#Persistent #SingleInstance ignore AppName = DECORATE Assistant AppVer = 2.0 Target = DECORATE Mode = 0 Clip = 0 EditorName = SLumpEd ;Gets default browser from registry RegRead, OutputVar, HKEY_CLASSES_ROOT, http\shell\open\command StringReplace, OutputVar, OutputVar," SplitPath, OutputVar,,OutDir,,OutNameNoExt, OutDrive browser=%OutDir%\%OutNameNoExt%.exe DrawMenu: Menu TRAY, NoStandard Menu TRAY, Tip, %AppName% v%AppVer% Menu, Templates, Add, Inventory, NewInventory Menu, Templates, Add, CustomInventory, NewCustomInventory Menu, Templates, Add, Monster, NewMonster Menu, Templates, Add, Projectile, NewProjectile Menu, Templates, Add, Weapon, NewWeapon Menu, Templates, Add, Ammo, NewAmmo Menu, Templates, Add, PlayerClass, NewPlayerClass Menu, MonsterAI, Add, A_Look, A_Look Menu, MonsterAI, Add, A_Look2, A_Look2 Menu, MonsterAI, Add, A_LookEx, A_LookEx Menu, MonsterAI, Add, A_TurretLook, A_TurretLook Menu, MonsterAI, Add, A_Wander, A_Wander Menu, MonsterAI, Add, A_Chase, A_Chase Menu, MonsterAI, Add, A_FastChase, A_FastChase Menu, MonsterAI, Add, A_VileChase, A_VileChase Menu, MonsterAI, Add, A_ExtChase, A_ExtChase Menu, MonsterAI, Add, A_FaceTarget, A_FaceTarget Menu, MonsterAI, Add, A_Die, A_Die Menu, MonsterAI, Add, A_CentaurDefend, A_CentaurDefend Menu, MonsterAI, Add, A_AlertMonsters, A_AlertMonsters Menu, MonsterAI, Add, A_ClearTarget, A_ClearTarget Menu, MonsterAI, Add, A_ClearSoundTarget , A_ClearSoundTarget Menu, MonsterAI, Add, A_KillMaster, A_KillMaster Menu, MonsterAI, Add, A_KillChildren, A_KillChildren Menu, MonsterAI, Add, A_KillSiblings, A_KillSiblings Menu, MonsterAI, Add, A_DamageMaster, A_DamageMaster Menu, MonsterAI, Add, A_DamageChildren, A_DamageChildren Menu, MonsterAI, Add, A_DamageSiblings, A_DamageSiblings Menu, MonsterAI, Add, A_RaiseMaster, A_RaiseMaster Menu, MonsterAI, Add, A_RaiseChildren, A_RaiseChildren Menu, MonsterAI, Add, A_RaiseSiblings, A_RaiseSiblings Menu, MonsterAI, Add, A_RemoveMaster, A_RemoveMaster Menu, MonsterAI, Add, A_RemoveChildren, A_RemoveChildren Menu, MonsterAI, Add, A_RemoveSiblings, A_RemoveSiblings Menu, MonsterAI, Add, A_SentinelBob, A_SentinelBob Menu, MonsterAI, Add, A_Burst, A_Burst Menu, GenericMonster, Add, A_CustomMissile, A_CustomMissile Menu, GenericMonster, Add, A_CustomBulletAttack, A_CustomBulletAttack Menu, GenericMonster, Add, A_CustomRailgun, A_CustomRailgun Menu, GenericMonster, Add, A_CustomMeleeAttack, A_CustomMeleeAttack Menu, GenericMonster, Add, A_CustomComboAttack, A_CustomComboAttack Menu, GenericMonster, Add, A_MeleeAttack, A_MeleeAttack Menu, GenericMonster, Add, A_MissileAttack, A_MissileAttack Menu, GenericMonster, Add, A_MonsterRefire, A_MonsterRefire Menu, GenericMonster, Add, A_ComboAttack, A_ComboAttack Menu, GenericMonster, Add, A_BasicAttack, A_BasicAttack Menu, GenericMonster, Add, A_BulletAttack, A_BulletAttack Menu, GenericMonster, Add, A_MonsterRail, A_MonsterRail Menu, GenericMonster, Add, A_Explode, A_Explode Menu, GenericMonster, Add, A_RadiusThrust, A_RadiusThrust Menu, GenericMonster, Add, A_Detonate, A_Detonate Menu, GenericMonster, Add, A_ThrowGrenade, A_ThrowGrenade Menu, FreezeDeath, Add, A_FreezeDeath, A_FreezeDeath Menu, FreezeDeath, Add, A_GenericFreezeDeath, A_GenericFreezeDeath Menu, FreezeDeath, Add, A_FreezeDeathChunks, A_FreezeDeathChunks Menu, FreezeDeath, Add, A_IceGuyDie, A_IceGuyDie Menu, Sound, Add, A_PlaySound, A_PlaySound Menu, Sound, Add, A_PlaySoundEx, A_PlaySoundEx Menu, Sound, Add, A_PlayWeaponSound, A_PlayWeaponSound Menu, Sound, Add, A_ActiveSound, A_ActiveSound Menu, Sound, Add, A_LoopActiveSound, A_LoopActiveSound Menu, Sound, Add, A_FLoopActiveSound, A_FLoopActiveSound Menu, Sound, Add, A_StopSound, A_StopSound Menu, Sound, Add, A_StopSoundEx, A_StopSoundEx Menu, Sound, Add, A_Pain, A_Pain Menu, Sound, Add, A_Scream, A_Scream Menu, Sound, Add, A_XScream, A_XScream Menu, Sound, Add, A_PlayerScream, A_PlayerScream Menu, Sound, Add, A_VileStart, A_VileStart Menu, Sound, Add, A_BrainPain, A_BrainPain Menu, Sound, Add, A_BrainAwake, A_BrainAwake Menu, Sound, Add, A_BFGSound, A_BFGSound Menu, Special, Add, A_BossDeath, A_BossDeath Menu, Special, Add, A_KeenDie, A_KeenDie Menu, Special, Add, A_BrainDie, A_BrainDie Menu, Special, Add, A_GetHurt, A_GetHurt Menu, Special, Add, A_KlaxonBlare, A_KlaxonBlare Menu, Special, Add, A_CheckTerrain, A_CheckTerrain Menu, Special, Add, A_Print, A_Print Menu, Special, Add, A_SetBlend, A_SetBlend Menu, Special, Add, A_CheckFloor, A_CheckFloor Menu, Special, Add, A_CheckPlayerDone, A_CheckPlayerDone Menu, Special, Add, A_PlayerSkinCheck, A_PlayerSkinCheck Menu, Special, Add, A_SkullPop, A_SkullPop Menu, Spawn, Add, A_TossGib, A_TossGib Menu, Spawn, Add, A_SpawnDebris, A_SpawnDebris Menu, Spawn, Add, A_SpawnItem, A_SpawnItem Menu, Spawn, Add, A_SpawnItemEx, A_SpawnItemEx Menu, Jumps, Add, A_CheckCeiling, A_CheckCeiling Menu, Jumps, Add, A_CheckFloor, A_CheckFloor Menu, Jumps, Add, A_CheckSight, A_CheckSight Menu, Jumps, Add, A_Jump, A_Jump Menu, Jumps, Add, A_JumpIf, A_JumpIf Menu, Jumps, Add, A_JumpIfArmorType, A_JumpIfArmorType Menu, Jumps, Add, A_JumpIfCloser, A_JumpIfCloser Menu, Jumps, Add, A_JumpIfHealthLower, A_JumpIfHealthLower Menu, Jumps, Add, A_JumpIfInventory, A_JumpIfInventory Menu, Jumps, Add, A_JumpIfInTargetInventory, A_JumpIfInTargetInventory Menu, Jumps, Add, A_JumpIfNoAmmo, A_JumpIfNoAmmo Menu, Jumps, Add, A_JumpIfTargetInLOS, A_JumpIfTargetInLOS Menu, StatusChanges, Add, A_ChangeFlag, A_ChangeFlag Menu, StatusChanges, Add, A_SetFloorClip, A_SetFloorClip Menu, StatusChanges, Add, A_UnSetFloorClip, A_UnSetFloorClip Menu, StatusChanges, Add, A_HideThing, A_HideThing Menu, StatusChanges, Add, A_UnHideThing, A_UnHideThing Menu, StatusChanges, Add, A_SetInvulnerable, A_SetInvulnerable Menu, StatusChanges, Add, A_UnSetInvulnerable, A_UnSetInvulnerable Menu, StatusChanges, Add, A_SetReflective, A_SetReflective Menu, StatusChanges, Add, A_UnSetReflective, A_UnSetReflective Menu, StatusChanges, Add, A_SetReflectiveInvulnerable, A_SetReflectiveInvulnerable Menu, StatusChanges, Add, A_UnSetReflectiveInvulnerable, A_UnSetReflectiveInvulnerable Menu, StatusChanges, Add, A_SetShootable, A_SetShootable Menu, StatusChanges, Add, A_UnSetShootable, A_UnSetShootable Menu, StatusChanges, Add, A_NoGravity, A_NoGravity Menu, StatusChanges, Add, A_Gravity, A_Gravity Menu, StatusChanges, Add, A_LowGravity, A_LowGravity Menu, StatusChanges, Add, A_NoBlocking, A_NoBlocking Menu, StatusChanges, Add, A_Fall, A_Fall Menu, StatusChanges, Add, A_SetSolid, A_SetSolid Menu, StatusChanges, Add, A_UnsetSolid, A_UnsetSolid Menu, StatusChanges, Add, A_SetFloat, A_SetFloat Menu, StatusChanges, Add, A_UnsetFloat, A_UnsetFloat Menu, StatusChanges, Add, A_ScreamAndUnblock, A_ScreamAndUnblock Menu, StatusChanges, Add, A_ActiveAndUnblock, A_ActiveAndUnblock Menu, StatusChanges, Add, A_SetShadow, A_SetShadow Menu, StatusChanges, Add, A_ClearShadow, A_ClearShadow Menu, StatusChanges, Add, A_SetTranslucent, A_SetTranslucent Menu, StatusChanges, Add, A_FadeIn, A_FadeIn Menu, StatusChanges, Add, A_FadeOut, A_FadeOut Menu, StatusChanges, Add, A_QueueCorpse, A_QueueCorpse Menu, StatusChanges, Add, A_DeQueueCorpse, A_DeQueueCorpse Menu, StatusChanges, Add, A_Respawn, A_Respawn Menu, StatusChanges, Add, A_SetAngle, A_SetAngle Menu, StatusChanges, Add, A_SetArg, A_SetArg Menu, StatusChanges, Add, A_SetPitch, A_SetPitch Menu, StatusChanges, Add, A_SetSpecial, A_SetSpecial Menu, StatusChanges, Add, A_SetUserVar, A_SetUserVar Menu, StatusChanges, Add, A_ScaleVelocity, A_ScaleVelocity Menu, StatusChanges, Add, A_ChangeVelocity, A_ChangeVelocity Menu, MissileMovement, Add, A_SeekerMissile, A_SeekerMissile Menu, MissileMovement, Add, A_Tracer, A_Tracer Menu, MissileMovement, Add, A_Tracer2, A_Tracer2 Menu, MissileMovement, Add, A_Fire, A_Fire Menu, MissileMovement, Add, A_BishopMissileWeave, A_BishopMissileWeave Menu, MissileMovement, Add, A_CStaffMissileSlither, A_CStaffMissileSlither Menu, MissileMovement, Add, A_Countdown, A_Countdown Menu, MissileMovement, Add, A_CountdownArg, A_CountdownArg Menu, MissileMovement, Add, A_Stop, A_Stop Menu, Inventory, Add, A_GiveInventory, A_GiveInventory Menu, Inventory, Add, A_GiveToTarget, A_GiveToTarget Menu, Inventory, Add, A_TakeInventory, A_TakeInventory Menu, Inventory, Add, A_TakeFromTarget, A_TakeFromTarget Menu, Inventory, Add, A_DropInventory, A_DropInventory Menu, Inventory, Add, A_SelectWeapon, A_SelectWeapon Menu, Weapon, Add, A_WeaponReady, A_WeaponReady Menu, Weapon, Add, A_Lower, A_Lower Menu, Weapon, Add, A_Raise, A_Raise Menu, Weapon, Add, A_ReFire, A_ReFire Menu, Weapon, Add, A_ClearReFire, A_ClearReFire Menu, Weapon, Add, A_GunFlash, A_GunFlash Menu, Weapon, Add, A_CheckReload, A_CheckReload Menu, Weapon, Add, A_CheckForReload, A_CheckForReload Menu, Weapon, Add, A_CheckRailReload, A_CheckRailReload Menu, Weapon, Add, A_ResetReloadCounter, A_ResetReloadCounter Menu, Weapon, Add, A_Light, A_Light Menu, Weapon, Add, A_Light0, A_Light0 Menu, Weapon, Add, A_Light1, A_Light1 Menu, Weapon, Add, A_Light2, A_Light2 Menu, Weapon, Add, A_LightInverse, A_LightInverse Menu, Weapon, Add, A_Recoil, A_Recoil Menu, Weapon, Add, A_ZoomFactor, A_ZoomFactor Menu, Weapon, Add, A_SetCrosshair, A_SetCrosshair Menu, WeaponAttacks, Add, A_Punch, A_Punch Menu, WeaponAttacks, Add, A_Saw, A_Saw Menu, WeaponAttacks, Add, A_CustomPunch, A_CustomPunch Menu, WeaponAttacks, Add, A_FireBullets, A_FireBullets Menu, WeaponAttacks, Add, A_FireCustomMissile, A_FireCustomMissile Menu, WeaponAttacks, Add, A_RailAttack, A_RailAttack Menu, WeaponAttacks, Add, A_FireAssaultGun, A_FireAssaultGun Menu, WeaponAttacks, Add, A_FireBFG, A_FireBFG Menu, WeaponAttacks, Add, A_FireOldBFG, A_FireBFG Menu, WeaponAttacks, Add, A_FireShotgun, A_FireShotgun Menu, WeaponAttacks, Add, A_FireShotgun2, A_FireShotgun2 Menu, WeaponAttacks, Add, A_FireCGun, A_FireCGun Menu, WeaponAttacks, Add, A_FireMissile, A_FireMissile Menu, WeaponAttacks, Add, A_FirePlasma, A_FirePlasma Menu, WeaponAttacks, Add, A_FireSTGrenade, A_FireSTGrenade Menu, OriginalAttacks, Add, A_PosAttack, A_PosAttack Menu, OriginalAttacks, Add, A_SPosAttack, A_SPosAttack Menu, OriginalAttacks, Add, A_CPosAttack, A_CPosAttack Menu, OriginalAttacks, Add, A_CPosRefire, A_CPosRefire Menu, OriginalAttacks, Add, A_SpidRefire, A_SpidRefire Menu, OriginalAttacks, Add, A_TroopAttack, A_TroopAttack Menu, OriginalAttacks, Add, A_SargAttack, A_SargAttack Menu, OriginalAttacks, Add, A_HeadAttack, A_HeadAttack Menu, OriginalAttacks, Add, A_BruisAttack, A_BruisAttack Menu, OriginalAttacks, Add, A_SkullAttack, A_SkullAttack Menu, OriginalAttacks, Add, A_BspiAttack, A_BspiAttack Menu, OriginalAttacks, Add, A_CyberAttack, A_CyberAttack Menu, OriginalAttacks, Add, A_PainAttack, A_PainAttack Menu, OriginalAttacks, Add, A_DualPainAttack, A_DualPainAttack Menu, OriginalAttacks, Add, A_PainDie, A_PainDie Menu, OriginalAttacks, Add, A_SkelFist, A_SkelFist Menu, OriginalAttacks, Add, A_SkelMissile, A_SkelMissile Menu, OriginalAttacks, Add, A_FatAttack1, A_FatAttack1 Menu, OriginalAttacks, Add, A_FatAttack2, A_FatAttack2 Menu, OriginalAttacks, Add, A_FatAttack3, A_FatAttack3 Menu, OriginalAttacks, Add, A_VileTarget, A_VileTarget Menu, OriginalAttacks, Add, A_VileAttack, A_VileAttack Menu, OriginalAttacks, Add, A_BrainSpit, A_BrainSpit Menu, OriginalAttacks, Add, A_SpawnFly, A_SpawnFly Menu, OriginalAttacks, Add, A_SpawnSound, A_SpawnSound Menu, OriginalAttacks, Add, A_BrainScream, A_BrainScream Menu, OriginalAttacks, Add, A_BrainExplode, A_BrainExplode Menu, OriginalAttacks, Add, A_Mushroom, A_Mushroom Menu, OriginalAttacks, Add, A_M_Saw, A_M_Saw Menu, OriginalAttacks, Add, A_SentinelRefire, A_SentinelRefire Menu, OriginalAttacks, Add, A_BetaSkullAttack, A_BetaSkullAttack Menu, MiscDoom, Add, A_Hoof, A_Hoof Menu, MiscDoom, Add, A_Metal, A_Metal Menu, MiscDoom, Add, A_BabyMetal, A_BabyMetal Menu, MiscDoom, Add, A_FatRaise, A_FatRaise Menu, MiscDoom, Add, A_SkelWhoosh, A_SkelWhoosh Menu, MiscDoom, Add, A_StartFire, A_StartFire Menu, MiscDoom, Add, A_FireCrackle, A_FireCrackle Menu, MiscDoom, Add, A_BFGSpray, A_BFGSpray Menu, MiscDoom, Add, A_BarrelDestroy, A_BarrelDestroy Menu, Functions, Add, Monster AI, :MonsterAI Menu, Functions, Add, Generic monster attacks, :GenericMonster Menu, Functions, Add, Freeze death functions, :FreezeDeath Menu, Functions, Add, Sound functions, :Sound Menu, Functions, Add, Special actions, :Special Menu, Functions, Add, Spawn functions, :Spawn Menu, Functions, Add, State jumps, :Jumps Menu, Functions, Add, Status changes, :StatusChanges Menu, Functions, Add, Missile movement, :MissileMovement Menu, Functions, Add, Inventory functions, :Inventory Menu, Functions, Add, Weapon functions, :Weapon Menu, Functions, Add, Weapon attack functions, :WeaponAttacks Menu, Functions, Add, Original Doom/Strife monster attacks, :OriginalAttacks Menu, Functions, Add, Miscellaneous functions for Doom, :MiscDoom Menu, Physics, Add, SOLID, SOLID Menu, Physics, Add, SHOOTABLE, SHOOTABLE Menu, Physics, Add, FLOAT, FLOAT Menu, Physics, Add, NOGRAVITY, NOGRAVITY Menu, Physics, Add, LOWGRAVITY, LOWGRAVITY Menu, Physics, Add, QUARTERGRAVITY, QUARTERGRAVITY Menu, Physics, Add, WINDTHRUST, WINDTHRUST Menu, Physics, Add, PUSHABLE, PUSHABLE Menu, Physics, Add, DONTFALL, DONTFALL Menu, Physics, Add, CANPASS, CANPASS Menu, Physics, Add, ACTLIKEBRIDGE, ACTLIKEBRIDGE Menu, Physics, Add, NOBLOCKMAP, NOBLOCKMAP Menu, Physics, Add, MOVEWITHSECTOR, MOVEWITHSECTOR Menu, Physics, Add, NOLIFTDROP, NOLIFTDROP Menu, Physics, Add, SLIDESONWALLS, SLIDESONWALLS Menu, Physics, Add, NODROPOFF, NODROPOFF Menu, Physics, Add, NOTRIGGER, NOTRIGGER Menu, Behavior, Add, AMBUSH, AMBUSH Menu, Behavior, Add, BOSS, BOSS Menu, Behavior, Add, NOSPLASHALERT, NOSPLASHALERT Menu, Behavior, Add, LOOKALLAROUND, LOOKALLAROUND Menu, Behavior, Add, STANDSTILL, STANDSTILL Menu, Behavior, Add, QUICKTORETALIATE, QUICKTORETALIATE Menu, Behavior, Add, DORMANT, DORMANT Menu, Behavior, Add, FRIENDLY, FRIENDLY Menu, Behavior, Add, LONGMELEERANGE, LONGMELEERANGE Menu, Behavior, Add, MISSILEMORE, MISSILEMORE Menu, Behavior, Add, MISSILEEVENMORE, MISSILEEVENMORE Menu, Behavior, Add, SHORTMISSILERANGE, SHORTMISSILERANGE Menu, Behavior, Add, NOTARGETSWITCH, NOTARGETSWITCH Menu, Behavior, Add, NOVERTICALMELEERANGE, NOVERTICALMELEERANGE Menu, Behavior, Add, ALWAYSRESPAWN, ALWAYSRESPAWN Menu, Behavior, Add, NEVERRESPAWN, NEVERRESPAWN Menu, Abilities, Add, CANNOTPUSH, CANNOTPUSH Menu, Abilities, Add, NOTELEPORT, NOTELEPORT Menu, Abilities, Add, ACTIVATEIMPACT, ACTIVATEIMPACT Menu, Abilities, Add, CANPUSHWALLS, CANPUSHWALLS Menu, Abilities, Add, CANUSEWALLS, CANUSEWALLS Menu, Abilities, Add, ACTIVATEMCROSS, ACTIVATEMCROSS Menu, Abilities, Add, ACTIVATEPCROSS, ACTIVATEPCROSS Menu, Abilities, Add, CANTLEAVEFLOORPIC, CANTLEAVEFLOORPIC Menu, Abilities, Add, TELESTOMP, TELESTOMP Menu, Abilities, Add, STAYMORPHED, STAYMORPHED Menu, Abilities, Add, CANBLAST, CANBLAST Menu, Abilities, Add, NOBLOCKMONST, NOBLOCKMONST Menu, Abilities, Add, THRUGHOST, THRUGHOST Menu, Abilities, Add, THRUACTORS, THRUACTORS Menu, Abilities, Add, THRUSPECIES, THRUSPECIES Menu, Abilities, Add, MTHRUSPECIES, MTHRUSPECIES Menu, Abilities, Add, SPECTRAL, SPECTRAL Menu, Abilities, Add, FRIGHTENED, FRIGHTENED Menu, Abilities, Add, NOTARGET, NOTARGET Menu, Abilities, Add, NOINFIGHTING, NOINFIGHTING Menu, Abilities, Add, NOTIMEFREEZE, NOTIMEFREEZE Menu, Abilities, Add, NOFEAR, NOFEAR Menu, Abilities, Add, CANTSEEK, CANTSEEK Menu, Defenses, Add, INVULNERABLE, INVULNERABLE Menu, Defenses, Add, REFLECTIVE, REFLECTIVE Menu, Defenses, Add, SHIELDREFLECT, SHIELDREFLECT Menu, Defenses, Add, DEFLECT, DEFLECT Menu, Defenses, Add, FIRERESIST, FIRERESIST Menu, Defenses, Add, NORADIUSDMG, NORADIUSDMG Menu, Defenses, Add, DONTBLAST, DONTBLAST Menu, Defenses, Add, GHOST, GHOST Menu, Defenses, Add, DONTMORPH, DONTMORPH Menu, Defenses, Add, DONTSQUASH, DONTSQUASH Menu, Defenses, Add, NOTELEOTHER, NOTELEOTHER Menu, Defenses, Add, DONTHARMCLASS, DONTHARMCLASS Menu, Defenses, Add, DONTHURTSPECIES, DONTHURTSPECIES Menu, Defenses, Add, DONTHARMSPECIES, DONTHARMSPECIES Menu, Defenses, Add, NODAMAGE, NODAMAGE Menu, Defenses, Add, DONTRIP, DONTRIP Menu, Defenses, Add, NOTELEFRAG, NOTELEFRAG Menu, Appearance, Add, BRIGHT, BRIGHT Menu, Appearance, Add, INVISIBLE, INVISIBLE Menu, Appearance, Add, SHADOW, SHADOW Menu, Appearance, Add, NOBLOOD, NOBLOOD Menu, Appearance, Add, NOBLOODDECALS, NOBLOODDECALS Menu, Appearance, Add, STEALTH, STEALTH Menu, Appearance, Add, FLOORCLIP, FLOORCLIP Menu, Appearance, Add, SPAWNFLOAT, SPAWNFLOAT Menu, Appearance, Add, SPAWNCEILING, SPAWNCEILING Menu, Appearance, Add, FLOATBOB, FLOATBOB Menu, Appearance, Add, NOICEDEATH, NOICEDEATH Menu, Appearance, Add, DONTGIB, DONTGIB Menu, Appearance, Add, DONTSPLASH, DONTSPLASH Menu, Appearance, Add, DONTOVERLAP, DONTOVERLAP Menu, Appearance, Add, RANDOMIZE, RANDOMIZE Menu, Appearance, Add, FIXMAPTHINGPOS, FIXMAPTHINGPOS Menu, Appearance, Add, FULLVOLACTIVE, FULLVOLACTIVE Menu, Appearance, Add, FULLVOLDEATH, FULLVOLDEATH Menu, Appearance, Add, VISIBILITYPULSE, VISIBILITYPULSE Menu, Appearance, Add, ROCKETTRAIL, ROCKETTRAIL Menu, Appearance, Add, GRENADETRAIL, GRENADETRAIL Menu, Appearance, Add, NOSKIN, NOSKIN Menu, Appearance, Add, DONTTRANSLATE, DONTTRANSLATE Menu, Appearance, Add, NOPAIN, NOPAIN Menu, Appearance, Add, FORCEYBILLBOARD, FORCEYBILLBOARD Menu, Appearance, Add, FORCEXYBILLBOARD, FORCEXYBILLBOARD Menu, Projectile, Add, MISSILE, MISSILE Menu, Projectile, Add, RIPPER, RIPPER Menu, Projectile, Add, NOBOSSRIP, NOBOSSRIP Menu, Projectile, Add, FIREDAMAGE, FIREDAMAGE Menu, Projectile, Add, ICEDAMAGE, ICEDAMAGE Menu, Projectile, Add, NODAMAGETHRUST, NODAMAGETHRUST Menu, Projectile, Add, DONTREFLECT, DONTREFLECT Menu, Projectile, Add, FLOORHUGGER, FLOORHUGGER Menu, Projectile, Add, CEILINGHUGGER, CEILINGHUGGER Menu, Projectile, Add, BLOODLESSIMPACT, BLOODLESSIMPACT Menu, Projectile, Add, BLOODSPLATTER, BLOODSPLATTER Menu, Projectile, Add, FOILINVUL, FOILINVUL Menu, Projectile, Add, SEEKERMISSILE, SEEKERMISSILE Menu, Projectile, Add, SCREENSEEKER, SCREENSEEKER Menu, Projectile, Add, SKYEXPLODE, SKYEXPLODE Menu, Projectile, Add, NOEXPLODEFLOOR, NOEXPLODEFLOOR Menu, Projectile, Add, STRIFEDAMAGE, STRIFEDAMAGE Menu, Projectile, Add, EXTREMEDEATH, EXTREMEDEATH Menu, Projectile, Add, NOEXTREMEDEATH, NOEXTREMEDEATH Menu, Projectile, Add, BOUNCEONACTORS, BOUNCEONACTORS Menu, Projectile, Add, DEHEXPLOSION, DEHEXPLOSION Menu, Projectile, Add, PIERCEARMOR, PIERCEARMOR Menu, Projectile, Add, FORCERADIUSDMG, FORCERADIUSDMG Menu, Projectile, Add, SPAWNSOUNDSOURCE, SPAWNSOUNDSOURCE Menu, Projectile, Add, PAINLESS, PAINLESS Menu, Projectile, Add, FORCEPAIN, FORCEPAIN Menu, Projectile, Add, DONTSEEKINVISIBLE, DONTSEEKINVISIBLE Menu, Projectile, Add, STEPMISSILE,STEPMISSILE Menu, Bouncing, Add, BOUNCEONWALLS, BOUNCEONWALLS Menu, Bouncing, Add, BOUNCEONFLOORS, BOUNCEONFLOORS Menu, Bouncing, Add, BOUNCEONCEILINGS, BOUNCEONCEILINGS Menu, Bouncing, Add, ALLOWBOUNCEONACTORS, ALLOWBOUNCEONACTORS Menu, Bouncing, Add, BOUNCEAUTOOFF, BOUNCEAUTOOFF Menu, Bouncing, Add, BOUNCELIKEHERETIC, BOUNCELIKEHERETIC Menu, Bouncing, Add, BOUNCEONACTORS, BOUNCEONACTORS Menu, Bouncing, Add, NOWALLBOUNCESND, NOWALLBOUNCESND Menu, Bouncing, Add, NOBOUNCESOUND, NOBOUNCESOUND Menu, Bouncing, Add, EXPLODEONWATER, EXPLODEONWATER Menu, Bouncing, Add, MBFBOUNCER, MBFBOUNCER Menu, Bouncing, Add, HERETICBOUNCE, HERETICBOUNCE Menu, Bouncing, Add, HEXENBOUNCE, HEXENBOUNCE Menu, Bouncing, Add, DOOMBOUNCE, DOOMBOUNCE Menu, Miscellaneous, Add, DROPPED, DROPPED Menu, Miscellaneous, Add, ISMONSTER, ISMONSTER Menu, Miscellaneous, Add, CORPSE, CORPSE Menu, Miscellaneous, Add, COUNTKILL, COUNTKILL Menu, Miscellaneous, Add, COUNTITEM, COUNTITEM Menu, Miscellaneous, Add, NOTDMATCH, NOTDMATCH Menu, Miscellaneous, Add, NONSHOOTABLE, NONSHOOTABLE Menu, Miscellaneous, Add, DROPOFF, DROPOFF Menu, Miscellaneous, Add, PUFFONACTORS, PUFFONACTORS Menu, Miscellaneous, Add, ALLOWPARTICLES, ALLOWPARTICLES Menu, Miscellaneous, Add, ALWAYSPUFF, ALWAYSPUFF Menu, Miscellaneous, Add, PUFFGETSOWNER, PUFFGETSOWNER Menu, Miscellaneous, Add, SYNCHRONIZED, SYNCHRONIZED Menu, Miscellaneous, Add, FASTER, FASTER Menu, Miscellaneous, Add, ALWAYSFAST, ALWAYSFAST Menu, Miscellaneous, Add, NEVERFAST, NEVERFAST Menu, Miscellaneous, Add, FASTMELEE, FASTMELEE Menu, Miscellaneous, Add, OLDRADIUSDMG, OLDRADIUSDMG Menu, Miscellaneous, Add, USESPECIAL, USESPECIAL Menu, Miscellaneous, Add, BUMPSPECIAL, BUMPSPECIAL Menu, Miscellaneous, Add, BOSSDEATH, BOSSDEATH Menu, Miscellaneous, Add, NOINTERACTION, NOINTERACTION Menu, Miscellaneous, Add, PICKUP, PICKUP Menu, Miscellaneous, Add, TOUCHY, TOUCHY Menu, Miscellaneous, Add, VULNERABLE, VULNERABLE Menu, Limited, Add, SEESDAGGERS, SEESDAGGERS Menu, Limited, Add, INCOMBAT, INCOMBAT Menu, Limited, Add, NOCLIP, NOCLIP Menu, Limited, Add, NOSECTOR, NOSECTOR Menu, Limited, Add, ICECORPSE, ICECORPSE Menu, Limited, Add, JUSTHIT, JUSTHIT Menu, Limited, Add, JUSTATTACKED, JUSTATTACKED Menu, Limited, Add, TELEPORT, TELEPORT Menu, Limited, Add, BLASTED, BLASTED Menu, InventoryFlags, Add, INVENTORY.QUIET, INVENTORY.QUIET Menu, InventoryFlags, Add, INVENTORY.AUTOACTIVATE, INVENTORY.AUTOACTIVATE Menu, InventoryFlags, Add, INVENTORY.UNDROPPABLE, INVENTORY.UNDROPPABLE Menu, InventoryFlags, Add, INVENTORY.INVBAR, INVENTORY.INVBAR Menu, InventoryFlags, Add, INVENTORY.HUBPOWER, INVENTORY.HUBPOWER Menu, InventoryFlags, Add, INVENTORY.PERSISTENTPOWER, INVENTORY.PERSISTENTPOWER Menu, InventoryFlags, Add, INVENTORY.INTERHUBSTRIP, INVENTORY.INTERHUBSTRIP Menu, InventoryFlags, Add, INVENTORY.PICKUPFLASH, INVENTORY.PICKUPFLASH Menu, InventoryFlags, Add, INVENTORY.ALWAYSPICKUP, INVENTORY.ALWAYSPICKUP Menu, InventoryFlags, Add, INVENTORY.FANCYPICKUPSOUND, INVENTORY.FANCYPICKUPSOUND Menu, InventoryFlags, Add, INVENTORY.BIGPOWERUP, INVENTORY.BIGPOWERUP Menu, InventoryFlags, Add, INVENTORY.KEEPDEPLETED, INVENTORY.KEEPDEPLETED Menu, InventoryFlags, Add, INVENTORY.IGNORESKILL, INVENTORY.IGNORESKILL Menu, InventoryFlags, Add, INVENTORY.ADDITIVETIME, INVENTORY.ADDITIVETIME Menu, WeaponsFlags, Add, WEAPON.NOAUTOFIRE, WEAPON.NOAUTOFIRE Menu, WeaponsFlags, Add, WEAPON.READYSNDHALF, WEAPON.READYSNDHALF Menu, WeaponsFlags, Add, WEAPON.DONTBOB, WEAPON.DONTBOB Menu, WeaponsFlags, Add, WEAPON.AXEBLOOD, WEAPON.AXEBLOOD Menu, WeaponsFlags, Add, WEAPON.NOALERT, WEAPON.NOALERT Menu, WeaponsFlags, Add, WEAPON.AMMO_OPTIONAL, WEAPON.AMMO_OPTIONAL Menu, WeaponsFlags, Add, WEAPON.ALT_AMMO_OPTIONAL, WEAPON.ALT_AMMO_OPTIONAL Menu, WeaponsFlags, Add, WEAPON.AMMO_CHECKBOTH, WEAPON.AMMO_CHECKBOTH Menu, WeaponsFlags, Add, WEAPON.PRIMARY_USES_BOTH, WEAPON.PRIMARY_USES_BOTH Menu, WeaponsFlags, Add, WEAPON.WIMPY_WEAPON, WEAPON.WIMPY_WEAPON Menu, WeaponsFlags, Add, WEAPON.POWERED_UP, WEAPON.POWERED_UP Menu, WeaponsFlags, Add, WEAPON.STAFF2_KICKBACK, WEAPON.STAFF2_KICKBACK Menu, WeaponsFlags, Add, WEAPON.EXPLOSIVE, WEAPON.EXPLOSIVE Menu, WeaponsFlags, Add, WEAPON.MELEEWEAPON, WEAPON.MELEEWEAPON Menu, WeaponsFlags, Add, WEAPON.BFG, WEAPON.BFG Menu, WeaponsFlags, Add, WEAPON.CHEATNOTWEAPON, WEAPON.CHEATNOTWEAPON Menu, WeaponsFlags, Add, WEAPON.NO_AUTO_SWITCH, WEAPON.NO_AUTO_SWITCH Menu, WeaponsFlags, Add, WEAPON.NOAUTOAIM, WEAPON.NOAUTOAIM Menu, SkulltagFlags, Add, SCOREPILLAR, SCOREPILLAR Menu, SkulltagFlags, Add, ALLOWCLIENTSPAWN, ALLOWCLIENTSPAWN Menu, SkulltagFlags, Add, CLIENTSIDEONLY, CLIENTSIDEONLY Menu, SkulltagFlags, Add, NONETID, NONETID Menu, SkulltagFlags, Add, INVENTORY.FORCERESPAWNINSURVIVAL, INVENTORY.FORCERESPAWNINSURVIVAL Menu, SkulltagFlags, Add, WEAPON.ALLOW_WITH_RESPAWN_INVUL, WEAPON.ALLOW_WITH_RESPAWN_INVUL Menu, SkulltagFlags, Add, WEAPON.NOLMS, WEAPON.NOLMS Menu, SkulltagFlags, Add, BLUETEAM, BLUETEAM Menu, SkulltagFlags, Add, REDTEAM, REDTEAM Menu, SkulltagFlags, Add, NODE, NODE Menu, SkulltagFlags, Add, BASEHEALTH, BASEHEALTH Menu, SkulltagFlags, Add, SUPERHEALTH, SUPERHEALTH Menu, SkulltagFlags, Add, BASEARMOR, BASEARMOR Menu, SkulltagFlags, Add, SUPERARMOR, SUPERARMOR Menu, SkulltagFlags, Add, EXPLODEONDEATH, EXPLODEONDEATH Menu, Flags, Add, Physics, :Physics Menu, Flags, Add, Behavior, :Behavior Menu, Flags, Add, (In)Abilities, :Abilities Menu, Flags, Add, Defenses, :Defenses Menu, Flags, Add, Appearance & Sound, :Appearance Menu, Flags, Add, Projectile, :Projectile Menu, Flags, Add, Bouncing, :Bouncing Menu, Flags, Add, Miscellaneous, :Miscellaneous Menu, Flags, Add, Limited Use, :Limited Menu, Flags, Add, Menu, Flags, Add, Inventory, :InventoryFlags Menu, Flags, Add, Weapons, :WeaponsFlags Menu, Flags, Add, Skulltag, :SkulltagFlags Menu, MapEditp, Add, Game, Game Menu, MapEditp, Add, Spawnid, Spawnid Menu, MapEditp, Add, Conversationid, Conversationid Menu, MapEditp, Add, Tag, Tag Menu, Behaviourp, Add, Health, Health Menu, Behaviourp, Add, Gibhealth, Gibhealth Menu, Behaviourp, Add, Woundhealth, Woundhealth Menu, Behaviourp, Add, Reactiontime, Reactiontime Menu, Behaviourp, Add, Painchance, Painchance Menu, Behaviourp, Add, PainThreshold, PainThreshold Menu, Behaviourp, Add, Damagefactor, Damagefactor Menu, Behaviourp, Add, Damage, Damage Menu, Behaviourp, Add, Posiondamage, Poisondamage Menu, Behaviourp, Add, Radiusdamagefactor, Radiusdamagefactor Menu, Behaviourp, Add, Speed, Speed Menu, Behaviourp, Add, Vspeed, Vspeed Menu, Behaviourp, Add, Fastspeed, Fastspeed Menu, Behaviourp, Add, Floatspeed, Floatspeed Menu, Behaviourp, Add, Species, Species Menu, Behaviourp, Add, Activation, Activation Menu, Physicsp, Add, Radius, Radius Menu, Physicsp, Add, Height, Height Menu, Physicsp, Add, Deathheight, Deathheight Menu, Physicsp, Add, Burnheight, Burnheight Menu, Physicsp, Add, Projectilepassheight, Projectilepassheight Menu, Physicsp, Add, Cameraheight, Cameraheight Menu, Physicsp, Add, Gravity, Gravity Menu, Physicsp, Add, Mass, Mass Menu, Physicsp, Add, Maxstepheight, Maxstepheight Menu, Physicsp, Add, Maxdropoffheight, Maxdropoffheight Menu, Physicsp, Add, BounceType, BounceType Menu, Physicsp, Add, Bouncefactor, Bouncefactor Menu, Physicsp, Add, Wallbouncefactor, Wallbouncefactor Menu, Physicsp, Add, Bouncecount, Bouncecount Menu, Physicsp, Add, PushFactor, PushFactor Menu, Physicsp, Add, WeaveIndex, WeaveIndex Menu, Soundp, Add, Seesound, Seesound Menu, Soundp, Add, Attacksound, Attacksound Menu, Soundp, Add, Painsound, Painsound Menu, Soundp, Add, Deathsound, Deathsound Menu, Soundp, Add, Activesound, Activesound Menu, Soundp, Add, Howlsound, Howlsound Menu, Soundp, Add, BounceSound, BounceSound Menu, Soundp, Add, WallBounceSound, WallBounceSound Menu, Renderingp, Add, Renderstyle, Renderstyle Menu, Renderingp, Add, Alpha, Alpha Menu, Renderingp, Add, Xscale, Xscale Menu, Renderingp, Add, Yscale, Yscale Menu, Renderingp, Add, Scale, Scale Menu, Renderingp, Add, Translation, Translation Menu, Renderingp, Add, Translation Ice, TranslationIce Menu, Renderingp, Add, Bloodcolor, Bloodcolor Menu, Renderingp, Add, Bloodtype, Bloodtype Menu, Renderingp, Add, Decal, Decal Menu, Renderingp, Add, Stencilcolor, Stencilcolor Menu, Obituariesp, Add, Obituary, Obituary Menu, Obituariesp, Add, Hitobituary, Hitobituary Menu, Attacksp, Add, Minmissilechance, Minmissilechance Menu, Attacksp, Add, Damagetype, Damagetype Menu, Attacksp, Add, Meleethreshold, Meleethreshold Menu, Attacksp, Add, Meleerange, Meleerange Menu, Attacksp, Add, Maxtargetrange, Maxtargetrange Menu, Specialp, Add, Clearflags, Clearflags Menu, Specialp, Add, Dropitem, Dropitem Menu, Specialp, Add, Skip_super, Skip_super Menu, Inventoryp, Add, Inventory.amount, Inventory.amount Menu, Inventoryp, Add, Inventory.defmaxamount, Inventory.defmaxamount Menu, Inventoryp, Add, Inventory.maxamount, Inventory.maxamount Menu, Inventoryp, Add, Inventory.icon, Inventory.icon Menu, Inventoryp, Add, Inventory.pickupmessage, Inventory.pickupmessage Menu, Inventoryp, Add, Inventory.pickupsound, Inventory.pickupsound Menu, Inventoryp, Add, Inventory.pickupflash, Inventory.pickupflash Menu, Inventoryp, Add, Inventory.usesound, Inventory.usesound Menu, Inventoryp, Add, Inventory.respawntics, Inventory.respawntics Menu, Inventoryp, Add, Inventory.givequest, Inventory.givequest Menu, FakeInventoryp, Add, FakeInventory.Respawns Menu, BasicArmorPickupp, Add, Armor.saveamount, Armor.saveamount Menu, BasicArmorPickupp, Add, Armor.savepercent, Armor.savepercent Menu, BasicArmorPickupp, Add, Armor.maxfullabsorb, Armor.maxfullabsorb Menu, BasicArmorPickupp, Add, Armor.maxabsorb, Armor.maxabsorb Menu, BasicArmorBonusp, Add, Armor.maxsaveamount, Armor.maxsaveamount Menu, BasicArmorPickupp, Add, Armor.maxbonus, Armor.maxbonus Menu, BasicArmorPickupp, Add, Armor.maxbonusmax, Armor.maxbonusmax Menu, Weaponsp, Add, Weapon.ammogive1, Weapon.ammogive1 Menu, Weaponsp, Add, Weapon.ammogive2, weapon.ammogive2 Menu, Weaponsp, Add, Weapon.ammotype1, Weapon.ammotype1 Menu, Weaponsp, Add, Weapon.ammotype2, Weapon.ammotype2 Menu, Weaponsp, Add, Weapon.ammouse1, Weapon.ammouse1 Menu, Weaponsp, Add, Weapon.ammouse2, Weapon.ammouse2 Menu, Weaponsp, Add, Weapon.kicback, Weapon.kickback Menu, Weaponsp, Add, Weapon.readysound, Weapon.readysound Menu, Weaponsp, Add, Weapon.selectionorder, Weapon.selectionorder Menu, Weaponsp, Add, Weapon.sisterweapon, Weapon.sisterweapon Menu, Weaponsp, Add, Weapon.upsound, Weapon.upsound Menu, Weaponsp, Add, Weapon.yajust, Weapon.yajust Menu, Ammop, Add, Ammo.backpackamount, Ammo.backpackamount Menu, Ammop, Add, Ammo.backpackmaxamount, Ammo.backpackmaxamount Menu, Ammop, Add, Ammo.dropamount, Ammo.dropamount Menu, Weaponpiecesp, Add, Weaponpiece.number, Weaponpiece.number Menu, Weaponpiecesp, Add, Weaponpiece.weapon, Weaponpiece.weapon Menu, Healthp, Add, Health.lowmessage, Health.lowmessage Menu, Puzzleitemsp, Add, Puzzleitem.number, Puzzleitem.number Menu, Puzzleitemsp, Add, Puzzleitem.failmessage, Puzzleitem.failmessage Menu, Playerp, Add, Player.attackzoffset, Player.attackzoffset Menu, Playerp, Add, Player.colorrange, Player.colorrange Menu, Playerp, Add, Player.crouchsprite, Player.crouchsprite Menu, Playerp, Add, Player.damagescreencolor, Player.damagescreencolor Menu, Playerp, Add, Player.displayname, Player.displayname Menu, Playerp, Add, Player.face, Player.face Menu, Playerp, Add, Player.forwardmove, Player.forwardmove Menu, Playerp, Add, Player.healradiustype, Player.healradiustype Menu, Playerp, Add, Player.hexenarmor, Player.hexenarmor Menu, Playerp, Add, Player.invulnerabilitymode, Player.invulnerabilitymode Menu, Playerp, Add, Player.jumpz, Player.jumpz Menu, Playerp, Add, Player.maxhealth, Player.maxhealth Menu, Playerp, Add, Player.runhealth, Player.runhealth Menu, Playerp, Add, Player.scoreicon, Player.scoreicon Menu, Playerp, Add, Player.sidemove, Player.sidemove Menu, Playerp, Add, Player.soundclass, Player.soundclass Menu, Playerp, Add, Player.spawnclass, Player.spawnclass Menu, Playerp, Add, Player.startitem, Player.startitem Menu, Playerp, Add, Player.weaponslot, Player.weaponslot Menu, Playerp, Add, Player.viewheight, Player.viewheight Menu, Playerp, Add, Player.morphweapon, Player.morphweapon Menu, Playerp, Add, Player.MugShotMaxHealth, Player.MugShotMaxHealth Menu, PowerupGiverp, Add, Powerup.color, Powerup.color Menu, PowerupGiverp, Add, Powerup.color InverseMap, Powerup.colorInverseMap Menu, PowerupGiverp, Add, Powerup.color GoldMap, Powerup.colorGoldMap Menu, PowerupGiverp, Add, Powerup.color RedMap, Powerup.colorRedMap Menu, PowerupGiverp, Add, Powerup.color GreenMap, Powerup.colorGreenMap Menu, PowerupGiverp, Add, Powerup.duration, Powerup.duration Menu, PowerupGiverp, Add, Powerup.type, Powerup.type Menu, PowerupGiverp, Add, Powerup.mode, Powerup.mode Menu, PowerupGiverp, Add, Powerup.Strength, Powerup.Strength Menu, HealthPickupp, Add, Healthpickup.autouse, Healthpickup.autouse Menu, Skulltagp, Add, Inventory.PickupAnnouncerEntry, Inventory.PickupAnnouncerEntry Menu, Skulltagp, Add, Rune.Color, Rune.Color Menu, Skulltagp, Add, LimitedToTeam, LimitedToTeam Menu, Properties, Add, Map Editing, :MapEditp Menu, Properties, Add, Behaviour, :Behaviourp Menu, Properties, Add, Physics, :Physicsp Menu, Properties, Add, Sound, :Soundp Menu, Properties, Add, Rendering, :Renderingp Menu, Properties, Add, Obituaries, :Obituariesp Menu, Properties, Add, Attacks, :Attacksp Menu, Properties, Add, Special, :Specialp Menu, Properties, Add, Menu, Properties, Add, Inventory, :Inventoryp Menu, Properties, Add, FakeInventory, :FakeInventoryp Menu, Properties, Add, BasicArmorPickup, :BasicArmorPickupp Menu, Properties, Add, BasicArmorBonus, :BasicArmorBonusp Menu, Properties, Add, Weapons, :Weaponsp Menu, Properties, Add, Ammo, :Ammop Menu, Properties, Add, Weapon Pieces, :WeaponPiecesp Menu, Properties, Add, Health, :Healthp Menu, Properties, Add, Puzzle Items, :PuzzleItemsp Menu, Properties, Add, Player, :Playerp Menu, Properties, Add, Powerup Giver, :PowerupGiverp Menu, Properties, Add, Health Pickup, :HealthPickupp Menu, Properties, Add, Skulltag Properties, :Skulltagp Menu, ACS, Add, ACS_Execute, ACS_Execute Menu, ACS, Add, ACS_ExecuteAlways, ACS_ExecuteAlways Menu, ACS, Add, ACS_ExecuteWithResult, ACS_ExecuteWithResult Menu, ACS, Add, ACS_Suspend, ACS_Suspend Menu, ACS, Add, ACS_Terminate, ACS_Terminate Menu, Things, Add, DamageThing, DamageThing Menu, Things, Add, HealThing, HealThing Menu, Things, Add, Thing_Activate, Thing_Activate Menu, Things, Add, Thing_ChangeTID, Thing_ChangeTID Menu, Things, Add, Thing_Deactivate, Thing_Deactivate Menu, Things, Add, Thing_Hate, Thing_Hate Menu, Things, Add, Thing_Raise, Thing_Raise Menu, Things, Add, Thing_SetSpecial, Thing_SetSpecial Menu, Things, Add, ThrustThing, ThrustThing Menu, Things, Add, ThrustThingZ, ThrustThingZ Menu, Other, Add, ChangeCamera, ChangeCamera Menu, Other, Add, NoiseAlert, NoiseAlert Menu, Other, Add, Radius_Quake, Radius_Quake Menu, Other, Add, SetPlayerProperty, SetPlayerProperty Menu, Specials, Add, ACS Specials, :ACS Menu, Specials, Add, Thing Specials, :Things Menu, Specials, Add, Other Specials, :Other Menu TRAY, Add, Action Functions, :Functions Menu TRAY, Add, Actor Flags, :Flags Menu TRAY, Add, Actor Properties, :Properties Menu TRAY, Add, Action Specials, :Specials Menu TRAY, Add, Templates, :Templates Menu TRAY, Add, Menu TRAY, Add, Select Editor, SelectEditor Menu TRAY, Add, Clipboard Mode, ToggleMode Menu TRAY, Add, Menu TRAY, Add, Help, MenuHELP Menu TRAY, Add, About, MenuABOUT Menu TRAY, Add, Menu TRAY, Add, &Quit, MenuQUIT return ToggleMode: Menu TRAY, ToggleCheck, Clipboard Mode if (Mode = 0) { Menu TRAY, ToggleEnable, Select Editor Mode = 1 return } Menu TRAY, ToggleEnable, Select Editor Mode = 0 return SelectWindow: GetKeyState, state, Shift if state = D { run, %browser% http://zdoom.org/wiki/%Target% sleep 1 Exit } if Mode = 0 { SetTitleMatchMode, 2 IfWinNotActive, %EditorName% WinActivate, %EditorName% WinWaitActive, %EditorName% return } if Mode = 1 { IfInString, Target, # { clipboard = %Clip% sleep 1 Exit } IfInString, Target, Classes { clipboard = %Clip% sleep 1 Exit } IfInString, Clip, ) { clipboard = %Clip% sleep 1 Exit } clipboard = %Target% sleep 1 Exit } return SelectEditor: Msgbox, 0, %AppName%, Select the window you wish to be your editor and press shift. KeyWait, Shift, D WinGetActiveTitle, EditorName if EditorName = { Msgbox, 48, %AppName%, No window found! gosub SelectEditor Exit } Sleep 1 Msgbox, 0, %AppName%, "%EditorName%" is now your selected editing program! return MenuHELP: run, %browser% http://cutstuff.net/blog/?page_id=1003 Return MenuQUIT: ExitApp MenuABOUT: Msgbox, 0, About, %AppName% v%AppVer% `nCreated by CutmanMike - http://cutstuff.net Return A_Look: Target = A_Look Gosub SelectWindow SendInput A_Look return A_Look2: Target = A_Look2 Gosub SelectWindow SendInput A_Look2 return A_LookEx: Target = A_LookEx Gosub SelectWindow SendInput A_LookEx (int flags, fixed minseedist, fixed maxseedist, fixed maxheardist, fixed fov, state seestate) return A_TurretLook: Target = A_TurretLook Gosub SelectWindow SendInput A_TurretLook return A_Wander: Target = A_Wander Gosub SelectWindow SendInput A_Wander return A_Chase: Target = A_Chase Gosub SelectWindow SendInput A_Chase [(str MeleeState, [str RangedState, [int Flags]])] return A_FastChase: Target = A_FastChase Gosub SelectWindow SendInput A_FastChase return A_VileChase: Target = A_VileChase Gosub SelectWindow SendInput A_VileChase return A_ExtChase: Target = A_ExtChase Gosub SelectWindow SendInput A_ExtChase (bool domelee, bool domissile [, bool playactive] [, bool nightmarefast]) return A_FaceTarget: Target = A_FaceTarget Gosub SelectWindow SendInput A_FaceTarget return A_Die: Target = A_Die Gosub SelectWindow SendInput A_Die return A_CentaurDefend: Target = A_CentaurDefend Gosub SelectWindow SendInput A_CentaurDefend return A_AlertMonsters: Target = A_AlertMonsters Gosub SelectWindow SendInput A_AlertMonsters return A_ClearTarget: Target = A_ClearTarget Gosub SelectWindow SendInput A_ClearTarget return A_ClearSoundTarget: Target = A_ClearSoundTarget Gosub SelectWindow SendInput A_ClearSoundTarget return A_KillMaster: Target = A_KillMaster Gosub SelectWindow SendInput A_KillMaster return A_KillChildren: Target = A_KillChildren Gosub SelectWindow SendInput A_KillChildren return A_KillSiblings: Target = A_KillSiblings Gosub SelectWindow SendInput A_KillSiblings return A_DamageMaster: Target = A_DamageMaster Gosub SelectWindow SendInput A_DamageMaster return A_DamageChildren: Target = A_DamageChildren Gosub SelectWindow SendInput A_DamageChildren return A_DamageSiblings: Target = A_DamageSiblings Gosub SelectWindow SendInput A_DamageSiblings return A_RaiseMaster: Target = A_RaiseMaster Gosub SelectWindow SendInput A_RaiseMaster return A_RaiseChildren: Target = A_Children Gosub SelectWindow SendInput A_Children return A_RaiseSiblings: Target = A_Siblings Gosub SelectWindow SendInput A_Siblings return A_RemoveMaster: Target = A_RemoveMaster Gosub SelectWindow SendInput A_RemoveMaster return A_RemoveChildren: Target = A_RemoveChildren Gosub SelectWindow SendInput A_RemoveChildren return A_RemoveSiblings: Target = A_RemoveSiblings Gosub SelectWindow SendInput A_RemoveSiblings return A_SentinelBob: Target = A_SentinelBob Gosub SelectWindow SendInput A_SentinelBob return A_Burst: Target = A_Burst Gosub SelectWindow SendInput A_Burst (string classname) return A_CustomMissile: Target = A_CustomMissile Gosub SelectWindow SendInput A_CustomMissile (string missiletype, float spawnheight, int spawnofs_xy, angle angle [, int aimmode [, angle pitch]]) return A_CustomBulletAttack: Target = A_CustomBulletAttack Gosub SelectWindow SendInput A_CustomBulletAttack (int horz_spread, int vert_spread, int numbullets, int damageperbullet, string pufftype [, float range [, bool aimfacing]]) return A_CustomRailgun: Target = A_CustomRailgun Gosub SelectWindow SendInput A_CustomRailgun (int damage [, int offset [, color ringcolor [, color corecolor [, bool silent [, bool aim [, float maxdiff]]]]]]) return A_CustomMeleeAttack: Target = A_CustomMeleeAttack Gosub SelectWindow SendInput A_CustomMeleeAttack (int damage[, str meleesound[, str misssound[, str damagetype[, bool bleed]]]]) return A_CustomComboAttack: Target = A_CustomComboAttack Gosub SelectWindow SendInput A_CustomComboAttack (string missiletype, float spawnheight, int damage, string meleesound, string damagetype, bool bleed) return A_MeleeAttack: Target = A_MeleeAttack Gosub SelectWindow SendInput A_MeleeAttack return A_MissileAttack: Target = A_MissileAttack Gosub SelectWindow SendInput A_MissileAttack return A_MonsterRefire: Target = A_MonsterRefire Gosub SelectWindow SendInput A_MonsterRefire return A_ComboAttack: Target = A_ComboAttack Gosub SelectWindow SendInput A_ComboAttack return A_BasicAttack: Target = A_BasicAttack Gosub SelectWindow SendInput A_BasicAttack (int meleedamage, string meleesound, string missiletype, float missileheight) return A_BulletAttack: Target = A_BulletAttack Gosub SelectWindow SendInput A_BulletAttack return A_MonsterRail: Target = A_MonsterRail Gosub SelectWindow SendInput A_MonsterRail return A_Explode: Target = A_Explode Gosub SelectWindow SendInput A_Explode [(int explosiondamage [, int explosionradius [, bool hurtshooter [, bool alert]]])] return A_RadiusThrust: Target = A_RadiusThrust Gosub SelectWindow SendInput A_RadiusThrust (int thrust, int radius, bool hurtshooter) return A_Detonate: Target = A_Detonate Gosub SelectWindow SendInput A_Detonate return A_ThrowGrenade: Target = A_ThrowGrenade Gosub SelectWindow SendInput A_ThrowGrenade (string spawntype [float spawnheight [, float throwspeed_horz [, float throwspeed_vert [, bool useammo]]]]) return A_FreezeDeath: Target = A_FreezeDeath Gosub SelectWindow SendInput A_FreezeDeath return A_GenericFreezeDeath: Target = A_GenericFreezeDeath Gosub SelectWindow SendInput A_GenericFreezeDeath return A_FreezeDeathChunks: Target = A_FreezeDeathChunks Gosub SelectWindow SendInput A_FreezeDeathChunks return A_IceGuyDie: Target = A_IceGuyDie Gosub SelectWindow SendInput A_IceGuyDie return A_PlaySound: Target = A_PlaySound Gosub SelectWindow SendInput A_PlaySound (string soundname) return A_PlaySoundEx: Target = A_PlaySoundEx Gosub SelectWindow SendInput A_PlaySoundEx (string soundname, string channel [, bool loop [, int attenuation]]) return A_ActiveSound: Target = A_ActiveSound Gosub SelectWindow SendInput A_ActiveSound return A_LoopActiveSound: Target = A_LoopActiveSound Gosub SelectWindow SendInput A_LoopActiveSound return A_FLoopActiveSound: Target = A_FLoopActiveSound Gosub SelectWindow SendInput A_FLoopActiveSound return A_StopSound: Target = A_StopSound Gosub SelectWindow SendInput A_StopSound return A_StopSoundEx: Target = A_StopSoundEx Gosub SelectWindow SendInput A_StopSoundEx (string channel) return A_PlayWeaponSound: Target = A_PlayWeaponSound Gosub SelectWindow SendInput A_PlayWeaponSound (string soundname) return A_Pain: Target = A_Pain Gosub SelectWindow SendInput A_Pain return A_Scream: Target = A_Scream Gosub SelectWindow SendInput A_Scream return A_XScream: Target = A_XScream Gosub SelectWindow SendInput A_XScream return A_PlayerScream: Target = A_PlayerScream Gosub SelectWindow SendInput A_PlayerScream return A_VileStart: Target = A_VileStart Gosub SelectWindow SendInput A_VileStart return A_BrainPain: Target = A_BrainPain Gosub SelectWindow SendInput A_BrainPain return A_BrainAwake: Target = A_BrainAwake Gosub SelectWindow SendInput A_BrainAwake return A_BFGSound: Target = A_BFGSound Gosub SelectWindow SendInput A_BFGSound return A_BossDeath: Target = A_BossDeath Gosub SelectWindow SendInput A_BossDeath return A_KeenDie: Target = A_KeenDie Gosub SelectWindow SendInput A_KeenDie (int tag) return A_BrainDie: Target = A_BrainDie Gosub SelectWindow SendInput A_BrainDie return A_GetHurt: Target = A_GetHurt Gosub SelectWindow SendInput A_GetHurt return A_KlaxonBlare: Target = A_KlaxonBlare Gosub SelectWindow SendInput A_KlaxonBlare return A_CheckTerrain: Target = A_CheckTerrain Gosub SelectWindow SendInput A_CheckTerrain return A_Print: Target = A_Print Gosub SelectWindow SendInput A_Print (string text) return A_SetBlend: Target = A_SetBlend Gosub SelectWindow SendInput A_SetBlend (color blendcolor, float alpha, int duration) return A_CheckCeiling: Target = A_CheckCeiling Gosub SelectWindow SendInput A_CheckCeiling (int offset/str state) return A_CheckFloor: Target = A_CheckFloor Gosub SelectWindow SendInput A_CheckFloor (int offset/str state) return A_CheckPlayerDone: Target = A_CheckPlayerDone Gosub SelectWindow SendInput A_CheckPlayerDone return A_PlayerSkinCheck: Target = A_PlayerSkinCheck Gosub SelectWindow SendInput A_PlayerSkinCheck (str state) return A_SkullPop: Target = A_SkullPop Gosub SelectWindow SendInput A_SkullPop (string className) return A_TossGib: Target = A_TossGib Gosub SelectWindow SendInput A_TossGib return A_SpawnDebris: Target = A_SpawnDebris Gosub SelectWindow SendInput A_SpawnDebris (string type, bool translation) return A_SpawnItem: Target = A_SpawnItem Gosub SelectWindow SendInput A_SpawnItem (string type , int distance , float zpos , bool useammo , bool translation) return A_SpawnItemEx: Target = A_SpawnItemEx Gosub SelectWindow SendInput A_SpawnItemEx (string type, float xoffset, float yoffset, float zoffset, float xmomentum, float ymomentum, float zmomentum, float angle, int flags, int chance) return A_CheckSight: Target = A_CheckSight Gosub SelectWindow SendInput A_CheckSight (int offset/str state) return A_Jump: Target = A_Jump Gosub SelectWindow SendInput A_Jump (int chance, int offset/str state, ...) return A_JumpIf: Target = A_JumpIf Gosub SelectWindow SendInput A_JumpIf (expression, int offset/str state) return A_JumpIfArmorType: Target = A_JumpIfArmorType Gosub SelectWindow SendInput A_JumpIfArmorType (string "armortype", str state[, int minimum]) return A_JumpIfCloser: Target = A_JumpIfCloser Gosub SelectWindow SendInput A_JumpIfCloser (int distance, int offset/str state) return A_JumpIfHealthLower: Target = A_JumpIfHealthLower Gosub SelectWindow SendInput A_JumpIfHealthLower (int health, int offset/str state) return A_JumpIfInventory: Target = A_JumpIfInventory Gosub SelectWindow SendInput A_JumpIfInventory (string inventorytype, int amount, int offset/str state) return A_JumpIfInTargetInventory: Target = A_JumpIfInTargetInventory Gosub SelectWindow SendInput A_JumpIfInTargetInventory (str item, int count, int offset/str state) return A_JumpIfNoAmmo: Target = A_JumpIfNoAmmo Gosub SelectWindow SendInput A_JumpIfNoAmmo (int offset/str state) return A_JumpIfTargetInLOS: Target = A_JumpIfTargetInLOS Gosub SelectWindow SendInput A_JumpIfTargetInLOS (int offset/str state[, float fov[, bool proj_target]]) return A_ChangeFlag: Target = A_ChangeFlag Gosub SelectWindow SendInput A_ChangeFlag (string flagname, bool value) return A_SetFloorClip: Target = A_SetFloorClip Gosub SelectWindow SendInput A_SetFloorClip return A_UnSetFloorClip: Target = A_UnSetFloorClip Gosub SelectWindow SendInput A_UnSetFloorClip return A_HideThing: Target = A_HideThing Gosub SelectWindow SendInput A_HideThing return A_UnHideThing: Target = A_UnHideThing Gosub SelectWindow SendInput A_UnHideThing return A_SetInvulnerable: Target = A_SetInvulnerable Gosub SelectWindow SendInput A_SetInvulnerable return A_UnSetInvulnerable: Target = A_UnSetInvulnerable Gosub SelectWindow SendInput A_UnSetInvulnerable return A_SetReflective: Target = A_SetReflective Gosub SelectWindow SendInput A_SetReflective return A_UnSetReflective: Target = A_UnSetReflective Gosub SelectWindow SendInput A_UnSetReflective return A_SetReflectiveInvulnerable: Target = A_SetReflectiveInvulnerable Gosub SelectWindow SendInput A_SetReflectiveInvulnerable return A_UnSetReflectiveInvulnerable: Target = A_UnSetReflectiveInvulnerable Gosub SelectWindow SendInput A_UnSetReflectiveInvulnerable return A_SetShootable: Target = A_SetShootable Gosub SelectWindow SendInput A_SetShootable return A_UnSetShootable: Target = A_UnSetShootable Gosub SelectWindow SendInput A_UnSetShootable return A_NoGravity: Target = A_NoGravity Gosub SelectWindow SendInput A_NoGravity return A_Gravity: Target = A_Gravity Gosub SelectWindow SendInput A_Gravity return A_LowGravity: Target = A_LowGravity Gosub SelectWindow SendInput A_LowGravity return A_NoBlocking: Target = A_NoBlocking Gosub SelectWindow SendInput A_NoBlocking return A_Fall: Target = A_Fall Gosub SelectWindow SendInput A_Fall return A_SetSolid: Target = A_SetSolid Gosub SelectWindow SendInput A_SetSolid return A_UnsetSolid: Target = A_UnsetSolid Gosub SelectWindow SendInput A_UnsetSolid return A_SetFloat: Target = A_SetFloat Gosub SelectWindow SendInput A_SetFloat return A_UnsetFloat: Target = A_UnsetFloat Gosub SelectWindow SendInput A_UnsetFloat return A_ScreamAndUnblock: Target = A_ScreamAndUnblock Gosub SelectWindow SendInput A_ScreamAndUnblock return A_ActiveAndUnblock: Target = A_ActiveAndUnblock Gosub SelectWindow SendInput A_ActiveAndUnblock return A_SetShadow: Target = A_SetShadow Gosub SelectWindow SendInput A_SetShadow return A_ClearShadow: Target = A_ClearShadow Gosub SelectWindow SendInput A_ClearShadow return A_SetTranslucent: Target = A_SetTranslucent Gosub SelectWindow SendInput A_SetTranslucent (float alpha, int mode) return A_FadeIn: Target = A_FadeIn Gosub SelectWindow SendInput A_FadeIn [(float increase_amount)] return A_FadeOut: Target = A_FadeOut Gosub SelectWindow SendInput A_FadeOut [(float reduce_amount)] return A_QueueCorpse: Target = A_QueueCorpse Gosub SelectWindow SendInput A_QueueCorpse return A_DeQueueCorpse: Target = A_DeQueueCorpse Gosub SelectWindow SendInput A_DeQueueCorpse return A_Respawn: Target = A_Respawn Gosub SelectWindow SendInput A_Respawn [(bool fog)] return A_SetAngle: Target = A_SetAngle Gosub SelectWindow SendInput A_SetAngle (float angle) return A_SetArg: Target = A_SetArg Gosub SelectWindow SendInput A_SetArg (int position, int value) return A_SetPitch: Target = A_SetPitch Gosub SelectWindow SendInput A_SetPitch (float pitch) return A_SetSpecial: Target = A_SetSpecial Gosub SelectWindow SendInput A_SetSpecial (int special, int arg0, int arg1, int arg2, int arg3, int arg4) return A_SetUserVar: Target = A_SetUserVar Gosub SelectWindow SendInput A_SetUserVar (string name, int value) return A_ScaleVelocity: Target = A_ScaleVelocity Gosub SelectWindow SendInput A_ScaleVelocity (float scale) return A_ChangeVelocity: Target = A_ChangeVelocity Gosub SelectWindow SendInput A_ChangeVelocity (float x, float y, float z, int flags) return A_SeekerMissile: Target = A_SeekerMissile Gosub SelectWindow SendInput A_SeekerMissile (angle threshold, angle maxturnangle) return A_Tracer: Target = A_Tracer Gosub SelectWindow SendInput A_Tracer return A_Tracer2: Target = A_Tracer2 Gosub SelectWindow SendInput A_Tracer2 return A_Fire: Target = A_Fire Gosub SelectWindow SendInput A_Fire (int height) return A_BishopMissileWeave: Target = A_BishopMissileWeave Gosub SelectWindow SendInput A_BishopMissileWeave return A_CStaffMissileSlither: Target = A_CStaffMissileSlither Gosub SelectWindow SendInput A_CStaffMissileSlither return A_Countdown: Target = A_Countdown Gosub SelectWindow SendInput A_Countdown return A_CountdownArg: Target = A_CountdownArg Gosub SelectWindow SendInput A_CountdownArg (int arg) return A_Stop: Target = A_Stop Gosub SelectWindow SendInput A_Stop return A_GiveInventory: Target = A_GiveInventory Gosub SelectWindow SendInput A_GiveInventory (string type, int count) return A_GiveToTarget: Target = A_GiveToTarget Gosub SelectWindow SendInput A_GiveToTarget (string type, int count) return A_TakeInventory: Target = A_TakeInventory Gosub SelectWindow SendInput A_TakeInventory (string type, int count) return A_TakeFromTarget: Target = A_TakeFromTarget Gosub SelectWindow SendInput A_TakeFromTarget (string type, int count) return A_DropInventory: Target = A_DropInventory Gosub SelectWindow SendInput A_DropInventory (string type) return A_SelectWeapon: Target = A_SelectWeapon Gosub SelectWindow SendInput A_SelectWeapon (string type) return A_WeaponReady: Target = A_WeaponReady Gosub SelectWindow SendInput A_WeaponReady return A_Lower: Target = A_Lower Gosub SelectWindow SendInput A_Lower return A_Raise: Target = A_Raise Gosub SelectWindow SendInput A_Raise return A_ReFire: Target = A_ReFire Gosub SelectWindow SendInput A_ReFire return A_ClearReFire: Target = A_ClearReFire Gosub SelectWindow SendInput A_ClearReFire return A_GunFlash: Target = A_GunFlash Gosub SelectWindow SendInput A_GunFlash return A_CheckReload: Target = A_CheckReload Gosub SelectWindow SendInput A_CheckReload return A_CheckForReload: Target = A_CheckForReload Gosub SelectWindow SendInput A_CheckForReload (int counter, str state[, bool dontincrement]) return A_CheckRailReload: Target = A_CheckRailReload Gosub SelectWindow SendInput A_CheckRailReload return A_ResetReloadCounter: Target = A_ResetReloadCounter Gosub SelectWindow SendInput A_ResetReloadCounter return A_Light: Target = A_Light Gosub SelectWindow SendInput A_Light (int Intensity) return A_Light0: Target = A_Light0 Gosub SelectWindow SendInput A_Light0 return A_Light1: Target = A_Light1 Gosub SelectWindow SendInput A_Light1 return A_Light2: Target = A_Light2 Gosub SelectWindow SendInput A_Light2 return A_LightInverse: Target = A_LightInverse Gosub SelectWindow SendInput A_LightInverse return A_Recoil: Target = A_Recoil Gosub SelectWindow SendInput A_Recoil (float force) return A_ZoomFactor: Target = A_ZoomFactor Gosub SelectWindow SendInput A_ZoomFactor (float zoom [, int flags]) return A_SetCrosshair: Target = A_SetCrosshair Gosub SelectWindow SendInput A_SetCrosshair (int number) return A_Punch: Target = A_Punch Gosub SelectWindow SendInput A_Punch return A_Saw: Target = A_Saw Gosub SelectWindow SendInput A_Saw [(string fullsound [, string hitsound [, int damage [, string pufftype]]])] return A_CustomPunch: Target = A_CustomPunch Gosub SelectWindow SendInput A_CustomPunch (int damage [, bool norandom [, bool useammo [, string pufftype, [float range]]]]) return A_FireBullets: Target = A_FireBullets Gosub SelectWindow SendInput A_FireBullets (angle spread_horz, angle spread_vert, int numbullets, int damage [, string pufftype [,bool UseAmmo [, float range]]]) return A_FireCustomMissile: Target = A_FireCustomMissile Gosub SelectWindow SendInput A_FireCustomMissile (string missiletype [, angle angle [, bool useammo [, int spawnofs_horz [, int spawnheight [, int aim]]]]]) return A_RailAttack: Target = A_RailAttack Gosub SelectWindow SendInput A_RailAttack (int damage [, int spawnofs_horz [, bool useammo [, color ringcolor [, color corecolor [, bool silent [, int maxdiff [, str pufftype]]]]]]]) return A_FireAssaultGun: Target = A_FireAssaultGun Gosub SelectWindow SendInput A_FireAssaultGun return A_FireBFG: Target = A_FireBFG Gosub SelectWindow SendInput A_FireBFG return A_FireOldBFG: Target = A_FireOldBFG Gosub SelectWindow SendInput A_FireOldBFG return A_FireShotgun: Target = A_FireShotgun Gosub SelectWindow SendInput A_FireShotgun return A_FireShotgun2: Target = A_FireShotgun2 Gosub SelectWindow SendInput A_FireShotgun2 return A_FireCGun: Target = A_FireCGun Gosub SelectWindow SendInput A_FireCGun return A_FireMissile: Target = A_FireMissile Gosub SelectWindow SendInput A_FireMissile return A_FirePlasma: Target = A_FirePlasma Gosub SelectWindow SendInput A_FirePlasma return A_FireSTGrenade: Target = A_FireSTGrenade Gosub SelectWindow SendInput A_FireSTGrenade return A_PosAttack: Target = A_PosAttack Gosub SelectWindow SendInput A_PosAttack return A_SPosAttack: Target = A_SPosAttack Gosub SelectWindow SendInput A_SPosAttack return A_CPosAttack: Target = A_CPosAttack Gosub SelectWindow SendInput A_CPosAttack return A_CPosRefire: Target = A_CPosRefire Gosub SelectWindow SendInput A_CPosRefire return A_SpidRefire: Target = A_SpidRefire Gosub SelectWindow SendInput A_SpidRefire return A_TroopAttack: Target = A_TroopAttack Gosub SelectWindow SendInput A_TroopAttack return A_SargAttack: Target = A_SargAttack Gosub SelectWindow SendInput A_SargAttack return A_HeadAttack: Target = A_HeadAttack Gosub SelectWindow SendInput A_HeadAttack return A_BruisAttack: Target = A_BruisAttack Gosub SelectWindow SendInput A_BruisAttack return A_SkullAttack: Target = A_SkullAttack Gosub SelectWindow SendInput A_SkullAttack [(int speed)] return A_BspiAttack: Target = A_BspiAttack Gosub SelectWindow SendInput A_BspiAttack return A_CyberAttack: Target = A_CyberAttack Gosub SelectWindow SendInput A_CyberAttack return A_PainAttack: Target = A_PainAttack Gosub SelectWindow SendInput A_PainAttack return A_DualPainAttack: Target = A_DualPainAttack Gosub SelectWindow SendInput A_DualPainAttack return A_PainDie: Target = A_PainDie Gosub SelectWindow SendInput A_PainDie return A_SkelFist: Target = A_SkelFist Gosub SelectWindow SendInput A_SkelFist return A_SkelMissile: Target = A_SkelMissile Gosub SelectWindow SendInput A_SkelMissile return A_FatAttack1: Target = A_FatAttack1 Gosub SelectWindow SendInput A_FatAttack1 return A_FatAttack2: Target = A_FatAttack2 Gosub SelectWindow SendInput A_FatAttack2 return A_FatAttack3: Target = A_FatAttack3 Gosub SelectWindow SendInput A_FatAttack3 return A_VileTarget: Target = A_VileTarget Gosub SelectWindow SendInput A_VileTarget return A_VileAttack: Target = A_VileAttack Gosub SelectWindow SendInput A_VileAttack return A_BrainSpit: Target = A_BrainSpit Gosub SelectWindow SendInput A_BrainSpit return A_SpawnFly: Target = A_SpawnFly Gosub SelectWindow SendInput A_SpawnFly return A_SpawnSound: Target = A_SpawnSound Gosub SelectWindow SendInput A_SpawnSound return A_BrainScream: Target = A_BrainScream Gosub SelectWindow SendInput A_BrainScream return A_BrainExplode: Target = A_BrainExplode Gosub SelectWindow SendInput A_BrainExplode return A_Mushroom: Target = A_Mushroom Gosub SelectWindow SendInput A_Mushroom [(string spawntype [, int amount])] return A_M_Saw: Target = A_M_Saw Gosub SelectWindow SendInput A_M_Saw return A_SentinelRefire: Target = A_SentinelRefire Gosub SelectWindow SendInput A_SentinelRefire return A_BetaSkullAttack: Target = A_BetaSkullAttack Gosub SelectWindow SendInput A_BetaSkullAttack return A_Hoof: Target = A_Hoof Gosub SelectWindow SendInput A_Hoof return A_Metal: Target = A_Metal Gosub SelectWindow SendInput A_Metal return A_BabyMetal: Target = A_BabyMetal Gosub SelectWindow SendInput A_BabyMetal return A_FatRaise: Target = A_FatRaise Gosub SelectWindow SendInput A_FatRaise return A_SkelWhoosh: Target = A_SkelWhoosh Gosub SelectWindow SendInput A_SkelWhoosh return A_StartFire: Target = A_StartFire Gosub SelectWindow SendInput A_StartFire return A_FireCrackle: Target = A_FireCrackle Gosub SelectWindow SendInput A_FireCrackle return A_BFGSpray: Target = A_BFGSpray Gosub SelectWindow SendInput A_BFGSpray [(string flashtype [, int numrays] [, int damage)] return A_BarrelDestroy: Target = A_BarrelDestroy Gosub SelectWindow SendInput A_BarrelDestroy return SOLID: Clip = SOLID Target = Actor_flags#Physics Gosub SelectWindow SendInput {+}SOLID return SHOOTABLE: Clip = SHOOTABLE Target = Actor_flags#Physics Gosub SelectWindow SendInput {+}SHOOTABLE return FLOAT: Clip = FLOAT Target = Actor_flags#Physics Gosub SelectWindow SendInput {+}FLOAT return NOGRAVITY: Clip = NOGRAVITY Target = Actor_flags#Physics Gosub SelectWindow SendInput {+}NOGRAVITY return LOWGRAVITY: Clip = LOWGRAVITY Target = Actor_flags#Physics Gosub SelectWindow SendInput {+}LOWGRAVITY return QUARTERGRAVITY: Clip = QUATERGRAVITY Target = Actor_flags#Physics Gosub SelectWindow SendInput {+}QUARTERGRAVITY return WINDTHRUST: Clip = WINDTHRUST Target = Actor_flags#Physics Gosub SelectWindow SendInput {+}WINDTHRUST return PUSHABLE: Clip = PUSHABLE Target = Actor_flags#Physics Gosub SelectWindow SendInput {+}PUSHABLE return DONTFALL: Clip = DONTFALL Target = Actor_flags#Physics Gosub SelectWindow SendInput {+}DONTFALL return CANPASS: Clip = CANPASS Target = Actor_flags#Physics Gosub SelectWindow SendInput {+}CANPASS return ACTLIKEBRIDGE: Clip = ACTLIKEABRIDGE Target = Actor_flags#Physics Gosub SelectWindow SendInput {+}ACTLIKEBRIDGE return NOBLOCKMAP: Clip = NOBLOCKMAP Target = Actor_flags#Physics Gosub SelectWindow SendInput {+}NOBLOCKMAP return MOVEWITHSECTOR: Clip = MOVEWITHSECTOR Target = Actor_flags#Physics Gosub SelectWindow SendInput {+}MOVEWITHSECTOR return NOLIFTDROP: Clip = NOLIFTDROP Target = Actor_flags#Physics Gosub SelectWindow SendInput {+}NOLIFTDROP return SLIDESONWALLS: Clip = SLIDEONWALLS Target = Actor_flags#Physics Gosub SelectWindow SendInput {+}SLIDESONWALLS return NODROPOFF: Clip = NODROPOFF Target = Actor_flags#Physics Gosub SelectWindow SendInput {+}NODROPOFF return NOTRIGGER: Clip = NOTRIGGER Target = Actor_flags#Physics Gosub SelectWindow SendInput {+}NOTRIGGER return AMBUSH: Clip = AMBUSH Target = Actor_flags#Physics Gosub SelectWindow SendInput {+}AMBUSH return BOSS: Clip = BOSS Target = Actor_flags#Behavior Gosub SelectWindow SendInput {+}BOSS return NOSPLASHALERT: Clip = NOSPLASHALERT Target = Actor_flags#Behavior Gosub SelectWindow SendInput {+}NOSPLASHALERT return LOOKALLAROUND: Clip = LOOKALLAROUND Target = Actor_flags#Behavior Gosub SelectWindow SendInput {+}LOOKALLAROUND return STANDSTILL: Clip = STANDSTILL Target = Actor_flags#Behavior Gosub SelectWindow SendInput {+}STANDSTILL return QUICKTORETALIATE: Clip = QUICKTORETALIATE Target = Actor_flags#Behavior Gosub SelectWindow SendInput {+}QUICKTORETALIATE return DORMANT: Clip = DORMANT Target = Actor_flags#Behavior Gosub SelectWindow SendInput {+}DORMANT return FRIENDLY: Clip = FRIENDLY Target = Actor_flags#Behavior Gosub SelectWindow SendInput {+}FRIENDLY return LONGMELEERANGE: Clip = LONGMELEERANGE Target = Actor_flags#Behavior Gosub SelectWindow SendInput {+}LONGMELEERANGE return MISSILEMORE: Clip = MISSILEMORE Target = Actor_flags#Behavior Gosub SelectWindow SendInput {+}MISSILEMORE return MISSILEEVENMORE: Clip = MISSILEEVENMORE Target = Actor_flags#Behavior Gosub SelectWindow SendInput {+}MISSILEEVENMORE return SHORTMISSILERANGE: Clip = SHORTMISSILERANGE Target = Actor_flags#Behavior Gosub SelectWindow SendInput {+}SHORTMISSILERANGE return NOTARGETSWITCH: Clip = NOTARGETSWITCH Target = Actor_flags#Behavior Gosub SelectWindow SendInput {+}NOTARGETSWITCH return NOVERTICALMELEERANGE: Clip = NOVERTICALMELEERANGE Target = Actor_flags#Behavior Gosub SelectWindow SendInput {+}NOVERTICALMELEERANGE return ALWAYSRESPAWN: Clip = ALWAYSRESPAWN Target = Actor_flags#Behavior Gosub SelectWindow SendInput {+}ALWAYSRESPAWN return NEVERRESPAWN: Clip = NEVERRESPAWN Target = Actor_flags#Behavior Gosub SelectWindow SendInput {+}NEVERRESPAWN return CANNOTPUSH: Clip = CANNOTPSH Target = Actor_flags#.28In.29Abilities Gosub SelectWindow SendInput {+}CANNOTPUSH return NOTELEPORT: Clip = NOTELEPORT Target = Actor_flags#.28In.29Abilities Gosub SelectWindow SendInput {+}NOTELEPORT return ACTIVATEIMPACT: Clip = ACTIVATEIMPACT Target = Actor_flags#.28In.29Abilities Gosub SelectWindow SendInput {+}ACTIVATEIMPACT return CANPUSHWALLS: Clip = CANPUSHWALLS Target = Actor_flags#.28In.29Abilities Gosub SelectWindow SendInput {+}CANPUSHWALLS return CANUSEWALLS: Clip = CANUSEWALLS Target = Actor_flags#.28In.29Abilities Gosub SelectWindow SendInput {+}CANUSEWALLS return ACTIVATEMCROSS: Clip = ACTIVATEMCROSS Target = Actor_flags#.28In.29Abilities Gosub SelectWindow SendInput {+}ACTIVATEMCROSS return ACTIVATEPCROSS: Clip = ACTIVATEPCROSS Target = Actor_flags#.28In.29Abilities Gosub SelectWindow SendInput {+}ACTIVATEPCROSS return CANTLEAVEFLOORPIC: Clip = CANTLEAVEFLOORPIC Target = Actor_flags#.28In.29Abilities Gosub SelectWindow SendInput {+}CANTLEAVEFLOORPIC return TELESTOMP: Clip = TELESTOMP Target = Actor_flags#.28In.29Abilities Gosub SelectWindow SendInput {+}TELESTOMP return STAYMORPHED: Clip = STAYMORPHED Target = Actor_flags#.28In.29Abilities Gosub SelectWindow SendInput {+}STAYMORPHED return CANBLAST: Clip = CANBLAST Target = Actor_flags#.28In.29Abilities Gosub SelectWindow SendInput {+}CANBLAST return NOBLOCKMONST: Clip = NOBLOCKMONST Target = Actor_flags#.28In.29Abilities Gosub SelectWindow SendInput {+}NOBLOCKMONST return THRUGHOST: Clip = THRUGHOST Target = Actor_flags#.28In.29Abilities Gosub SelectWindow SendInput {+}THRUGHOST return THRUACTORS: Clip = THRUACTORS Target = Actor_flags#.28In.29Abilities Gosub SelectWindow SendInput {+}THRUACTORS return THRUSPECIES: Clip = THRUSPECIES Target = Actor_flags#.28In.29Abilities Gosub SelectWindow SendInput {+}THRUSPECIES return MTHRUSPECIES: Clip = MTHRUSPECIES Target = Actor_flags#.28In.29Abilities Gosub SelectWindow SendInput {+}MTHRUSPECIES return SPECTRAL: Clip = SPECTRAL Target = Actor_flags#.28In.29Abilities Gosub SelectWindow SendInput {+}SPECTRAL return FRIGHTENED: Clip = FRIGHTENED Target = Actor_flags#.28In.29Abilities Gosub SelectWindow SendInput {+}FRIGHTENED return NOTARGET: Clip = NOTARGET Target = Actor_flags#.28In.29Abilities Gosub SelectWindow SendInput {+}NOTARGET return NOINFIGHTING: Clip = NOINFIGHTING Target = Actor_flags#.28In.29Abilities Gosub SelectWindow SendInput {+}NOINFIGHTING return NOTIMEFREEZE: Clip = NOTIMEFREEZE Target = Actor_flags#.28In.29Abilities Gosub SelectWindow SendInput {+}NOTIMEFREEZE return NOFEAR: Clip = NOFEAR Target = Actor_flags#.28In.29Abilities Gosub SelectWindow SendInput {+}NOFEAR return CANTSEEK: Clip = CANTSEEK Target = Actor_flags#.28In.29Abilities Gosub SelectWindow SendInput {+}CANTSEEK return INVULNERABLE: Clip = INVULNERABLE Target = Actor_flags#Defenses Gosub SelectWindow SendInput {+}INVULNERABLE return REFLECTIVE: Clip = REFLECTIVE Target = Actor_flags#Defenses Gosub SelectWindow SendInput {+}REFLECTIVE return SHIELDREFLECT: Clip = SHIELDREFLECT Target = Actor_flags#Defenses Gosub SelectWindow SendInput {+}SHIELDREFLECT return DEFLECT: Clip = DEFLECT Target = Actor_flags#Defenses Gosub SelectWindow SendInput {+}DEFLECT return FIRERESIST: Clip = FIRERESIST Target = Actor_flags#Defenses Gosub SelectWindow SendInput {+}FIRERESIST return NORADIUSDMG: Clip = NORADIUSDMG Target = Actor_flags#Defenses Gosub SelectWindow SendInput {+}NORADIUSDMG return DONTBLAST: Clip = DONTBLAST Target = Actor_flags#Defenses Gosub SelectWindow SendInput {+}DONTBLAST return GHOST: Clip = GOST Target = Actor_flags#Defenses Gosub SelectWindow SendInput {+}GHOST return DONTMORPH: Clip = DONTMORPH Target = Actor_flags#Defenses Gosub SelectWindow SendInput {+}DONTMORPH return DONTSQUASH: Clip = DONTSQUASH Target = Actor_flags#Defenses Gosub SelectWindow SendInput {+}DONTSQUASH return NOTELEOTHER: Clip = NOTELEOTHER Target = Actor_flags#Defenses Gosub SelectWindow SendInput {+}NOTELEOTHER return DONTHARMCLASS: Clip = DONTHARMCLASS Target = Actor_flags#Defenses Gosub SelectWindow SendInput {+}DONTHARMCLASS return DONTHURTSPECIES: Clip = DONTHURTSPECIES Target = Actor_flags#Defenses Gosub SelectWindow SendInput {+}DONTHURTSPECIES return DONTHARMSPECIES: Clip = DONTHARMSPECIES Target = Actor_flags#Defenses Gosub SelectWindow SendInput {+}DONTHARMSPECIES return NODAMAGE: Clip = NODAMAGE Target = Actor_flags#Defenses Gosub SelectWindow SendInput {+}NODAMAGE return DONTRIP: Clip = DONTRIP Target = Actor_flags#Defenses Gosub SelectWindow SendInput {+}DONTRIP return NOTELEFRAG: Clip = NOTELEFRAG Target = Actor_flags#Defenses Gosub SelectWindow SendInput {+}NOTELEFRAG return BRIGHT: Clip = BRIGHT Target = Actor_flags#Appearance_.26_Sound Gosub SelectWindow SendInput {+}BRIGHT return INVISIBLE: Clip = INVISIBLE Target = Actor_flags#Appearance_.26_Sound Gosub SelectWindow SendInput {+}INVISIBLE return SHADOW: Clip = SHADOW Target = Actor_flags#Appearance_.26_Sound Gosub SelectWindow SendInput {+}SHADOW return NOBLOOD: Clip = NOBLOOD Target = Actor_flags#Appearance_.26_Sound Gosub SelectWindow SendInput {+}NOBLOOD return NOBLOODDECALS: Clip = NOBLOODDECALS Target = Actor_flags#Appearance_.26_Sound Gosub SelectWindow SendInput {+}NOBLOODDECALS return STEALTH: Clip = STEALTH Target = Actor_flags#Appearance_.26_Sound Gosub SelectWindow SendInput {+}STEALTH return FLOORCLIP: Clip = FLOORCLIP Target = Actor_flags#Appearance_.26_Sound Gosub SelectWindow SendInput {+}FLOORCLIP return SPAWNFLOAT: Clip = SPAWNFLOAT Target = Actor_flags#Appearance_.26_Sound Gosub SelectWindow SendInput {+}SPAWNFLOAT return SPAWNCEILING: Clip = SPAWNCEILING Target = Actor_flags#Appearance_.26_Sound Gosub SelectWindow SendInput {+}SPAWNCEILING return FLOATBOB: Clip = FLOATBOB Target = Actor_flags#Appearance_.26_Sound Gosub SelectWindow SendInput {+}FLOATBOB return NOICEDEATH: Clip = NOICEDEATH Target = Actor_flags#Appearance_.26_Sound Gosub SelectWindow SendInput {+}NOICEDEATH return DONTGIB: Clip = DONTGIB Target = Actor_flags#Appearance_.26_Sound Gosub SelectWindow SendInput {+}DONTGIB return DONTSPLASH: Clip = DONTSPLASH Target = Actor_flags#Appearance_.26_Sound Gosub SelectWindow SendInput {+}DONTSPLASH return DONTOVERLAP: Clip = DONTOVERLAP Target = Actor_flags#Appearance_.26_Sound Gosub SelectWindow SendInput {+}DONTOVERLAP return RANDOMIZE: Clip = RANDOMIZE Target = Actor_flags#Appearance_.26_Sound Gosub SelectWindow SendInput {+}RANDOMIZE return FIXMAPTHINGPOS: Clip = FIXMAPTHINGPOS Target = Actor_flags#Appearance_.26_Sound Gosub SelectWindow SendInput {+}FIXMAPTHINGPOS return FULLVOLACTIVE: Clip = FULLVOLACTIVE Target = Actor_flags#Appearance_.26_Sound Gosub SelectWindow SendInput {+}FULLVOLACTIVE return FULLVOLDEATH: Clip = FULLVOLDEATH Target = Actor_flags#Appearance_.26_Sound Gosub SelectWindow SendInput {+}FULLVOLDEATH return VISIBILITYPULSE: Clip = VISIBILITYPULSE Target = Actor_flags#Appearance_.26_Sound Gosub SelectWindow SendInput {+}VISIBILITYPULSE return ROCKETTRAIL: Clip = ROCKETTRAIL Target = Actor_flags#Appearance_.26_Sound Gosub SelectWindow SendInput {+}ROCKETTRAIL return GRENADETRAIL: Clip = GRENADETRAIL Target = Actor_flags#Appearance_.26_Sound Gosub SelectWindow SendInput {+}GRENADETRAIL return NOSKIN: Clip = NOSKIN Target = Actor_flags#Appearance_.26_Sound Gosub SelectWindow SendInput {+}NOSKIN return DONTTRANSLATE: Clip = DONTRANSLATE Target = Actor_flags#Appearance_.26_Sound Gosub SelectWindow SendInput {+}DONTTRANSLATE return NOPAIN: Clip = NOPAIN Target = Actor_flags#Appearance_.26_Sound Gosub SelectWindow SendInput {+}NOPAIN return FORCEYBILLBOARD: Clip = FORCEYBILLBOARD Target = Actor_flags#Appearance_.26_Sound Gosub SelectWindow SendInput {+}FORCEYBILLBOARD return FORCEXYBILLBOARD: Clip = FORCEXYBILLBOARD Target = Actor_flags#Appearance_.26_Sound Gosub SelectWindow SendInput {+}FORCEXYBILLBOARD return MISSILE: Clip = MISSILE Target = Actor_flags#Projectile Gosub SelectWindow SendInput {+}MISSILE return RIPPER: Clip = RIPPER Target = Actor_flags#Projectile Gosub SelectWindow SendInput {+}RIPPER return NOBOSSRIP: Clip = NOBOSSRIP Target = Actor_flags#Projectile Gosub SelectWindow SendInput {+}NOBOSSRIP return FIREDAMAGE: Clip = FIREDAMAGE Target = Actor_flags#Projectile Gosub SelectWindow SendInput {+}FIREDAMAGE return ICEDAMAGE: Clip = ICEDAMAGE Target = Actor_flags#Projectile Gosub SelectWindow SendInput {+}ICEDAMAGE return NODAMAGETHRUST: Clip = NODAMAGETHRUST Target = Actor_flags#Projectile Gosub SelectWindow SendInput {+}NODAMAGETHRUST return DONTREFLECT: Clip = DONTREFLECT Target = Actor_flags#Projectile Gosub SelectWindow SendInput {+}DONTREFLECT return FLOORHUGGER: Clip = FLOORHUGGER Target = Actor_flags#Projectile Gosub SelectWindow SendInput {+}FLOORHUGGER return CEILINGHUGGER: Clip = CEILINGHUGGER Target = Actor_flags#Projectile Gosub SelectWindow SendInput {+}CEILINGHUGGER return BLOODLESSIMPACT: Clip = BLOODLESSIMPACT Target = Actor_flags#Projectile Gosub SelectWindow SendInput {+}BLOODLESSIMPACT return BLOODSPLATTER: Clip = BLOODSPLATTER Target = Actor_flags#Projectile Gosub SelectWindow SendInput {+}BLOODSPLATTER return FOILINVUL: Clip = FOILINVUL Target = Actor_flags#Projectile Gosub SelectWindow SendInput {+}FOILINVUL return SEEKERMISSILE: Clip = SEEKERMISSILE Target = Actor_flags#Projectile Gosub SelectWindow SendInput {+}SEEKERMISSILE return SCREENSEEKER: Clip = SCREENSEEKER Target = Actor_flags#Projectile Gosub SelectWindow SendInput {+}SCREENSEEKER return SKYEXPLODE: Clip = SKYEXPLODE Target = Actor_flags#Projectile Gosub SelectWindow SendInput {+}SKYEXPLODE return NOEXPLODEFLOOR: Clip = NOEXPLODEFLOOR Target = Actor_flags#Projectile Gosub SelectWindow SendInput {+}NOEXPLODEFLOOR return STRIFEDAMAGE: Clip = STRIFEDAMAGE Target = Actor_flags#Projectile Gosub SelectWindow SendInput {+}STRIFEDAMAGE return EXTREMEDEATH: Clip = EXTREMEDEATH Target = Actor_flags#Projectile Gosub SelectWindow SendInput {+}EXTREMEDEATH return NOEXTREMEDEATH: Clip = NOEXTREMEDEATH Target = Actor_flags#Projectile Gosub SelectWindow SendInput {+}NOEXTREMEDEATH return DEHEXPLOSION: Clip = DEHEXPLOSION Target = Actor_flags#Projectile Gosub SelectWindow SendInput {+}DEHEXPLOSION return PIERCEARMOR: Clip = PIERCEARMOR Target = Actor_flags#Projectile Gosub SelectWindow SendInput {+}PIERCEARMOR return FORCERADIUSDMG: Clip = FORCERADIUSDMG Target = Actor_flags#Projectile Gosub SelectWindow SendInput {+}FORCERADIUSDMG return SPAWNSOUNDSOURCE: Clip = SPAWNSOUNDSOURCE Target = Actor_flags#Projectile Gosub SelectWindow SendInput {+}SPAWNSOUNDSOURCE return PAINLESS: Clip = PAINLESS Target = Actor_flags#Projectile Gosub SelectWindow SendInput {+}PAINLESS return FORCEPAIN: Clip = FORCEPAIN Target = Actor_flags#Projectile Gosub SelectWindow SendInput {+}FORCEPAIN return DONTSEEKINVISIBLE: Clip = DONTSEEKINVISIBLE Target = Actor_flags#Projectile Gosub SelectWindow SendInput {+}DONTSEEKINVISIBLE return STEPMISSILE: Clip = STEPMISSILE Target = Actor_flags#Projectile Gosub SelectWindow SendInput {+}STEPMISSILE return BOUNCEONWALLS: Clip = BOUNCEONWALLS Target = Actor_flags#Bouncing Gosub SelectWindow SendInput {+}BOUNCEONWALLS return BOUNCEONFLOORS: Clip = BOUNCEONWALLS Target = Actor_flags#Bouncing Gosub SelectWindow SendInput {+}BOUNCEONWALLS return BOUNCEONCEILINGS: Clip = BOUNCEONCEILINGS Target = Actor_flags#Bouncing Gosub SelectWindow SendInput {+}BOUNCEONCEILINGS return ALLOWBOUNCEONACTORS: Clip = ALLOWBOUNCEONACTORS Target = Actor_flags#Bouncing Gosub SelectWindow SendInput {+}ALLOWBOUNCEONACTORS return BOUNCEAUTOOFF: Clip = BOUNCEAUTOOFF Target = Actor_flags#Bouncing Gosub SelectWindow SendInput {+}BOUNCEAUTOOFF return BOUNCELIKEHERETIC: Clip = BOUNCELIKEHERETIC Target = Actor_flags#Bouncing Gosub SelectWindow SendInput {+}BOUNCELIKEHERETIC return BOUNCEONACTORS: Clip = BOUNCEONACTORS Target = Actor_flags#Bouncing Gosub SelectWindow SendInput {+}BOUNCEONACTORS return NOWALLBOUNCESND: Clip = NOWALLBOUNCESND Target = Actor_flags#Bouncing Gosub SelectWindow SendInput {+}NOWALLBOUNCESND return NOBOUNCESOUND: Clip = NOBOUNCESOUND Target = Actor_flags#Bouncing Gosub SelectWindow SendInput {+}NOBOUNCESOUND return EXPLODEONWATER: Clip = EXPLODEONWATER Target = Actor_flags#Bouncing Gosub SelectWindow SendInput {+}EXPLODEONWATER return CANBOUNCEWATER: Clip = CANBOUNCEWATER Target = Actor_flags#Bouncing Gosub SelectWindow SendInput {+}CANBOUNCEWATER return MBFBOUNCER: Clip = MBFBOUNCER Target = Actor_flags#Bouncing Gosub SelectWindow SendInput {+}MBFBOUNCER return HERETICBOUNCE: Clip = HERETICBOUNCE Target = Actor_flags#Bouncing Gosub SelectWindow SendInput {+}HERETICBOUNCE return HEXENBOUNCE: Clip = HEXENBOUNCE Target = Actor_flags#Bouncing Gosub SelectWindow SendInput {+}HEXENBOUNCE return DOOMBOUNCE: Clip = DOOMBOUNCE Target = Actor_flags#Bouncing Gosub SelectWindow SendInput {+}DOOMBOUNCE return DROPPED: Clip = DROPPED Target = Actor_flags#Miscellaneous Gosub SelectWindow SendInput {+}DROPPED return ISMONSTER: Clip = ISMONSTER Target = Actor_flags#Miscellaneous Gosub SelectWindow SendInput {+}ISMONSTER return CORPSE: Clip = CORPSE Target = Actor_flags#Miscellaneous Gosub SelectWindow SendInput {+}CORPSE return COUNTKILL: Clip = COUNTKILL Target = Actor_flags#Miscellaneous Gosub SelectWindow SendInput {+}COUNTKILL return COUNTITEM: Clip = COUNTITEM Target = Actor_flags#Miscellaneous Gosub SelectWindow SendInput {+}COUNTITEM return NOTDMATCH: Clip = NOTDMATCH Target = Actor_flags#Miscellaneous Gosub SelectWindow SendInput {+}NOTDMATCH return NONSHOOTABLE: Clip = NONSHOOTABLE Target = Actor_flags#Miscellaneous Gosub SelectWindow SendInput {+}NONSHOOTABLE return DROPOFF: Clip = DROPOFF Target = Actor_flags#Miscellaneous Gosub SelectWindow SendInput {+}DROPOFF return PUFFONACTORS: Clip = PUFFONACTORS Target = Actor_flags#Miscellaneous Gosub SelectWindow SendInput {+}PUFFONACTORS return ALLOWPARTICLES: Clip = ALLOWPARTICLES Target = Actor_flags#Miscellaneous Gosub SelectWindow SendInput {+}ALLOWPARTICLES return ALWAYSPUFF: Clip = ALWAYSPUFF Target = Actor_flags#Miscellaneous Gosub SelectWindow SendInput {+}ALWAYSPUFF return PUFFGETSOWNER: Clip = PUFFGETSOWNER Target = Actor_flags#Miscellaneous Gosub SelectWindow SendInput {+}PUFFGETSOWNER return SYNCHRONIZED: Clip = SYNCHRONIZED Target = Actor_flags#Miscellaneous Gosub SelectWindow SendInput {+}SYNCHRONIZED return FASTER: Clip = FASTER Target = Actor_flags#Miscellaneous Gosub SelectWindow SendInput {+}FASTER return ALWAYSFAST: Clip = ALWAYSFAST Target = Actor_flags#Miscellaneous Gosub SelectWindow SendInput {+}ALWAYSFAST return NEVERFAST: Clip = NEVERFAST Target = Actor_flags#Miscellaneous Gosub SelectWindow SendInput {+}NEVERFAST return FASTMELEE: Clip = FASTMELEE Target = Actor_flags#Miscellaneous Gosub SelectWindow SendInput {+}FASTMELEE return OLDRADIUSDMG: Clip = OLDRADIUSDMG Target = Actor_flags#Miscellaneous Gosub SelectWindow SendInput {+}OLDRADIUSDMG return USESPECIAL: Clip = USESPECIAL Target = Actor_flags#Miscellaneous Gosub SelectWindow SendInput {+}USESPECIAL return BUMPSPECIAL: Clip = BUMPSPECIAL Target = Actor_flags#Miscellaneous Gosub SelectWindow SendInput {+}BUMPSPECIAL return BOSSDEATH: Clip = BOSSDEATH Target = Actor_flags#Miscellaneous Gosub SelectWindow SendInput {+}BOSSDEATH return NOINTERACTION: Clip = NOINTERACTION Target = Actor_flags#Miscellaneous Gosub SelectWindow SendInput {+}NOINTERACTION return PICKUP: Clip = PICKUP Target = Actor_flags#Miscellaneous Gosub SelectWindow SendInput {+}PICKUP return TOUCHY: Clip = TOUCHY Target = Actor_flags#Miscellaneous Gosub SelectWindow SendInput {+}TOUCHY return VULNERABLE: Clip = VULNERABLE Target = Actor_flags#Miscellaneous Gosub SelectWindow SendInput {+}VULNERABLE return SEESDAGGERS: Clip = SEESDAGGERS Target = Actor_flags#Limited_Use Gosub SelectWindow SendInput {+}SEESDAGGERS return INCOMBAT: Clip = INCOMBAT Target = Actor_flags#Limited_Use Gosub SelectWindow SendInput {+}INCOMBAT return NOCLIP: Clip = NOCLIP Target = Actor_flags#Limited_Use Gosub SelectWindow SendInput {+}NOCLIP return NOSECTOR: Clip = NOSECTOR Target = Actor_flags#Limited_Use Gosub SelectWindow SendInput {+}NOSECTOR return ICECORPSE: Clip = ICECORPSE Target = Actor_flags#Limited_Use Gosub SelectWindow SendInput {+}ICECORPSE return JUSTHIT: Clip = JUSTHIT Target = Actor_flags#Limited_Use Gosub SelectWindow SendInput {+}JUSTHIT return JUSTATTACKED: Clip = JUSTATTACKED Target = Actor_flags#Limited_Use Gosub SelectWindow SendInput {+}JUSTATTACKED return TELEPORT: Clip = TELEPORT Target = Actor_flags#Limited_Use Gosub SelectWindow SendInput {+}TELEPORT return BLASTED: Clip = BLASTED Target = Actor_flags#Limited_Use Gosub SelectWindow SendInput {+}BLASTED return INVENTORY.QUIET: Clip = INVENTORY.QUIET Target = Actor_flags#Inventory Gosub SelectWindow SendInput {+}INVENTORY.QUIET return INVENTORY.AUTOACTIVATE: Clip = INVENTORY.AUTOACTIVATE Target = Actor_flags#Inventory Gosub SelectWindow SendInput {+}INVENTORY.AUTOACTIVATE return INVENTORY.UNDROPPABLE: Clip = INVENTORY.UNDROPPABLE Target = Actor_flags#Inventory Gosub SelectWindow SendInput {+}INVENTORY.UNDROPPABLE return INVENTORY.INVBAR: Clip = INVENTORY.INVBAR Target = Actor_flags#Inventory Gosub SelectWindow SendInput {+}INVENTORY.INVBAR return INVENTORY.HUBPOWER: Clip = INVENTORY.HUBPOWER Target = Actor_flags#Inventory Gosub SelectWindow SendInput {+}INVENTORY.HUBPOWER return INVENTORY.PERSISTENTPOWER: Clip = INVENTORY.PERSISTENTPOWER Target = Actor_flags#Inventory Gosub SelectWindow SendInput {+}INVENTORY.PERSISTENTPOWER return INVENTORY.INTERHUBSTRIP: Clip = INVENTORY.INTERHUBSTRIP Target = Actor_flags#Inventory Gosub SelectWindow SendInput {+}INVENTORY.INTERHUBSTRIP return INVENTORY.PICKUPFLASH: Clip = INVENTORY.PICKUPFLASH Target = Actor_flags#Inventory Gosub SelectWindow SendInput {+}INVENTORY.PICKUPFLASH return INVENTORY.ALWAYSPICKUP: Clip = INVENTORY.ALWAYSPICKUP Target = Actor_flags#Inventory Gosub SelectWindow SendInput {+}INVENTORY.ALWAYSPICKUP return INVENTORY.FANCYPICKUPSOUND: Clip = INVENTORY.FANCYPIKCUPSOUND Target = Actor_flags#Inventory Gosub SelectWindow SendInput {+}INVENTORY.FANCYPICKUPSOUND return INVENTORY.BIGPOWERUP: Clip = INVENTORY.BIGPOWERUP Target = Actor_flags#Inventory Gosub SelectWindow SendInput {+}INVENTORY.BIGPOWERUP return INVENTORY.KEEPDEPLETED: Clip = INVENTORY.KEEPDEPLETED Target = Actor_flags#Inventory Gosub SelectWindow SendInput {+}INVENTORY.KEEPDEPLETED return INVENTORY.IGNORESKILL: Clip = INVENTORY.IGNORESKILL Target = Actor_flags#Inventory Gosub SelectWindow SendInput {+}INVENTORY.IGNORESKILL return INVENTORY.ADDITIVETIME: Clip = INVENTORY.ADDITIVETIME Target = Actor_flags#Inventory Gosub SelectWindow SendInput {+}INVENTORY.ADDITIVETIME return WEAPON.NOAUTOFIRE: Clip = WEAPON.NOAUTOFIRE Target = Actor_flags#Weapons Gosub SelectWindow SendInput {+}WEAPON.NOAUTOFIRE return WEAPON.NOAUTOAIM: Clip = WEAPON.NOAUTOAIM Target = Actor_flags#Weapons Gosub SelectWindow SendInput {+}WEAPON.NOAUTOAIM return WEAPON.READYSNDHALF: Clip = WEAPON.READYSNDHALF Target = Actor_flags#Weapons Gosub SelectWindow SendInput {+}WEAPON.READYSNDHALF return WEAPON.DONTBOB: Clip = WEAPON.DONTBOB Target = Actor_flags#Weapons Gosub SelectWindow SendInput {+}WEAPON.DONTBOB return WEAPON.AXEBLOOD: Clip = WEAPON.AXEBLOOD Target = Actor_flags#Weapons Gosub SelectWindow SendInput {+}WEAPON.AXEBLOOD return WEAPON.NOALERT: Clip = WEAPON.NOALERT Target = Actor_flags#Weapons Gosub SelectWindow SendInput {+}WEAPON.NOALERT return WEAPON.AMMO_OPTIONAL: Clip = WEAPON.AMMO_OPTIONAL Target = Actor_flags#Weapons Gosub SelectWindow SendInput {+}WEAPON.AMMO_OPTIONAL return WEAPON.ALT_AMMO_OPTIONAL: Clip = WEAPON.ALT_AMMO_OPTIONAL Target = Actor_flags#Weapons Gosub SelectWindow SendInput {+}WEAPON.ALT_AMMO_OPTIONAL return WEAPON.AMMO_CHECKBOTH: Clip = WEAPON.AMMO_CHECKBOTH Target = Actor_flags#Weapons Gosub SelectWindow SendInput {+}WEAPON.AMMO_CHECKBOTH return WEAPON.PRIMARY_USES_BOTH: Clip = WEAPON.PRIMARY_USES_BOTH Target = Actor_flags#Weapons Gosub SelectWindow SendInput {+}WEAPON.PRIMARY_USES_BOTH return WEAPON.WIMPY_WEAPON: Clip = WEAPON.WIMPY_WEAPON Target = Actor_flags#Weapons Gosub SelectWindow SendInput {+}WEAPON.WIMPY_WEAPON return WEAPON.POWERED_UP: Clip = WEAPON.POWERED_UP Target = Actor_flags#Weapons Gosub SelectWindow SendInput {+}WEAPON.POWERED_UP return WEAPON.STAFF2_KICKBACK: Clip = WEAPON.STAFF2_KICKBACK Target = Actor_flags#Weapons Gosub SelectWindow SendInput {+}WEAPON.STAFF2_KICKBACK return WEAPON.EXPLOSIVE: Clip = WEAPON.EXPLOSIVE Target = Actor_flags#Weapons Gosub SelectWindow SendInput {+}WEAPON.EXPLOSIVE return WEAPON.MELEEWEAPON: Clip = WEAPON.MELEEWEAPON Target = Actor_flags#Weapons Gosub SelectWindow SendInput {+}WEAPON.MELEEWEAPON return WEAPON.BFG: Clip = WEAPON.BFG Target = Actor_flags#Weapons Gosub SelectWindow SendInput {+}WEAPON.BFG return WEAPON.CHEATNOTWEAPON: Clip = WEAPON.CHEATNOTWEAPON Target = Actor_flags#Weapons Gosub SelectWindow SendInput {+}WEAPON.CHEATNOTWEAPON return WEAPON.NO_AUTO_SWITCH: Clip = WEAPON.NO_AUTO_SWITCH Target = Actor_flags#Weapons Gosub SelectWindow SendInput {+}WEAPON.NO_AUTO_SWITCH return WEAPON.NO_AUTOAIM: Clip = WEAPON.NO_AUTOAIM Target = Actor_flags#Weapons Gosub SelectWindow SendInput {+}WEAPON.NO_AUTOAIM return SCOREPILLAR: Clip = SCOREPILLAR Target = Skulltag_features#DECORATE Gosub SelectWindow SendInput {+}SCOREPILLAR return ALLOWCLIENTSPAWN: Clip = ALLOWCLIENTSPAWN Target = Skulltag_features#DECORATE Gosub SelectWindow SendInput {+}ALLOWCLIENTSPAWN return CLIENTSIDEONLY: Clip = CLIENTSIDEONLY Target = Skulltag_features#DECORATE Gosub SelectWindow SendInput {+}CLIENTSIDEONLY return NONETID: Clip = NONETID Target = Skulltag_features#DECORATE Gosub SelectWindow SendInput {+}NONETID return INVENTORY.FORCERESPAWNINSURVIVAL: Clip = INVENTORY.FORCERESPAWNINSURVIVAL Target = Skulltag_features#DECORATE Gosub SelectWindow SendInput {+}INVENTORY.FORCERESPAWNINSURVIVAL return WEAPON.ALLOW_WITH_RESPAWN_INVUL: Clip = WEAPON.ALLOW_WITH_RESPAWN_INVUL Target = Skulltag_features#DECORATE Gosub SelectWindow SendInput {+}WEAPON.ALLOW_WITH_RESPAWN_INVUL return WEAPON.NOLMS: Clip = WEAPON.NOLMS Target = Skulltag_features#DECORATE Gosub SelectWindow SendInput {+}WEAPON.NOLMS return BLUETEAM: Clip = BLUETEAM Target = Skulltag_features#DECORATE Gosub SelectWindow SendInput {+}BLUETEAM return REDTEAM: Clip = REDTEAM Target = Skulltag_features#DECORATE Gosub SelectWindow SendInput {+}REDTEAM return NODE: Clip = NODE Target = Skulltag_features#DECORATE Gosub SelectWindow SendInput {+}NODE return BASEHEALTH: Clip = BASEHEALTH Target = Skulltag_features#DECORATE Gosub SelectWindow SendInput {+}BASEHEALTH return SUPERHEALTH: Clip = SUPERHEALTH Target = Skulltag_features#DECORATE Gosub SelectWindow SendInput {+}SUPERHEALTH return BASEARMOR: Clip = BASEARMOR Target = Skulltag_features#DECORATE Gosub SelectWindow SendInput {+}BASEARMOR return SUPERARMOR: Clip = SUPERARMOR Target = Skulltag_features#DECORATE Gosub SelectWindow SendInput {+}SUPERARMOR return EXPLODEONDEATH: Clip = EXPLODEONDEATH Target = Skulltag_features#DECORATE Gosub SelectWindow SendInput {+}EXPLODEONDEATH return Game: Clip = game gamename Target = Actor_properties#Map_Editing_Control Gosub SelectWindow SendInput game gamename return Spawnid: Clip = spawnid value Target = Actor_properties#Map_Editing_Control Gosub SelectWindow SendInput spawnid value return Conversationid: Clip = conversationid value Target = Actor_properties#Map_Editing_Control Gosub SelectWindow SendInput conversationid value return Tag: Clip = tag value Target = Actor_properties#Map_Editing_Control Gosub SelectWindow SendInput tag value return Health: Clip = health value Target = Actor_properties#Behaviour Gosub SelectWindow SendInput health value return Gibhealth: Clip = gibhealth value Target = Actor_properties#Behaviour Gosub SelectWindow SendInput gibhealth value return Woundhealth: Clip = woundhealth value Target = Actor_properties#Behaviour Gosub SelectWindow SendInput woundhealth value return Reactiontime: Clip = reactiontime value Target = Actor_properties#Behaviour Gosub SelectWindow SendInput reactiontime value return Painchance: Clip = painchance value Target = Actor_properties#Behaviour Gosub SelectWindow SendInput painchance value return PainThreshold: Clip = PainThreshold value Target = Actor_properties#Behaviour Gosub SelectWindow SendInput PainThreshold value return Damagefactor: Clip = damagefactor "type", value Target = Actor_properties#Behaviour Gosub SelectWindow SendInput damagefactor "type", value return Damage: Clip = damage value Target = Actor_properties#Behaviour Gosub SelectWindow SendInput damage value return Poisondamage: Clip = poisondamage value Target = Actor_properties#Behaviour Gosub SelectWindow SendInput poisondamage value return Radiusdamagefactor: Clip = radiusdamagefactor value Target = Actor_properties#Behaviour Gosub SelectWindow SendInput radiusdamagefactor value return Speed: Clip = speed value Target = Actor_properties#Behaviour Gosub SelectWindow SendInput speed value return Vspeed: Clip = Vspeed value Target = Actor_properties#Behaviour Gosub SelectWindow SendInput Vspeed value return Fastspeed: Clip = Fastspeed value Target = Actor_properties#Behaviour Gosub SelectWindow SendInput Fastspeed value return Floatspeed: Clip = Floatspeed value Target = Actor_properties#Behaviour Gosub SelectWindow SendInput Floatspeed value return Species: Clip = Species string Target = Actor_properties#Behaviour Gosub SelectWindow SendInput Species string return Activation: Clip = Activation flags Target = Actor_properties#Behaviour Gosub SelectWindow SendInput Activation flags return Radius: Clip = radius value Target = Actor_properties#Collision_and_.27Physics.27 Gosub SelectWindow SendInput radius value return Height: Clip = height value Target = Actor_properties#Collision_and_.27Physics.27 Gosub SelectWindow SendInput height value return Deathheight: Clip = deathheight value Target = Actor_properties#Collision_and_.27Physics.27 Gosub SelectWindow SendInput deathheight value return Burnheight: Clip = burnheight value Target = Actor_properties#Collision_and_.27Physics.27 Gosub SelectWindow SendInput burnheight value return Projectilepassheight: Clip = projectilepassheight value Target = Actor_properties#Collision_and_.27Physics.27 Gosub SelectWindow SendInput projectilepassheight value return Cameraheight: Clip = cameraheight value Target = Actor_properties#Collision_and_.27Physics.27 Gosub SelectWindow SendInput cameraheight value return Gravity: Clip = gravity value Target = Actor_properties#Collision_and_.27Physics.27 Gosub SelectWindow SendInput gravity value return Mass: Clip = mass value Target = Actor_properties#Collision_and_.27Physics.27 Gosub SelectWindow SendInput mass value return Maxstepheight: Clip = maxstepheight value Target = Actor_properties#Collision_and_.27Physics.27 Gosub SelectWindow SendInput maxstepheight value return Maxdropoffheight: Clip = maxdropoffheight value Target = Actor_properties#Collision_and_.27Physics.27 Gosub SelectWindow SendInput maxdropoffheight value return BounceType: Clip = BounceType bouncename Target = Actor_properties#Collision_and_.27Physics.27 Gosub SelectWindow SendInput BounceType bouncename return Bouncefactor: Clip = bouncefactor value Target = Actor_properties#Collision_and_.27Physics.27 Gosub SelectWindow SendInput bouncefactor value return Wallbouncefactor: Clip = wallbouncefactor value Target = Actor_properties#Collision_and_.27Physics.27 Gosub SelectWindow SendInput wallbouncefactor value return Bouncecount: Clip = bouncecount value Target = Actor_properties#Collision_and_.27Physics.27 Gosub SelectWindow SendInput bouncecount value return PushFactor: Clip = PushFactor value Target = Actor_properties#Collision_and_.27Physics.27 Gosub SelectWindow SendInput PushFactor value return WeaveIndex: Clip = WeaveIndex value Target = Actor_properties#Collision_and_.27Physics.27 Gosub SelectWindow SendInput WeaveIndex value return Seesound: Clip = seesound "soundname" Target = Actor_properties#Sound Gosub SelectWindow SendInput seesound "soundname" return Attacksound: Clip = attacksound "soundname" Target = Actor_properties#Sound Gosub SelectWindow SendInput attacksound "soundname" return Painsound: Clip = painsound "soundname" Target = Actor_properties#Sound Gosub SelectWindow SendInput painsound "soundname" return Deathsound: Clip = deathsound "soundname" Target = Actor_properties#Sound Gosub SelectWindow SendInput deathsound "soundname" return Activesound: Clip = activesound "soundname" Target = Actor_properties#Sound Gosub SelectWindow SendInput activesound "soundname" return Howlsound: Clip = howlsound "soundname" Target = Actor_properties#Sound Gosub SelectWindow SendInput howlsound "soundname" return BounceSound: Clip = BounceSound "soundname" Target = Actor_properties#Sound Gosub SelectWindow SendInput BounceSound "soundname" return WallBounceSound: Clip = WallBounceSound "soundname" Target = Actor_properties#Sound Gosub SelectWindow SendInput WallBounceSound "soundname" return Renderstyle: Clip = renderstyle type Target = Actor_properties#Rendering Gosub SelectWindow SendInput renderstyle type return Alpha: Clip = alpha value Target = Actor_properties#Rendering Gosub SelectWindow SendInput alpha value return Xscale: Clip = xscale value Target = Actor_properties#Rendering Gosub SelectWindow SendInput xscale value return Yscale: Clip = yscale value Target = Actor_properties#Rendering Gosub SelectWindow SendInput yscale value return Scale: Clip = scale value Target = Actor_properties#Rendering Gosub SelectWindow SendInput scale value return Translation: Clip = translation "translationstring"//, "translationstring", etc.. Target = Actor_properties#Rendering Gosub SelectWindow SendInput translation "translationstring"//, "translationstring", etc.. return TranslationIce: Clip = translation Ice Target = Actor_properties#Rendering Gosub SelectWindow SendInput translation Ice return Bloodcolor: Clip = bloodcolor color Target = Actor_properties#Rendering Gosub SelectWindow SendInput bloodcolor color return Bloodtype: Clip = bloodtype "replaceblood"//, "replacebloodsplatter", "replacebloodaxe" Target = Actor_properties#Rendering Gosub SelectWindow SendInput bloodtype "replaceblood"//, "replacebloodsplatter", "replacebloodaxe" return Decal: Clip = decal "decalname" Target = Actor_properties#Rendering Gosub SelectWindow SendInput decal "decalname" return Stencilcolor: Clip = stencilcolor color Target = Actor_properties#Rendering Gosub SelectWindow SendInput stencilcolor color return Obituary: Clip = obituary "string" Target = Actor_properties#Obituaries Gosub SelectWindow SendInput obituary "string" return Hitobituary: Clip = hitobituary "string" Target = Actor_properties#Obituaries Gosub SelectWindow SendInput hitobituary "string" return Minmissilechance: Clip = minmissilechance value Target = Actor_properties#Attacks Gosub SelectWindow SendInput minmissilechance value return Damagetype: Clip = damagetype type Target = Actor_properties#Attacks Gosub SelectWindow SendInput damagetype type return Meleethreshold: Clip = meleethreshold value Target = Actor_properties#Attacks Gosub SelectWindow SendInput meleethreshold value return Meleerange: Clip = meleerange value Target = Actor_properties#Attacks Gosub SelectWindow SendInput meleerange value return Maxtargetrange: Clip = maxtargetrange value Target = Actor_properties#Attacks Gosub SelectWindow SendInput maxtargetrange value return clearflags: Clip = clearflags Target = Actor_properties#Special Gosub SelectWindow SendInput clearflags return Dropitem: Clip = dropitem "classname"//, probability, amount Target = Actor_properties#Special Gosub SelectWindow SendInput dropitem "classname"//, probability, amount return Skip_super: Clip = skip_super Target = Actor_properties#Special Gosub SelectWindow SendInput skip_super return Inventory.amount: Clip = inventory.amount value Target = Actor_properties#Inventory Gosub SelectWindow SendInput inventory.amount value return Inventory.defmaxamount: Clip = inventory.defmaxamount value Target = Actor_properties#Inventory Gosub SelectWindow SendInput inventory.defmaxamount value return Inventory.maxamount: Clip = inventory.maxamount value Target = Actor_properties#Inventory Gosub SelectWindow SendInput inventory.maxamount value return Inventory.InterHubAmount: Clip = inventory.InterHubAmount value Target = Actor_properties#Inventory Gosub SelectWindow SendInput inventory.InterHubAmount value return Inventory.icon: Clip = inventory.icon "sprite" Target = Actor_properties#Inventory Gosub SelectWindow SendInput inventory.icon "sprite" return Inventory.pickupmessage: Clip = inventory.pickupmessage "string" Target = Actor_properties#Inventory Gosub SelectWindow SendInput inventory.pickupmessage "string" return Inventory.pickupsound: Clip = inventory.pickupsound "soundname" Target = Actor_properties#Inventory Gosub SelectWindow SendInput inventory.pickupsound "soundname" return Inventory.pickupflash2: Clip = inventory.pickupflash "actor" Target = Actor_properties#Inventory Gosub SelectWindow SendInput inventory.pickupflash "actor" return Inventory.usesound: Clip = inventory.usesound "soundname" Target = Actor_properties#Inventory Gosub SelectWindow SendInput inventory.usesound "soundname" return Inventory.respawntics: Clip = inventory.respawntics value Target = Actor_properties#Inventory Gosub SelectWindow SendInput inventory.respawntics value return Inventory.givequest: Clip = inventory.givequest value Target = Actor_properties#Inventory Gosub SelectWindow SendInput inventory.givequest value return Fakeinventory.respawns: Clip = fakeinventory.respawns value Target = Actor_properties#FakeInventory Gosub SelectWindow SendInput fakeinventory.respawns value return Armor.saveamount: Clip = armor.saveamount value Target = Actor_properties#BasicArmorPickup Gosub SelectWindow SendInput armor.saveamount value return Armor.savepercent: Clip = armor.savepercent value Target = Actor_properties#BasicArmorPickup Gosub SelectWindow SendInput armor.savepercent value return Armor.maxfullabsorb: Clip = armor.maxfullabsorb value Target = Actor_properties#BasicArmorPickup Gosub SelectWindow SendInput armor.maxfullabsorb value return Armor.maxabsorb: Clip = armor.maxabsorb value Target = Actor_properties#BasicArmorPickup Gosub SelectWindow SendInput armor.maxabsorb value return Armor.maxsaveamount: Clip = armor.maxsaveamount value Target = Actor_properties#BasicArmorBonus Gosub SelectWindow SendInput armor.maxsaveamount value return Armor.maxbonus: Clip = armor.maxbonus value Target = Actor_properties#BasicArmorBonus Gosub SelectWindow SendInput armor.maxbonus value return Armor.maxbonusmax: Clip = armor.maxbonusmax value Target = Actor_properties#BasicArmorBonus Gosub SelectWindow SendInput armor.maxbonusmax value return Weapon.ammogive1: Clip = weapon.ammogive1 value Target = Actor_properties#Weapons Gosub SelectWindow SendInput weapon.ammogive1 value return Weapon.ammogive2: Clip = weapon.ammogive2 value Target = Actor_properties#Weapons Gosub SelectWindow SendInput weapon.ammogive2 value return Weapon.ammotype1: Clip = weapon.ammotype1 "type" Target = Actor_properties#Weapons Gosub SelectWindow SendInput weapon.ammotype1 "type" return Weapon.ammotype2: Clip = weapon.ammotype2 value Target = Actor_properties#Weapons Gosub SelectWindow SendInput weapon.ammotype2 value return Weapon.ammouse1: Clip = weapon.ammouse1 value Target = Actor_properties#Weapons Gosub SelectWindow SendInput weapon.ammouse1 value return Weapon.ammouse2: Clip = weapon.ammouse2 value Target = Actor_properties#Weapons Gosub SelectWindow SendInput weapon.ammouse2 value return Weapon.kickback: Clip = weapon.kickback value Target = Actor_properties#Weapons Gosub SelectWindow SendInput weapon.kickback value return Weapon.readysound: Clip = weapon.readysound "soundname" Target = Actor_properties#Weapons Gosub SelectWindow SendInput weapon.readysound "soundname" return Weapon.selectionorder: Clip = weapon.selectionorder value Target = Actor_properties#Weapons Gosub SelectWindow SendInput weapon.selectionorder value return Weapon.sisterweapon: Clip = weapon.sisterweapon "type" Target = Actor_properties#Weapons Gosub SelectWindow SendInput weapon.sisterweapon "type" return Weapon.upsound: Clip = weapon.upsound "soundname" Target = Actor_properties#Weapons Gosub SelectWindow SendInput weapon.upsound "soundname" return Weapon.yajust: Clip = weapon.yajust value Target = Actor_properties#Weapons Gosub SelectWindow SendInput weapon.yajust value return Ammo.backpackamount: Clip = ammo.backpackamount value Target = Actor_properties#Ammo Gosub SelectWindow SendInput ammo.backpackamount value return Ammo.backpackmaxamount: Clip = ammo.backpackmaxamount value Target = Actor_properties#Ammo Gosub SelectWindow SendInput ammo.backpackmaxamount value return Ammo.dropamount: Clip = ammo.dropamount value Target = Actor_properties#Ammo Gosub SelectWindow SendInput ammo.dropamount value return Weaponpiece.number: Clip = weaponpiece.number value Target = Actor_properties#Weapon_Pieces Gosub SelectWindow SendInput weaponpiece.number value return Weaponpiece.weapon: Clip = weaponpiece.weapon "type" Target = Actor_properties#Weapon_Pieces Gosub SelectWindow SendInput weaponpiece.weapon "type" return Health.lowmessage: Clip = health.lowmessage value, message Target = Actor_properties#Health Gosub SelectWindow SendInput health.lowmessage value, message return Puzzleitem.number: Clip = puzzleitem.number value Target = Actor_properties#Puzzle_Items Gosub SelectWindow SendInput puzzleitem.number value return Puzzleitem.failmessage: Clip = puzzleitem.failmessage "string" Target = Actor_properties#Puzzle_Items Gosub SelectWindow SendInput puzzleitem.failmessage "string" return Player.attackzoffset: Clip = player.attackzoffset value Target = Actor_properties#Player Gosub SelectWindow SendInput player.attackzoffset value return Player.colorrange: Clip = player.colorrange start, end Target = Actor_properties#Player Gosub SelectWindow SendInput player.colorrange start, end return Player.crouchsprite: Clip = player.crouchsprite "sprite" Target = Actor_properties#Player Gosub SelectWindow SendInput player.crouchsprite "sprite" return Player.damagescreencolor: Clip = player.damagescreencolor color Target = Actor_properties#Player Gosub SelectWindow SendInput player.damagescreencolor color return Player.displayname: Clip = player.displayname "string" Target = Actor_properties#Player Gosub SelectWindow SendInput player.displayname "string" return Player.face: Clip = player.face "sprite" Target = Actor_properties#Player Gosub SelectWindow SendInput player.face "sprite" return Player.forwardmove: Clip = player.forwardmove value//, value-run Target = Actor_properties#Player Gosub SelectWindow SendInput player.forwardmove value//, value-run return Player.healradiustype: Clip = player.healradiustype type Target = Actor_properties#Player Gosub SelectWindow SendInput player.healradiustype type return Player.hexenarmor: Clip = player.hexenarmor base value, value armor, value shield, value helm, value amulet Target = Actor_properties#Player Gosub SelectWindow SendInput player.hexenarmor base value, value armor, value shield, value helm, value amulet return Player.invulnerabilitymode: Clip = player.invulnerabilitymode type Target = Actor_properties#Player Gosub SelectWindow SendInput player.invulnerabilitymode type return Player.jumpz: Clip = player.jumpz value Target = Actor_properties#Player Gosub SelectWindow SendInput player.jumpz value return Player.maxhealth: Clip = player.maxhealth value Target = Actor_properties#Player Gosub SelectWindow SendInput player.maxhealth value return Player.runhealth: Clip = player.runhealth value Target = Actor_properties#Player Gosub SelectWindow SendInput player.runhealth value return Player.scoreicon: Clip = player.scoreicon "sprite" Target = Actor_properties#Player Gosub SelectWindow SendInput player.scoreicon "sprite" return Player.sidemove: Clip = player.sidemove value//, value-run Target = Actor_properties#Player Gosub SelectWindow SendInput player.sidemove value//, value-run return Player.soundclass: Clip = player.soundclass "soundclass" Target = Actor_properties#Player Gosub SelectWindow SendInput player.soundclass "soundclass" return Player.spawnclass: Clip = player.spawnclass type Target = Actor_properties#Player Gosub SelectWindow SendInput player.spawnclass type return Player.startitem: Clip = player.startitem "type"//, amount Target = Actor_properties#Player Gosub SelectWindow SendInput player.startitem "type"//, amount return Player.weaponslot: Clip = player.weaponslot slot, weapon1//, weapon2, weapon3, ... Target = Actor_properties#Player Gosub SelectWindow SendInput player.weaponslot slot, weapon1//, weapon2, weapon3, ... return Player.viewheight: Clip = player.viewheight value Target = Actor_properties#Player Gosub SelectWindow SendInput player.viewheight value return Player.morphweapon: Clip = player.morphweapon "type" Target = Actor_properties#Player Gosub SelectWindow SendInput player.morphweapon "type" return Player.MugShotMaxHealth: Clip = player.MugShotMaxHealth "type" Target = Actor_properties#Player Gosub SelectWindow SendInput player.MugShotMaxHealth "type" return Powerup.color: Clip = powerup.color color, alpha Target = Actor_properties#Powerup_Giver Gosub SelectWindow SendInput powerup.color color, alpha return Powerup.colorInverseMap: Clip = powerup.color InverseMap Target = Actor_properties#Powerup_Giver Gosub SelectWindow SendInput powerup.color InverseMap return Powerup.colorGoldMap: Clip = powerup.color GoldMap Target = Actor_properties#Powerup_Giver Gosub SelectWindow SendInput powerup.color GoldMap return Powerup.colorRedMap: Clip = powerup.color RedMap Target = Actor_properties#Powerup_Giver Gosub SelectWindow SendInput powerup.color RedMap return Powerup.colorGreenMap: Clip = powerup.color GreenMap Target = Actor_properties#Powerup_Giver Gosub SelectWindow SendInput powerup.color GreenMap return Powerup.duration: Clip = powerup.duration value Target = Actor_properties#Powerup_Giver Gosub SelectWindow SendInput powerup.duration value return Powerup.type: Clip = Powerup.type type Target = Actor_properties#Powerup_Giver Gosub SelectWindow SendInput powerup.type type return Powerup.mode: Clip = Powerup.mode mode Target = Actor_properties#Powerup_Giver Gosub SelectWindow SendInput powerup.mode mode return Powerup.Strength: Clip = Powerup.Strength strength Target = Actor_properties#Powerup_Giver Gosub SelectWindow SendInput powerup.Strength strength return Healthpickup.autouse: Clip = healthpickup.autouse value Target = Actor_properties#Powerup_Giver Gosub SelectWindow SendInput healthpickup.autouse value return Inventory.PickupAnnouncerEntry: Clip = Inventory.PickupAnnouncerEntry string Target = Gosub SelectWindow SendInput Inventory.PickupAnnouncerEntry string return Rune.Color: Clip = Rune.Color color, alpha Target = Skulltag_features#DECORATE Gosub SelectWindow SendInput Rune.Color color, alpha return Rune.Type: Clip = Rune.Type type Target = Skulltag_features#DECORATE Gosub SelectWindow SendInput Rune.Type type return LimitedToTeam: Clip = LimitedToTeam team Target = Skulltag_features#DECORATE Gosub SelectWindow SendInput LimitedToTeam team return ACS_Execute: Clip = ACS_Execute(script, map, s_arg1, s_arg2, s_arg3) Target = ACS_Execute Gosub SelectWindow SendInput ACS_Execute(script, map, s_arg1, s_arg2, s_arg3) return ACS_ExecuteAlways: Clip = ACS_ExecuteAlways(script, map, s_arg1, s_arg2, s_arg3) Target = ACS_ExecuteAlways Gosub SelectWindow SendInput ACS_ExecuteAlways(script, map, s_arg1, s_arg2, s_arg3) return ACS_ExecuteWithResult: Clip = ACS_ExecuteWithResult(script, s_arg1, s_arg2, s_arg3) Target = ACS_ExecuteWithResult Gosub SelectWindow SendInput ACS_ExecuteWithResult(script, s_arg1, s_arg2, s_arg3) return ACS_Suspend: Clip = ACS_Suspend(script, map) Target = ACS_Suspend Gosub SelectWindow SendInput ACS_Suspend(script, map) return ACS_Terminate: Clip = ACS_Terminate(script, map) Target = ACS_Terminate Gosub SelectWindow SendInput ACS_Terminate(script, map) return DamageThing: Clip = DamageThing(amount) Target = DamageThing Gosub SelectWindow SendInput DamageThing(amount) return HealThing: Clip = HealThing(amount) Target = HealThing Gosub SelectWindow SendInput HealThing(amount) return Thing_Activate: Clip = Thing_Activate(tid) Target = Thing_Activate Gosub SelectWindow SendInput Thing_Activate(tid) return Thing_ChangeTID: Clip = Thing_ChangeTID (oldtid, newtid) Target = Thing_ChangeTID Gosub SelectWindow SendInput Thing_ChangeTID(oldtid, newtid) return Thing_Deactivate: Clip = Thing_Deactivate(tid) Target = Thing_Deactivate Gosub SelectWindow SendInput Thing_Deactivate(tid) return Thing_Hate: Clip = Thing_Hate(hater, hatee, hate type) Target = Thing_Hate Gosub SelectWindow SendInput Thing_Hate(hater, hatee, hate type) return Thing_Raise: Clip = Thing_Raise(tid) Target = Thing_Raise Gosub SelectWindow SendInput Thing_Raise(tid) return Thing_SetSpecial: Clip = Thing_SetSpecial(tid, special, arg1, arg2, arg3) Target = Thing_SetSpecial Gosub SelectWindow SendInput Thing_SetSpecial(tid, special, arg1, arg2, arg3) return ThrustThing: Clip = ThrustThing(angle, force, nolimit, tid) Target = ThrustThing Gosub SelectWindow SendInput ThrustThing(angle, force, nolimit, tid) return ThrustThingZ: Clip = ThrustThingZ(tid, speed, up/down, add/set) Target = ThrustThingZ Gosub SelectWindow SendInput ThrustThingZ(tid, speed, up/down, add/set) return ChangeCamera: Clip = ChangeCamera(tid, who, revert) Target = ChangeCamera Gosub SelectWindow SendInput ChangeCamera(tid, who, revert) return NoiseAlert: Clip = NoiseAlert(target_tid, emitter_tid) Target = NoiseAlert Gosub SelectWindow SendInput NoiseAlert(target_tid, emitter_tid) return Radius_Quake: Clip = Radius_Quake(intensity, duration, damrad, tremrad, tid) Target = Radius_Quake Gosub SelectWindow SendInput Radius_Quake(intensity, duration, damrad, tremrad, tid) return SetPlayerProperty: Clip = SetPlayerProperty(who, set, which) Target = SetPlayerProperty Gosub SelectWindow SendInput SetPlayerProperty(who, set, which) return NewMonster: Target = Classes Clip = NewMonster`n{`nhealth 100`nradius 20`nheight 56`nmass 100`nspeed 8`npainchance 200`nseesound ""`npainsound ""`ndeathsound ""`nactivesound ""`nMONSTER`nstates`n{`nSpawn:`nPLAY AB 10 A_Look`nloop`nSee:`nPLAY ABCD 4 A_Chase`nloop`n//Melee:`n//Missile:`n//Pain:`n//Death:`n//XDeath`n//Raise:`n}`n} Gosub SelectWindow SendInput actor NewMonster`n{{}`nhealth 100`nradius 20`nheight 56`nmass 100`nspeed 8`npainchance 200`nseesound ""`npainsound ""`ndeathsound ""`nactivesound ""`nMONSTER`nstates`n{{}`nSpawn:`nPLAY AB 10 A_Look`nloop`nSee:`nPLAY ABCD 4 A_Chase`nloop`n//Melee:`n//Missile:`n//Pain:`n//Death:`n//XDeath`n//Raise:`n{}}`n{}} return NewProjectile: Target = Classes Clip = actor NewProjectile`n{`nradius 6`nheight 8`ndamage 3`nspeed 10`nseesound ""`ndeathsound ""`nPROJECTILE`nstates`n{`nSpawn:`nBAL1 AB 4 bright`nloop`nDeath:`nBAL1 CDE 6 bright`nstop`n}`n} Gosub SelectWindow SendInput actor NewProjectile`n{{}`nradius 6`nheight 8`ndamage 3`nspeed 10`nseesound ""`ndeathsound ""`nPROJECTILE`nstates`n{{}`nSpawn:`nBAL1 AB 4 bright`nloop`nDeath:`nBAL1 CDE 6 bright`nstop`n{}}`n{}} return NewWeapon: Target = Classes:Weapon Clip = actor NewWeapon : Weapon`n{`nInventory.PickupMessage "You got the new weapon."`nweapon.ammogive1 8`nweapon.ammotype1 ""`nweapon.ammouse1 1`nweapon.selectionorder 400`nObituary "`%o was shot by `%k's New Weapon."`nstates`n{`nSelect:`nSHTG A 1 A_Raise`nloop`nDeselect:`nSHTG A 1 A_Lower`nloop`nFire:`nSHTG ABCD 3`nGoto Ready`nSpawn:`nSHOT A -1`nstop`n}`n} Gosub SelectWindow SendInput actor NewWeapon : Weapon`n{{}`nInventory.PickupMessage "You got the new weapon."`nweapon.ammogive1 8`nweapon.ammotype1 ""`nweapon.ammouse1 1`nweapon.selectionorder 400`nObituary "`%o was shot by `%k's New Weapon."`nstates`n{{}`nSelect:`nSHTG A 1 A_Raise`nloop`nDeselect:`nSHTG A 1 A_Lower`nloop`nFire:`nSHTG ABCD 3`nGoto Ready`nSpawn:`nSHOT A -1`nstop`n{}}`n{}} return NewInventory: Target = Classes:Inventory Clip = actor NewInventory : Inventory`n{`nInventory.Amount 1`nInventory.MaxAmount 10`nInventory.PickupSound "misc/i_pkup"`nInventory.PickupMessage "You picked up the new inventory."`nstates`n{`nSpawn:`nBON1 ABCDCB 6`nloop`n}`n} Gosub SelectWindow SendInput actor NewInventory : Inventory`n{{}`nInventory.Amount 1`nInventory.MaxAmount 10`nInventory.PickupSound "misc/i_pkup"`nInventory.PickupMessage "You picked up the new inventory."`nstates`n{{}`nSpawn:`nBON1 ABCDCB 6`nloop`n{}}`n{}} return NewAmmo: Target = Classes:Ammo Clip = actor NewAmmo : Ammo`n{`nInventory.Amount 1`nInventory.MaxAmount 10`nammo.backpackamount 10`nammo.backpackmaxamount 50`nInventory.PickupSound "misc/i_pkup"`nInventory.PickupMessage "You picked up the new ammo."`nInventory.Icon "CLIPA0"`nstates`n{`nSpawn:`nCLIP A -1`nstop`n}`n} Gosub SelectWindow SendInput actor NewAmmo : Ammo`n{{}`nInventory.Amount 1`nInventory.MaxAmount 10`nammo.backpackamount 10`nammo.backpackmaxamount 50`nInventory.PickupSound "misc/i_pkup"`nInventory.PickupMessage "You picked up the new ammo."`nInventory.Icon "CLIPA0"`nstates`n{{}`nSpawn:`nCLIP A -1`nstop`n{}}`n{}} return NewCustomInventory: Target = Classes:CustomInventory Clip = actor NewCustomInventory : CustomInventory`n{`nInventory.PickupSound "misc/p_pkup"`nInventory.PickupMessage "You picked up the new custom inventory."`nstates`n{`nSpawn:`nMEGA ABCD 6 bright`nloop`nPickup:`nTNT1 A 0`nstop}`n} Gosub SelectWindow SendInput actor NewCustomInventory : CustomInventory`n{{}`nInventory.PickupSound "misc/p_pkup"`nInventory.PickupMessage "You picked up the new custom inventory."`nstates`n{{}`nSpawn:`nMEGA ABCD 6 bright`nloop`nPickup:`nTNT1 A 0`nstop{}}`n{}} return NewPlayerClass: Target = Classes Clip = Classes:PlayerPawn Gosub SelectWindow SendInput actor NewPlayerClass : PlayerPawn`n{{}`nHealth 100`nRadius 16`nHeight 56`nPlayer.AttackZOffset 8`nPlayer.JumpZ 8`nPlayer.ViewHeight 41`nPlayer.ForwardMove 1.1`nPlayer.SideMove 1.1`nPlayer.ColorRange 112, 127`nPlayer.SoundClass "player"`nPlayer.DisplayName "Marine"`nPlayer.CrouchSprite "PLYC"`nPlayer.StartItem "Pistol"`nPlayer.StartItem "Fist"`nPlayer.StartItem "Clip", 50`nStates`n{{}`nSpawn:`nPLAY A -1`nLoop`nSee:`nPLAY ABCD 4`nLoop`nMissile:`nPLAY E 12 `nGoto Spawn`nMelee:`nPLAY F 6 BRIGHT`nGoto Missile`nPain:`nPLAY G 4`nPLAY G 4 A_Pain`nGoto Spawn`nDeath:`nPLAY H 10 A_PlayerSkinCheck("AltSkinDeath")`nPLAY I 10 A_PlayerScream`nPLAY J 10 A_NoBlocking`nPLAY KLM 10`nPLAY N -1`nStop`nXDeath:`nPLAY O 5 A_PlayerSkinCheck("AltSkinXDeath")`nPLAY P 5 A_XScream`nPLAY Q 5 A_NoBlocking`nPLAY RSTUV 5`nPLAY W -1`nStop`nAltSkinDeath:`nPLAY H 6`nPLAY I 6 A_PlayerScream`nPLAY JK 6`nPLAY L 6 A_NoBlocking`nPLAY MNO 6`nPLAY P -1`nStop`nAltSkinXDeath:`nPLAY Q 5 A_PlayerScream`nPLAY R 0 A_NoBlocking`nPLAY R 5 A_SkullPop`nPLAY STUVWX 5`nPLAY Y -1`nStop`n{}}`n{}} return