Fulltext results:
- values_for_doom @ded
- lth limit. Default value is 200. ; Weapon : Weapon the player will be spawned holding (see reference table belo... rounds per shot. ; Owned : If this is "1" the player is given this weapon when spawned. ; Static : Setting this to "1" will prevent the lowering/raising of the weapon when switching (e.g., if a weapon model has raise/lower animations). However the weapon will still take t
- jdoom_version_1_15_0-beta1_.4 @games
- ive]]: number (0-NUMWEAPONS) = give an individual weapon (as if found), f = give the player the power of flight. * Changed: [[ccmd]] [[rev... e skill * New client-side [[cvars]]: * [[player-berserkswitch]]: Automatically switch to fists when collected. * [[player-death-lookup]]: ... kes the player look upwards when killed. * [[player-weapon-nextmode]]: Use custom order for next/previous weapon cycle. ===== HUD ===== * Added new fullscre... tatusbar**: The status bar is drawn on top of the player view (instead of underneath it) positioned centra
- triggers @xg
- ; player_shoot : Shoot events (caused by impact weapons: fist, chainsaw, pistol, shotguns, chaingun) whose originator is a player can activate/deactivate the line. ; other_shoot : Shoot events (caused by impact weapons: fist, chainsaw, pistol, shotguns, chaingun) whose originator is not a player mobj can activate/deactivate the line. ; any_cr... kill]] flag can activate/deactivate the line. ; player_cross : Cross events (mobj origin crosses the line while moving) from player mobjs can activate/deactivate the line. ; missi