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// native meta int splash_group; |
Property prefix: none; |
Property Obituary: Obituary; |
Property HitObituary: HitObituary; |
Property MeleeDamage: MeleeDamage; |
Property MeleeSound: MeleeSound; |
Property MissileHeight: MissileHeight; |
Property MissileType: MissileName; |
Property DontHurtShooter: DontHurtShooter; |
Property ExplosionRadius: ExplosionRadius; |
Property ExplosionDamage: ExplosionDamage; |
//Property BloodType: BloodType, BloodType2, BloodType3; |
Property FastSpeed: FastSpeed; |
Property HowlSound: HowlSound; |
Property GibHealth: GibHealth; |
Property DeathHeight: DeathHeight; |
Property BurnHeight: BurnHeight; |
property Health: health; |
property WoundHealth: WoundHealth; |
property ReactionTime: reactiontime; |
property PainThreshold: PainThreshold; |
property DamageMultiply: DamageMultiply; |
property ProjectileKickback: ProjectileKickback; |
property Speed: speed; |
property FloatSpeed: FloatSpeed; |
property Radius: radius; |
property RenderRadius: RenderRadius; |
property Height: height; |
property ProjectilePassHeight: ProjectilePassHeight; |
property Mass: mass; |
property XScale: ScaleX; |
property YScale: ScaleY; |
property SeeSound: SeeSound; |
property AttackSound: AttackSound; |
property BounceSound: BounceSound; |
property WallBounceSound: WallBounceSound; |
property PainSound: PainSound; |
property DeathSound: DeathSound; |
property ActiveSound: ActiveSound; |
property CrushPainSound: CrushPainSound; |
property PushSound: PushSound; |
property Alpha: Alpha; |
property MaxTargetRange: MaxTargetRange; |
property MeleeThreshold: MeleeThreshold; |
property MeleeRange: MeleeRange; |
property PushFactor: PushFactor; |
property BounceCount: BounceCount; |
property WeaveIndexXY: WeaveIndexXY; |
property WeaveIndexZ: WeaveIndexZ; |
property MinMissileChance: MinMissileChance; |
property MaxStepHeight: MaxStepHeight; |
property MaxDropoffHeight: MaxDropoffHeight; |
property MaxSlopeSteepness: MaxSlopeSteepness; |
property PoisonDamageType: PoisonDamageType; |
property RadiusDamageFactor: RadiusDamageFactor; |
property SelfDamageFactor: SelfDamageFactor; |
property StealthAlpha: StealthAlpha; |
property CameraHeight: CameraHeight; |
property CameraFOV: CameraFOV; |
property VSpeed: velz; |
property SpriteRotation: SpriteRotation; |
property VisibleAngles: VisibleStartAngle, VisibleEndAngle; |
property VisiblePitch: VisibleStartPitch, VisibleEndPitch; |
property Species: Species; |
property Accuracy: accuracy; |
property Stamina: stamina; |
property TelefogSourceType: TelefogSourceType; |
property TelefogDestType: TelefogDestType; |
property Ripperlevel: RipperLevel; |
property RipLevelMin: RipLevelMin; |
property RipLevelMax: RipLevelMax; |
property RipSound: RipSound; |
property RenderHidden: RenderHidden; |
property RenderRequired: RenderRequired; |
property FriendlySeeBlocks: FriendlySeeBlocks; |
property ThruBits: ThruBits; |
property LightLevel: LightLevel; |
property ShadowAimFactor: ShadowAimFactor; |
property ShadowPenaltyFactor: ShadowPenaltyFactor; |
// need some definition work first |
//FRenderStyle RenderStyle; |
native private int RenderStyle; // This is kept private until its real type has been implemented into the VM. But some code needs to copy this. |
//int ConversationRoot; // THe root of the current dialogue |
// deprecated things. |
native readonly deprecated("2.3", "Use Pos.X instead") double X; |
native readonly deprecated("2.3", "Use Pos.Y instead") double Y; |
native readonly deprecated("2.3", "Use Pos.Z instead") double Z; |
native readonly deprecated("2.3", "Use Vel.X instead") double VelX; |
native readonly deprecated("2.3", "Use Vel.Y instead") double VelY; |
native readonly deprecated("2.3", "Use Vel.Z instead") double VelZ; |
native readonly deprecated("2.3", "Use Vel.X instead") double MomX; |
native readonly deprecated("2.3", "Use Vel.Y instead") double MomY; |
native readonly deprecated("2.3", "Use Vel.Z instead") double MomZ; |
native deprecated("2.3", "Use Scale.X instead") double ScaleX; |
native deprecated("2.3", "Use Scale.Y instead") double ScaleY; |
//FStrifeDialogueNode *Conversation; // [RH] The dialogue to show when this actor is used.; |
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