DEFINE_SPECIAL(Ceiling_MoveToValue, 47, 3, 4, 4) 49 DEFINE_SPECIAL(Sector_Attach3dMidtex, 48, -1, -1, 3) 50 DEFINE_SPECIAL(GlassBreak, 49, 0, 1, 1) 51 DEFINE_SPECIAL(ExtraFloor_LightOnly, 50, -1, -1, 2) 52 DEFINE_SPECIAL(Sector_SetLink, 51, 4, 4, 4) 53 DEFINE_SPECIAL(Scroll_Wall, 52, 5, 5, 5) 54 DEFINE_SPECIAL(Line_SetTextureOffset, 53, 5, 5, 5) 55 DEFINE_SPECIAL(Sector_ChangeFlags, 54, 3, 3, 3) 56 DEFINE_SPECIAL(Line_SetBlocking, 55, 3, 3, 3) 57 DEFINE_SPECIAL(Line_SetTextureScale, 56, 5, 5, 5) 58 DEFINE_SPECIAL(Sector_SetPortal, 57, -1, -1, 5) 59 DEFINE_SPECIAL(Sector_CopyScroller, 58, -1, -1, 2) 60 DEFINE_SPECIAL(Polyobj_OR_MoveToSpot, 59, 3, 3, 3) 61 DEFINE_SPECIAL(Plat_PerpetualRaise, 60, 3, 3, 3) 62 DEFINE_SPECIAL(Plat_Stop, 61, 1, 1, 1) 63 DEFINE_SPECIAL(Plat_DownWaitUpStay, 62, 3, 3, 3) 64 DEFINE_SPECIAL(Plat_DownByValue, 63, 4, 4, 4) 65 DEFINE_SPECIAL(Plat_UpWaitDownStay, 64, 3, 3, 3) 66 DEFINE_SPECIAL(Plat_UpByValue, 65, 4, 4, 4) 67 DEFINE_SPECIAL(Floor_LowerInstant, 66, 3, 3, 3) 68 DEFINE_SPECIAL(Floor_RaiseInstant, 67, 3, 3, 3) 69 DEFINE_SPECIAL(Floor_MoveToValueTimes8, 68, 4, 4, 4) 70 DEFINE_SPECIAL(Ceiling_MoveToValueTimes8, 69, 4, 4, 4) 71 DEFINE_SPECIAL(Teleport, 70, 1, 3, 3) 72 DEFINE_SPECIAL(Teleport_NoFog, 71, 1, 4, 4) 73 DEFINE_SPECIAL(ThrustThing, 72, 2, 4, 4) 74 DEFINE_SPECIAL(DamageThing, 73, 1, 2, 2) 75 DEFINE_SPECIAL(Teleport_NewMap, 74, 2, 3, 3) 76 DEFINE_SPECIAL(Teleport_EndGame, 75, 0, 0, 0) 77 DEFINE_SPECIAL(TeleportOther, 76, 3, 3, 3) 78 DEFINE_SPECIAL(TeleportGroup, 77, 5, 5, 5) 79 DEFINE_SPECIAL(TeleportInSector, 78, 4, 5, 5) 80 DEFINE_SPECIAL(Thing_SetConversation, 79, 2, 2, 2) 81 DEFINE_SPECIAL(ACS_Execute, 80, 1, 5, 5) 82 DEFINE_SPECIAL(ACS_Suspend, 81, 2, 2, 2) 83 DEFINE_SPECIAL(ACS_Terminate, 82, 2, 2, 2) 84 DEFINE_SPECIAL(ACS_LockedExecute, 83, 5, 5, 5) 85 DEFINE_SPECIAL(ACS_ExecuteWithResult, 84, 1, 5, 5) 86 DEFINE_SPECIAL(ACS_LockedExecuteDoor, 85, 5, 5, 5) 87 DEFINE_SPECIAL(Polyobj_MoveToSpot, 86, 3, 3, 3) 88 DEFINE_SPECIAL(Polyobj_Stop, 87, 1, 1, 1) 89 DEFINE_SPECIAL(Polyobj_MoveTo, 88, 4, 4, 4) 90 DEFINE_SPECIAL(Polyobj_OR_MoveTo, 89, 4, 4, 4) 91 DEFINE_SPECIAL(Polyobj_OR_RotateLeft, 90, 3, 3, 3) 92 DEFINE_SPECIAL(Polyobj_OR_RotateRight, 91, 3, 3, 3) 93 DEFINE_SPECIAL(Polyobj_OR_Move, 92, 4, 4, 4) 94 DEFINE_SPECIAL(Polyobj_OR_MoveTimes8, 93, 4, 4, 4) 95 DEFINE_SPECIAL(Pillar_BuildAndCrush, 94, 4, 5, 5) 96 DEFINE_SPECIAL(FloorAndCeiling_LowerByValue, 95, 3, 3, 3) 97 DEFINE_SPECIAL(FloorAndCeiling_RaiseByValue, 96, 3, 3, 3) 98 DEFINE_SPECIAL(Ceiling_LowerAndCrushDist, 97, 3, 5, 5) 99 DEFINE_SPECIAL(Sector_SetTranslucent, 98, 3, 4, 4) 100 DEFINE_SPECIAL(Floor_RaiseAndCrushDoom, 99, 3, 4, 4) 101 DEFINE_SPECIAL(Scroll_Texture_Left, 100, -1, -1, 2) 102 DEFINE_SPECIAL(Scroll_Texture_Right, 101, -1, -1, 2) 103 DEFINE_SPECIAL(Scroll_Texture_Up, 102, -1, -1, 2) 104 DEFINE_SPECIAL(Scroll_Texture_Down, 103, -1, -1, 2) 105 DEFINE_SPECIAL(Ceiling_CrushAndRaiseSilentDist, 104, 3, 5, 5) 106 107 DEFINE_SPECIAL(Light_ForceLightning, 109, 1, 1, 1) 108 DEFINE_SPECIAL(Light_RaiseByValue, 110, 2, 2, 2) 109 DEFINE_SPECIAL(Light_LowerByValue, 111, 2, 2, 2) 110 DEFINE_SPECIAL(Light_ChangeToValue, 112, 2, 2, 2) 111 DEFINE_SPECIAL(Light_Fade, 113, 3, 3, 3) 112 DEFINE_SPECIAL(Light_Glow, 114, 4, 4, 4) 113 DEFINE_SPECIAL(Light_Flicker, 115, 3, 3, 3) 114 DEFINE_SPECIAL(Light_Strobe, 116, 5, 5, 5) 115 DEFINE_SPECIAL(Light_Stop, 117, 1, 1, 1) 116 DEFINE_SPECIAL(Plane_Copy, 118, -1, -1, 5) 117 DEFINE_SPECIAL(Thing_Damage, 119, 2, 3, 3) 118 DEFINE_SPECIAL(Radius_Quake, 120, 5, 5, 5) // Earthquake 119 DEFINE_SPECIAL(Line_SetIdentification, 121, -1, -1, 5) 120 121 DEFINE_SPECIAL(Thing_Move, 125, 2, 3, 3) 122 123 DEFINE_SPECIAL(Thing_SetSpecial, 127, 5, 5, 5) 124 DEFINE_SPECIAL(ThrustThingZ, 128, 4, 4, 4) 125 DEFINE_SPECIAL(UsePuzzleItem, 129, 2, 5, 5) 126 DEFINE_SPECIAL(Thing_Activate, 130, 1, 1, 1) 127 DEFINE_SPECIAL(Thing_Deactivate, 131, 1, 1, 1) 128 DEFINE_SPECIAL(Thing_Remove, 132, 1, 1, 1) 129 DEFINE_SPECIAL(Thing_Destroy, 133, 1, 3, 3) 130 DEFINE_SPECIAL(Thing_Projectile, 134, 5, 5, 5) 131 DEFINE_SPECIAL(Thing_Spawn, 135, 3, 4, 4) 132 DEFINE_SPECIAL(Thing_ProjectileGravity, 136, 5, 5, 5) 133 DEFINE_SPECIAL(Thing_SpawnNoFog, 137, 3, 4, 4) 134 DEFINE_SPECIAL(Floor_Waggle, 138, 5, 5, 5) 135 DEFINE_SPECIAL(Thing_SpawnFacing, 139, 2, 4, 4) 136 DEFINE_SPECIAL(Sector_ChangeSound, 140, 2, 2, 2) 137 138 DEFINE_SPECIAL(Teleport_NoStop, 154, 2, 3, 3) 139 // GZDoom/Vavoom specials 140 // Although ZDoom doesn't support them it's better to have them defined so that 141 // WADs using them somewhere can at least be started without aborting due 142 // to an error message. 143 DEFINE_SPECIAL(SetGlobalFogParameter, 157, 2, 2, 2) 144 DEFINE_SPECIAL(FS_Execute, 158, 1, 4, 4) 145 DEFINE_SPECIAL(Sector_SetPlaneReflection, 159, 3, 3, 3) 146 DEFINE_SPECIAL(Sector_Set3DFloor, 160, -1, -1, 5) 147 DEFINE_SPECIAL(Sector_SetContents, 161, -1, -1, 3) 148 149 // [RH] Begin new specials for ZDoom 150 DEFINE_SPECIAL(Ceiling_CrushAndRaiseDist, 168, 3, 5, 5) 151 DEFINE_SPECIAL(Generic_Crusher2, 169, 5, 5, 5) 152 DEFINE_SPECIAL(Sector_SetCeilingScale2, 170, 3, 3, 3) 153 DEFINE_SPECIAL(Sector_SetFloorScale2, 171, 3, 3, 3) 154 DEFINE_SPECIAL(Plat_UpNearestWaitDownStay, 172, 3, 3, 3) 155 DEFINE_SPECIAL(NoiseAlert, 173, 2, 2, 2) 156 DEFINE_SPECIAL(SendToCommunicator, 174, 4, 4, 4) 157 DEFINE_SPECIAL(Thing_ProjectileIntercept, 175, 5, 5, 5) 158 DEFINE_SPECIAL(Thing_ChangeTID, 176, 2, 2, 2) 159 DEFINE_SPECIAL(Thing_Hate, 177, 2, 3, 3) 160 DEFINE_SPECIAL(Thing_ProjectileAimed, 178, 4, 5, 5) 161 DEFINE_SPECIAL(ChangeSkill, 179, 1, 1, 1) 162 DEFINE_SPECIAL(Thing_SetTranslation, 180, 2, 2, 2) 163 DEFINE_SPECIAL(Plane_Align, 181, -1, -1, 3) 164 DEFINE_SPECIAL(Line_Mirror, 182, -1, 0, 0) 165 DEFINE_SPECIAL(Line_AlignCeiling, 183, 2, 2, 2) 166 DEFINE_SPECIAL(Line_AlignFloor, 184, 2, 2, 2) 167 DEFINE_SPECIAL(Sector_SetRotation, 185, 3, 3, 3) 168 DEFINE_SPECIAL(Sector_SetCeilingPanning, 186, 5, 5, 5) 169 DEFINE_SPECIAL(Sector_SetFloorPanning, 187, 5, 5, 5) 170 DEFINE_SPECIAL(Sector_SetCeilingScale, 188, 5, 5, 5) 171 DEFINE_SPECIAL(Sector_SetFloorScale, 189, 5, 5, 5) 172 DEFINE_SPECIAL(Static_Init, 190, -1, -1, 4) 173 DEFINE_SPECIAL(SetPlayerProperty, 191, 3, 3, 3) 174 DEFINE_SPECIAL(Ceiling_LowerToHighestFloor, 192, 2, 2, 2) 175 DEFINE_SPECIAL(Ceiling_LowerInstant, 193, 3, 3, 3) 176 DEFINE_SPECIAL(Ceiling_RaiseInstant, 194, 3, 3, 3) 177 DEFINE_SPECIAL(Ceiling_CrushRaiseAndStayA, 195, 4, 5, 5) 178 DEFINE_SPECIAL(Ceiling_CrushAndRaiseA, 196, 4, 5, 5) 179 DEFINE_SPECIAL(Ceiling_CrushAndRaiseSilentA, 197, 4, 5, 5) 180 DEFINE_SPECIAL(Ceiling_RaiseByValueTimes8, 198, 3, 3, 3) 181 DEFINE_SPECIAL(Ceiling_LowerByValueTimes8, 199, 3, 3, 3) 182 DEFINE_SPECIAL(Generic_Floor, 200, 5, 5, 5) 183 DEFINE_SPECIAL(Generic_Ceiling, 201, 5, 5, 5) 184 DEFINE_SPECIAL(Generic_Door, 202, 5, 5, 5) 185 DEFINE_SPECIAL(Generic_Lift, 203, 5, 5, 5) 186 DEFINE_SPECIAL(Generic_Stairs, 204, 5, 5, 5) 187 DEFINE_SPECIAL(Generic_Crusher, 205, 5, 5, 5) 188 DEFINE_SPECIAL(Plat_DownWaitUpStayLip, 206, 4, 5, 5) 189 DEFINE_SPECIAL(Plat_PerpetualRaiseLip, 207, 4, 4, 4) 190 DEFINE_SPECIAL(TranslucentLine, 208, 2, 3, 3) 191 DEFINE_SPECIAL(Transfer_Heights, 209, -1, -1, 2) 192 DEFINE_SPECIAL(Transfer_FloorLight, 210, -1, -1, 1) 193 DEFINE_SPECIAL(Transfer_CeilingLight, 211, -1, -1, 1) 194 DEFINE_SPECIAL(Sector_SetColor, 212, 4, 5, 5) 195 DEFINE_SPECIAL(Sector_SetFade, 213, 4, 4, 4) 196 DEFINE_SPECIAL(Sector_SetDamage, 214, 3, 5, 5) 197 DEFINE_SPECIAL(Teleport_Line, 215, 2, 3, 3) 198 DEFINE_SPECIAL(Sector_SetGravity, 216, 3, 3, 3) 199 DEFINE_SPECIAL(Stairs_BuildUpDoom, 217, 5, 5, 5) 200 DEFINE_SPECIAL(Sector_SetWind, 218, 4, 4, 4) 201 DEFINE_SPECIAL(Sector_SetFriction, 219, 2, 2, 2) 202 DEFINE_SPECIAL(Sector_SetCurrent, 220, 4, 4, 4) 203 DEFINE_SPECIAL(Scroll_Texture_Both, 221, 5, 5, 5) 204 DEFINE_SPECIAL(Scroll_Texture_Model, 222, -1, -1, 2) 205 DEFINE_SPECIAL(Scroll_Floor, 223, 4, 4, 5) 206 DEFINE_SPECIAL(Scroll_Ceiling, 224, 4, 4, 5) 207 DEFINE_SPECIAL(Scroll_Texture_Offsets, 225, -1, -1, 1) 208 DEFINE_SPECIAL(ACS_ExecuteAlways, 226, 1, 5, 5) 209 DEFINE_SPECIAL(PointPush_SetForce, 227, -1, -1, 4) 210 DEFINE_SPECIAL(Plat_RaiseAndStayTx0, 228, 2, 3, 3) 211 DEFINE_SPECIAL(Thing_SetGoal, 229, 3, 4, 4) 212 DEFINE_SPECIAL(Plat_UpByValueStayTx, 230, 3, 3, 3) 213 DEFINE_SPECIAL(Plat_ToggleCeiling, 231, 1, 1, 1) 214 DEFINE_SPECIAL(Light_StrobeDoom, 232, 3, 3, 3) 215 DEFINE_SPECIAL(Light_MinNeighbor, 233, 1, 1, 1) 216 DEFINE_SPECIAL(Light_MaxNeighbor, 234, 1, 1, 1) 217 DEFINE_SPECIAL(Floor_TransferTrigger, 235, 1, 1, 1) 218 DEFINE_SPECIAL(Floor_TransferNumeric, 236, 1, 1, 1) 219 DEFINE_SPECIAL(ChangeCamera, 237, 3, 3, 3) 220 DEFINE_SPECIAL(Floor_RaiseToLowestCeiling, 238, 2, 2, 2) 221 DEFINE_SPECIAL(Floor_RaiseByValueTxTy, 239, 3, 3, 3) 222 DEFINE_SPECIAL(Floor_RaiseByTexture, 240, 2, 2, 2) 223 DEFINE_SPECIAL(Floor_LowerToLowestTxTy, 241, 2, 2, 2) 224 DEFINE_SPECIAL(Floor_LowerToHighest, 242, 3, 4, 4) 225 DEFINE_SPECIAL(Exit_Normal, 243, 1, 1, 1) 226 DEFINE_SPECIAL(Exit_Secret, 244, 1, 1, 1) 227 DEFINE_SPECIAL(Elevator_RaiseToNearest, 245, 2, 2, 2) 228 DEFINE_SPECIAL(Elevator_MoveToFloor, 246, 2, 2, 2) 229 DEFINE_SPECIAL(Elevator_LowerToNearest, 247, 2, 2, 2) 230 DEFINE_SPECIAL(HealThing, 248, 1, 2, 2) 231 DEFINE_SPECIAL(Door_CloseWaitOpen, 249, 3, 4, 4) 232 DEFINE_SPECIAL(Floor_Donut, 250, 3, 3, 3) 233 DEFINE_SPECIAL(FloorAndCeiling_LowerRaise, 251, 3, 4, 4) 234 DEFINE_SPECIAL(Ceiling_RaiseToNearest, 252, 2, 2, 2) 235 DEFINE_SPECIAL(Ceiling_LowerToLowest, 253, 2, 2, 2) 236 DEFINE_SPECIAL(Ceiling_LowerToFloor, 254, 2, 2, 2) 237 DEFINE_SPECIAL(Ceiling_CrushRaiseAndStaySilA, 255, 4, 5, 5) 238 239 #undef DEFINE_SPECIAL 240