Fulltext results:
- map_object_reference @xg
- ll sectors which currently have at least one of a mobj type within them. | | [[.refs:lpref_thing_noexist... all sectors which currently do not have any of a mobj type within them. | | || ^ Ceiling plane || | [[.... ll sectors which currently have at least one of a mobj type within them. | | [[.refs:lpref_thing_noexist... all sectors which currently do not have any of a mobj type within them. | ==== Line → sector ====
- app @script:module
- @Identifier_HTML~thing~@# ( ) Returns the player mobj as a [[script:module:world#worldthing|World.Thing
- thing @ded
- e pushed though. | | slide| Yes| Yes| Yes| | | onmobj| | | Yes| | | passmobj| Yes| Yes| Yes| | | cantpush| Yes| Yes| Yes| | | dropped| | | Yes| | | boss|... e available during this callback. * The special mobj being touched is referenced by //self//. * The toucher mobj (e.g., the player) is referenced by //toucher//.
- state @ded
- /self// refers to the thing itself, or the player mobj in case of a psprite action ([[script:module:worl
- model @assets
- hich meshes. | | ''notifiedStates'' | Name of the mobj state, or an array of mobj state names, that will cause a notification callback to be made to the [[scr
- 2.2 @version
- de extension for syntax highlighting. **Scripted mobj actions.** Newly introduced scripting use cases are mobj state [[ded:state#action|action functions]] that ... #ontouch|“On touch”]] script that gets run when a mobj is touched. The latter could be used for instance
- triggers @xg
- ote> ; player_use : Use events from a player mobj can activate/deactivate the line. ; other_use : Use events from a mobj that is not a player can activate/deactivate the ... tguns, chaingun) whose originator is not a player mobj can activate/deactivate the line. ; any_cross : Cross events (mobj origin crosses the line while moving) from any ki
- teleport @xg:class
- integer| If true (non-zero), if there is another mobj in the teleport destination it will be stomped (t
- scripting_with_stateanimator @assets
- D model rendering are: * **A map object.** Any mobj in the map can be represented by a 3D model. * ... tom script functions. * **StateAnimator.** Each mobj has its own animator instance. This allows many o... definitions and passes on the information to the mobj when it is being initialized. StateAnimator supp... another one. | | ''notifiedStates'' | Name of the mobj state, or an array of mobj state names, that caus
- player_controls @devel
- request when they think they have hit a specific mobj; the server can then determine if the request is ... ing the appropriate damage requests (''D_NetDamageMobj()'') when they think they've hit a mobj. * Server should pass the player pos/mov/dir info along to
- ded
- |:::| [[ded:thing|Thing]] | | Defines map object (mobj) types. | ^ Scripts |||| |:::| [[ded:Finale]] | |
- sector_type @ded
- e chain. ^ Name(_a/_d)^ Description | | any| Any mobj cause a chain event to be sent. | | missile| Mobj
- line_activation @xg
- ivator//, which is the [[ded:thing]] (map object; mobj). Events will activate inactive lines and deactiv
- examples @xg
- 06 Comment = "Lower when Poss gone" Flags = mobj_gone | ticker Flags2 = when_act | any Class
- 1.9.0-beta1...4 @version
- rectly ([[batman_tc]], wall torches). * fixed: mobj shadows sometimes rendered above the object casti... gnored when calculating if a radius attack hits a mobj with this attribute (in PIT_RadiusAttack). ====... === * [[listmobjs_cmd_]]: print a list of the mobj ids + names (if set via DED) to the console. * ... masked walls with hard edges * cvar [[rend-dev-mobj-bbox]]: debugging aid - render mobj bounding boxe