<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="pt-BR">
	<id>https://wiki.brdoom.org/index.php?action=history&amp;feed=atom&amp;title=Actor</id>
	<title>Actor - Histórico de revisão</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.brdoom.org/index.php?action=history&amp;feed=atom&amp;title=Actor"/>
	<link rel="alternate" type="text/html" href="https://wiki.brdoom.org/index.php?title=Actor&amp;action=history"/>
	<updated>2026-04-14T19:53:44Z</updated>
	<subtitle>Histórico de revisões para esta página neste wiki</subtitle>
	<generator>MediaWiki 1.45.1</generator>
	<entry>
		<id>https://wiki.brdoom.org/index.php?title=Actor&amp;diff=144&amp;oldid=prev</id>
		<title>MegaManx3: Criou página com &#039;{{actor||type=Internal|name=Actor|class=Actor}}Classes: &lt;u&gt;Actor&lt;/u&gt;  &amp;#x2002;&amp;#x2192;Todas as outras classes de actor  Actor (internamente AActor) é a classe base para todos os atores de ZScript e DECORATE. Quando uma classe pai não é declarada em uma definição de ator, ela usa Actor como a classe pai.  Actor contém e define todo o código para gerenciar objetos do mapa como decorações, monstros, powerups, jogadores e muit...&#039;</title>
		<link rel="alternate" type="text/html" href="https://wiki.brdoom.org/index.php?title=Actor&amp;diff=144&amp;oldid=prev"/>
		<updated>2026-02-05T21:57:06Z</updated>

		<summary type="html">&lt;p&gt;Criou página com &amp;#039;{{actor||type=Internal|name=Actor|class=Actor}}&lt;a href=&quot;/index.php/Classes&quot; title=&quot;Classes&quot;&gt;Classes&lt;/a&gt;: &amp;lt;u&amp;gt;Actor&amp;lt;/u&amp;gt;   →&lt;a href=&quot;/index.php/Hierarchical_class_list&quot; title=&quot;Hierarchical class list&quot;&gt;Todas as outras classes de actor&lt;/a&gt;  Actor (internamente AActor) é a classe base para todos os atores de &lt;a href=&quot;/index.php/ZScript&quot; title=&quot;ZScript&quot;&gt;ZScript&lt;/a&gt; e &lt;a href=&quot;/index.php/DECORATE&quot; title=&quot;DECORATE&quot;&gt;DECORATE&lt;/a&gt;. Quando uma classe pai não é declarada em uma definição de ator, ela usa Actor como a classe pai.  Actor contém e define todo o código para gerenciar objetos do mapa como decorações, monstros, powerups, jogadores e muit...&amp;#039;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Página nova&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{actor||type=Internal|name=Actor|class=Actor}}[[Classes]]: &amp;lt;u&amp;gt;Actor&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#x2002;&amp;amp;#x2192;[[Hierarchical class list|Todas as outras classes de actor]]&lt;br /&gt;
&lt;br /&gt;
Actor (internamente AActor) é a classe base para todos os atores de [[ZScript]] e [[DECORATE]]. Quando uma classe pai não é declarada em uma definição de ator, ela usa Actor como a classe pai.&lt;br /&gt;
&lt;br /&gt;
Actor contém e define todo o código para gerenciar objetos do mapa como decorações, monstros, powerups, jogadores e muitos outros. Ela própria é derivada de {{class|Thinker}}, que é a classe pai para a maioria das classes que executam algum tipo de ações no mundo do jogo — por exemplo, uma porta ou um teto esmagador também é um Thinker, mas não um Actor. O próprio Thinker é derivado de {{class|Object}}, que é a classe base para todas as classes e uma das principais estruturas de dados em [[ZScript]], ao lado de [[Structs]].&lt;br /&gt;
&lt;br /&gt;
A maioria das [[action functions]] é nativa de Actor, o que significa que elas estão disponíveis para todos os atores (já que todos os atores são derivados de Actor). Uma action nativa está disponível apenas para o ator que a declara e para os seus atores herdados. Actor e [[Classes:Inventory|Inventory]] têm, portanto, uma quantidade impressionante de codepointers nativos.&lt;br /&gt;
&lt;br /&gt;
== Métodos ==&lt;br /&gt;
&lt;br /&gt;
=== Action functions ===&lt;br /&gt;
Veja: [[Action functions]]&lt;br /&gt;
&lt;br /&gt;
=== Static ===&lt;br /&gt;
{{: Actor static functions}}&lt;br /&gt;
&lt;br /&gt;
=== Virtual ===&lt;br /&gt;
{{: Actor virtual functions}}&lt;br /&gt;
&lt;br /&gt;
== Definição em [[ZScript]] ==&lt;br /&gt;
{{note|Por ser excessivamente longa, a definição completa da classe Actor pode ser encontrada [https://github.com/ZDoom/gzdoom/blob/master/wadsrc/static/zscript/actors/actor.zs no Github do GZDoom]}}&lt;br /&gt;
&lt;br /&gt;
=== Definição em [[DECORATE]] ===&lt;br /&gt;
{{DecorateDefinitionNote}}&lt;br /&gt;
 ACTOR &amp;lt;u&amp;gt;Actor&amp;lt;/u&amp;gt; native //: Thinker&lt;br /&gt;
 {&lt;br /&gt;
   {{Property|Scale}} 1&lt;br /&gt;
   {{Property|Health}} 1000&lt;br /&gt;
   {{Property|ReactionTime}} 8&lt;br /&gt;
   {{Property|Radius}} 20&lt;br /&gt;
   {{Property|Height}} 16&lt;br /&gt;
   {{Property|Mass}} 100&lt;br /&gt;
   {{Property|RenderStyle}} Normal&lt;br /&gt;
   {{Property|Alpha}} 1&lt;br /&gt;
   {{Property|MinMissileChance}} 200&lt;br /&gt;
   {{Property|MeleeRange}} 44&lt;br /&gt;
   {{Property|MaxDropoffHeight}} 24&lt;br /&gt;
   {{Property|MaxStepHeight}} 24&lt;br /&gt;
   {{Property|BounceFactor}} 0.7&lt;br /&gt;
   {{Property|WallBounceFactor}} 0.75&lt;br /&gt;
   {{Property|BounceCount}} -1&lt;br /&gt;
   {{Property|FloatSpeed}} 4&lt;br /&gt;
   {{Property|FloatBobPhase}} -1 // randomly initialize by default&lt;br /&gt;
   {{Property|Gravity}} 1&lt;br /&gt;
   {{Property|DamageFactor}} 1.0&lt;br /&gt;
   {{Property|PushFactor}} 0.25&lt;br /&gt;
   {{Property|WeaveIndexXY}} 0&lt;br /&gt;
   {{Property|WeaveIndexZ}} 16&lt;br /&gt;
   {{Property|DesignatedTeam}} 255&lt;br /&gt;
   {{Property|PainType}} {{DamageType|Normal}}&lt;br /&gt;
   {{Property|DeathType}} {{DamageType|Normal}}&lt;br /&gt;
   {{Property|TeleFogSourceType}} &amp;quot;{{Class|TeleportFog}}&amp;quot;&lt;br /&gt;
   {{Property|TeleFogDestType}} &amp;quot;{{Class|TeleportFog}}&amp;quot;&lt;br /&gt;
   {{Property|RipperLevel}} 0&lt;br /&gt;
   {{Property|RipLevelMin}} 0&lt;br /&gt;
   {{Property|RipLevelMax}} 0&lt;br /&gt;
   {{Property|DefThreshold}} 100&lt;br /&gt;
   {{Property|BloodType}} &amp;quot;{{Class|Blood}}&amp;quot;, &amp;quot;{{Class|BloodSplatter}}&amp;quot;, &amp;quot;{{Class|AxeBlood}}&amp;quot;&lt;br /&gt;
   {{Property|ExplosionDamage}} 128&lt;br /&gt;
   {{Property|MissileHeight}} 32&lt;br /&gt;
   {{Property|SpriteAngle}} 0&lt;br /&gt;
   {{Property|SpriteRotation}} 0&lt;br /&gt;
   {{Property|StencilColor}} &amp;quot;00 00 00&amp;quot;&lt;br /&gt;
   {{Property|VisibleAngles}} 0, 0&lt;br /&gt;
   {{Property|VisiblePitch}} 0, 0&lt;br /&gt;
 &lt;br /&gt;
   // Functions&lt;br /&gt;
   native bool [[CheckClass]](class&amp;lt;Actor&amp;gt; checkclass, int ptr_select = {{const|AAPTR_DEFAULT}}, bool match_superclass = {{const|false}});&lt;br /&gt;
   native int [[CountInv]](class&amp;lt;Inventory&amp;gt; itemtype, int ptr_select = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   native int [[CountProximity]](class&amp;lt;Actor&amp;gt; classname, float distance, int flags = 0, int ptr = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   native float [[GetAngle]](int flags, int ptr = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   native float [[GetCrouchFactor]](int ptr = {{const|AAPTR_PLAYER1}});&lt;br /&gt;
   native float [[GetCVar]](string cvar);&lt;br /&gt;
   native float [[GetDistance]](bool checkz, int ptr = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   native int [[GetGibHealth]]();&lt;br /&gt;
   native int [[GetMissileDamage]](int mask, int add, int ptr = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   native int [[GetPlayerInput]](int inputnum, int ptr = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   native int [[GetSpawnHealth]]();&lt;br /&gt;
   native float [[GetSpriteAngle]](int ptr = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   native float [[GetSpriteRotation]](int ptr = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   native float [[GetZAt]](float px = 0, float py = 0, float angle = 0, int flags = 0, int pick_pointer = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   native bool [[IsPointerEqual]](int ptr_select1, int ptr_select2);&lt;br /&gt;
   action native int [[OverlayID]]();&lt;br /&gt;
   action native float [[OverlayX]](int layer = 0);&lt;br /&gt;
   action native float [[OverlayY]](int layer = 0);&lt;br /&gt;
 &lt;br /&gt;
   // Action functions&lt;br /&gt;
   action native [[A_ActiveAndUnblock]]();&lt;br /&gt;
   action native [[A_ActiveSound]]();&lt;br /&gt;
   action native [[A_AlertMonsters]](float maxdist = 0, int flags = 0);&lt;br /&gt;
   action native [[A_BabyMetal]]();&lt;br /&gt;
   action native [[A_Bang4Cloud]]();&lt;br /&gt;
   action native [[A_BarrelDestroy]]();&lt;br /&gt;
   native void [[A_BasicAttack]](int meleedamage, sound meleesound, class&amp;lt;actor&amp;gt; missiletype, float missileheight);&lt;br /&gt;
   action native [[A_BetaSkullAttack]]();&lt;br /&gt;
   action native [[A_BFGSpray]](class&amp;lt;Actor&amp;gt; spraytype = &amp;quot;{{Class|BFGExtra}}&amp;quot;, int numrays = 40, int damagecount = 15, float angle = 90,&lt;br /&gt;
                            float distance = 16*64, float vrange = 32, int damage = 0, int flags = 0);&lt;br /&gt;
   action native [[A_BishopMissileWeave]]();&lt;br /&gt;
   action native [[A_Blast]](int flags = 0, float strength = 255, float radius = 255, float speed = 20, &lt;br /&gt;
                         class&amp;lt;Actor&amp;gt; blasteffect = &amp;quot;{{Class|BlastEffect}}&amp;quot;, sound blastsound = &amp;quot;BlastRadius&amp;quot;);&lt;br /&gt;
   action native [[A_BossDeath]]();&lt;br /&gt;
   action native [[A_BrainAwake]]();&lt;br /&gt;
   action native [[A_BrainDie]]();&lt;br /&gt;
   action native [[A_BrainExplode]]();&lt;br /&gt;
   action native [[A_BrainPain]]();&lt;br /&gt;
   action native [[A_BrainScream]]();&lt;br /&gt;
   action native [[A_BrainSpit]](class&amp;lt;Actor&amp;gt; spawntype = &amp;quot;none&amp;quot;);   // needs special treatment for default&lt;br /&gt;
   action native [[A_BruisAttack]]();&lt;br /&gt;
   action native [[A_BspiAttack]]();&lt;br /&gt;
   action native [[A_BulletAttack]]();&lt;br /&gt;
   native void [[A_Burst]](class&amp;lt;Actor&amp;gt; chunktype);&lt;br /&gt;
   native bool [[A_CallSpecial]](int special, int arg1=0, int arg2=0, int arg3=0, int arg4=0, int arg5=0);&lt;br /&gt;
   action native [[A_CentaurDefend]]();&lt;br /&gt;
   native void [[A_ChangeFlag]](string flagname, bool value);&lt;br /&gt;
   action native [[A_ChangeVelocity]](float x = 0, float y = 0, float z = 0, int flags = 0, int ptr = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   action native [[A_Chase]](state melee = &amp;quot;*&amp;quot;, state missile = &amp;quot;none&amp;quot;, int flags = 0);&lt;br /&gt;
   native state [[A_CheckBlock]](state block, int flags = 0, int ptr = {{const|AAPTR_DEFAULT}}, float xofs = 0, float yofs = 0,&lt;br /&gt;
                                    float zofs = 0, float angle = 0);&lt;br /&gt;
   native state [[A_CheckCeiling]](state label);&lt;br /&gt;
   native state [[A_CheckFlag]](string flagname, state label, int check_pointer = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   native state [[A_CheckFloor]](state label);&lt;br /&gt;
   native state [[A_CheckLOF]](state jump, int flags = 0, float range = 0, float minrange = 0, float angle = 0,&lt;br /&gt;
                                  float pitch = 0, float offsetheight = 0, float offsetwidth = 0,&lt;br /&gt;
                                  int ptr_target = {{Const|AAPTR_DEFAULT}}, float offsetforward = 0);&lt;br /&gt;
   action native [[A_CheckPlayerDone]]();&lt;br /&gt;
   native state [[A_CheckProximity]](state jump, class&amp;lt;Actor&amp;gt; classname, float distance, int count = 1, int flags = 0,&lt;br /&gt;
                                        int ptr = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   native state [[A_CheckRange]](float distance, state label, bool two_dimension = false);&lt;br /&gt;
   native state [[A_CheckSight]](state label);&lt;br /&gt;
   native state [[A_CheckSightOrRange]](float distance, state label, bool two_dimension = false);&lt;br /&gt;
   native state [[A_CheckSpecies]](state jump, name species = &amp;quot;&amp;quot;, int ptr = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   action native [[A_CheckTerrain]]();&lt;br /&gt;
   action native [[A_ClassBossHealth]]();&lt;br /&gt;
   action native [[A_ClearLastHeard]]();&lt;br /&gt;
   action native int [[A_ClearOverlays]](int sstart = 0, int sstop = 0, bool safety = {{const|true}});&lt;br /&gt;
   action native [[A_ClearShadow]]();&lt;br /&gt;
   action native [[A_ClearSoundTarget]]();&lt;br /&gt;
   action native [[A_ClearTarget]]();&lt;br /&gt;
   action native [[A_ComboAttack]]();&lt;br /&gt;
   action native [[A_CopyFriendliness]](int ptr_source = {{const|AAPTR_MASTER}});&lt;br /&gt;
   action native bool [[A_CopySpriteFrame]](int from, int to, int flags = 0);&lt;br /&gt;
   action native [[A_Countdown]]();&lt;br /&gt;
   native void [[A_CountdownArg]](int argnum, state targstate = &amp;quot;&amp;quot;);&lt;br /&gt;
   action native [[A_CPosAttack]]();&lt;br /&gt;
   action native [[A_CPosRefire]]();&lt;br /&gt;
   action native [[A_CStaffMissileSlither]]();&lt;br /&gt;
   native void [[A_CustomBulletAttack]](float spread_xy, float spread_z, int   numbullets, int damageperbullet, &lt;br /&gt;
                                    class&amp;lt;Actor&amp;gt; pufftype = &amp;quot;{{Class|BulletPuff}}&amp;quot;, float range = 0, int flags = 0,&lt;br /&gt;
                                    int ptr = {{const|AAPTR_TARGET}}, class&amp;lt;Actor&amp;gt; missile = &amp;quot;&amp;quot;, float Spawnheight = 32,&lt;br /&gt;
                                    float Spawnofs_xy = 0);&lt;br /&gt;
   native void [[A_CustomComboAttack]](class&amp;lt;Actor&amp;gt; missiletype, float spawnheight, int damage, sound meleesound = &amp;quot;&amp;quot;, &lt;br /&gt;
                                     name damagetype = &amp;quot;none&amp;quot;, bool bleed = true);&lt;br /&gt;
   action native [[A_CustomMeleeAttack]](int damage = 0, sound meleesound = &amp;quot;&amp;quot;, sound misssound = &amp;quot;&amp;quot;, &lt;br /&gt;
                                     name damagetype = &amp;quot;none&amp;quot;, bool bleed = true);&lt;br /&gt;
   native void [[A_CustomMissile]](class&amp;lt;Actor&amp;gt; missiletype, float spawnheight = 32, float spawnofs_xy = 0,&lt;br /&gt;
                                 float angle = 0, int flags = 0, float pitch = 0, int ptr = {{const|AAPTR_TARGET}});&lt;br /&gt;
   native void [[A_CustomRailgun]](int damage, int spawnofs_xy = 0, color color1 = &amp;quot;&amp;quot;, color color2 = &amp;quot;&amp;quot;, int flags = 0, &lt;br /&gt;
                                 int aim = 0, float maxdiff = 0, class&amp;lt;Actor&amp;gt; pufftype = &amp;quot;{{Class|BulletPuff}}&amp;quot;,&lt;br /&gt;
                                 float spread_xy = 0, float spread_z = 0, float range = 0, int duration = 0,&lt;br /&gt;
                                 float sparsity = 1.0, float driftspeed = 1.0, class&amp;lt;Actor&amp;gt; spawnclass = &amp;quot;none&amp;quot;, &lt;br /&gt;
                                 float spawnofs_z = 0, int spiraloffset = 270, int limit = 0);&lt;br /&gt;
   action native [[A_CyberAttack]]();&lt;br /&gt;
   native void [[A_DamageChildren]](int amount, name damagetype = &amp;quot;{{DamageType|none}}&amp;quot;, int flags = 0, class&amp;lt;Actor&amp;gt; filter = &amp;quot;None&amp;quot;,&lt;br /&gt;
                                  name species = &amp;quot;None&amp;quot;, int src = {{const|AAPTR_DEFAULT}}, int inflict = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   native void [[A_DamageMaster]](int amount, name damagetype = &amp;quot;{{DamageType|none}}&amp;quot;, int flags = 0, class&amp;lt;Actor&amp;gt; filter = &amp;quot;None&amp;quot;,&lt;br /&gt;
                                name species = &amp;quot;None&amp;quot;, int src = {{const|AAPTR_DEFAULT}}, int inflict = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   native void [[A_DamageSelf]](int amount, name damagetype = &amp;quot;{{DamageType|none}}&amp;quot;, int flags = 0, class&amp;lt;Actor&amp;gt; filter = &amp;quot;None&amp;quot;, name species = &amp;quot;None&amp;quot;,&lt;br /&gt;
                              int src = {{const|AAPTR_DEFAULT}}, int inflict = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   native void [[A_DamageSiblings]](int amount, name damagetype = &amp;quot;{{DamageType|none}}&amp;quot;, int flags = 0, class&amp;lt;Actor&amp;gt; filter = &amp;quot;None&amp;quot;,&lt;br /&gt;
                                  name species = &amp;quot;None&amp;quot;, int src = {{const|AAPTR_DEFAULT}}, int inflict = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   native void [[A_DamageTarget]](int amount, name damagetype = &amp;quot;{{DamageType|none}}&amp;quot;, int flags = 0, class&amp;lt;Actor&amp;gt; filter = &amp;quot;None&amp;quot;,&lt;br /&gt;
                                name species = &amp;quot;None&amp;quot;, int src = {{const|AAPTR_DEFAULT}}, int inflict = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   native void [[A_DamageTracer]](int amount, name damagetype = &amp;quot;{{DamageType|none}}&amp;quot;, int flags = 0, class&amp;lt;Actor&amp;gt; filter = &amp;quot;None&amp;quot;,&lt;br /&gt;
                                name species = &amp;quot;None&amp;quot;, int src = {{const|AAPTR_DEFAULT}}, int inflict = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   action native [[A_DeQueueCorpse]]();&lt;br /&gt;
   action native [[A_Detonate]]();&lt;br /&gt;
   action native [[A_Die]](name damagetype = &amp;quot;{{DamageType|none}}&amp;quot;);&lt;br /&gt;
   action native [[A_DropFire]]();&lt;br /&gt;
   native void [[A_DropInventory]](class&amp;lt;Inventory&amp;gt; itemtype);&lt;br /&gt;
   native void [[A_DropItem]](class&amp;lt;Actor&amp;gt; item, int dropamount = -1, int chance = 256);&lt;br /&gt;
   native void [[A_DropWeaponPieces]](class&amp;lt;Actor&amp;gt; p1, class&amp;lt;Actor&amp;gt; p2, class&amp;lt;Actor&amp;gt; p3);&lt;br /&gt;
   action native [[A_DualPainAttack]](class&amp;lt;Actor&amp;gt; spawntype = &amp;quot;{{Class|LostSoul}}&amp;quot;);&lt;br /&gt;
   action native int [[A_Explode]](int damage = -1, int distance = -1, int flags = {{const|XF_HURTSOURCE}}, bool alert = false,&lt;br /&gt;
                           int fulldamagedistance = 0, int nails = 0, int naildamage = 10,&lt;br /&gt;
                           class&amp;lt;Actor&amp;gt; pufftype = &amp;quot;{{Class|BulletPuff}}&amp;quot;, name damagetype = &amp;quot;{{DamageType|none}}&amp;quot;);&lt;br /&gt;
   native void [[A_ExtChase]](bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false);&lt;br /&gt;
   action native [[A_FaceConsolePlayer]](float MaxTurnAngle = 0); // [TP] no-op&lt;br /&gt;
   action native [[A_FaceMaster]](float max_turn = 0, float max_pitch = 270, float ang_offset = 0, float pitch_offset = 0,&lt;br /&gt;
                              int flags = 0, float z_ofs = 0);&lt;br /&gt;
   action native bool [[A_FaceMovementDirection]](float offset = 0, float anglelimit = 0, float pitchlimit = 0, int flags = 0,&lt;br /&gt;
                                              int ptr = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   action native [[A_FaceTarget]](float max_turn = 0, float max_pitch = 270, float ang_offset = 0, float pitch_offset = 0,&lt;br /&gt;
                              int flags = 0, float z_ofs = 0);&lt;br /&gt;
   action native [[A_FaceTracer]](float max_turn = 0, float max_pitch = 270, float ang_offset = 0, float pitch_offset = 0,&lt;br /&gt;
                              int flags = 0, float z_ofs = 0);&lt;br /&gt;
   action native [[A_FadeIn]](float reduce = 0.1, int flags = 0);&lt;br /&gt;
   action native [[A_FadeOut]](float reduce = 0.1, int flags = 1);&lt;br /&gt;
   native void [[A_FadeTo]](float target, float amount = 0.1, int flags = 0);&lt;br /&gt;
   action native [[A_Fall]]();&lt;br /&gt;
   action native [[A_FastChase]]();&lt;br /&gt;
   action native [[A_FatAttack1]](class&amp;lt;Actor&amp;gt; spawntype = &amp;quot;{{Class|FatShot}}&amp;quot;);&lt;br /&gt;
   action native [[A_FatAttack2]](class&amp;lt;Actor&amp;gt; spawntype = &amp;quot;{{Class|FatShot}}&amp;quot;);&lt;br /&gt;
   action native [[A_FatAttack3]](class&amp;lt;Actor&amp;gt; spawntype = &amp;quot;{{Class|FatShot}}&amp;quot;);&lt;br /&gt;
   action native [[A_FatRaise]]();&lt;br /&gt;
   action native [[A_Feathers]]();&lt;br /&gt;
   action native [[A_Fire]](float spawnheight = 0);&lt;br /&gt;
   action native [[A_FireAssaultGun]]();&lt;br /&gt;
   action native [[A_FireCrackle]]();&lt;br /&gt;
   action native [[A_FLoopActiveSound]]();&lt;br /&gt;
   action native [[A_FreezeDeath]]();&lt;br /&gt;
   action native [[A_FreezeDeathChunks]]();&lt;br /&gt;
   action native [[A_GenericFreezeDeath]]();&lt;br /&gt;
   action native [[A_GetHurt]]();&lt;br /&gt;
   native bool [[A_GiveInventory]](class&amp;lt;Inventory&amp;gt; itemtype, int amount = 0, int giveto = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   native void [[A_GiveQuestItem]](int itemno);&lt;br /&gt;
   native int [[A_GiveToChildren]](class&amp;lt;Inventory&amp;gt; itemtype, int amount = 0);&lt;br /&gt;
   native int [[A_GiveToSiblings]](class&amp;lt;Inventory&amp;gt; itemtype, int amount = 0);&lt;br /&gt;
   native bool [[A_GiveToTarget]](class&amp;lt;Inventory&amp;gt; itemtype, int amount = 0, int forward_ptr = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   action native [[A_Gravity]]();&lt;br /&gt;
   action native [[A_HeadAttack]]();&lt;br /&gt;
   action native [[A_HideThing]]();&lt;br /&gt;
   action native [[A_Hoof]]();&lt;br /&gt;
   action native [[A_IceGuyDie]]();&lt;br /&gt;
   native state [[A_Jump]](int chance = 256, state label, ...);&lt;br /&gt;
   native state [[A_JumpIf]](bool expression, state label);&lt;br /&gt;
   native state [[A_JumpIfArmorType]](name Type, state label, int amount = 1);&lt;br /&gt;
   native state [[A_JumpIfCloser]](float distance, state label, bool noz = {{const|false}});&lt;br /&gt;
   native state [[A_JumpIfHealthLower]](int health, state label, int ptr_selector = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   native state [[A_JumpIfHigherOrLower]](state high, state low, float offsethigh = 0, float offsetlow = 0, bool includeHeight = {{const|true}},&lt;br /&gt;
                                             int ptr = {{const|AAPTR_TARGET}});&lt;br /&gt;
   native state [[A_JumpIfInTargetInventory]](class&amp;lt;Inventory&amp;gt; itemtype, int amount, state label,&lt;br /&gt;
                                                 int forward_ptr = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   native state [[A_JumpIfInTargetLOS]](state label, float fov = 0, int flags = 0, float dist_max = 0,&lt;br /&gt;
                                           float dist_close = 0);&lt;br /&gt;
   native state [[A_JumpIfInventory]](class&amp;lt;Inventory&amp;gt; itemtype, int itemamount, state label,&lt;br /&gt;
                                         int owner = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   native state [[A_JumpIfMasterCloser]](float distance, state label, bool noz = {{const|false}});&lt;br /&gt;
   native state [[A_JumpIfTargetInLOS]](state label, float fov = 0, int flags = 0, float dist_max = 0,&lt;br /&gt;
                                           float dist_close = 0);&lt;br /&gt;
   native state [[A_JumpIfTargetInsideMeleeRange]](state label);&lt;br /&gt;
   native state [[A_JumpIfTargetOutsideMeleeRange]](state label);&lt;br /&gt;
   native state [[A_JumpIfTracerCloser]](float distance, state label, bool noz = {{const|false}});&lt;br /&gt;
   action native [[A_KeenDie]](int doortag = 666);&lt;br /&gt;
   action native [[A_KillChildren]](name damagetype = &amp;quot;{{DamageType|none}}&amp;quot;, int flags = 0, class&amp;lt;Actor&amp;gt; filter = &amp;quot;None&amp;quot;, name species = &amp;quot;None&amp;quot;,&lt;br /&gt;
                                  int src = {{const|AAPTR_DEFAULT}}, int inflict = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   action native [[A_KillMaster]](name damagetype = &amp;quot;{{DamageType|none}}&amp;quot;, int flags = 0, class&amp;lt;Actor&amp;gt; filter = &amp;quot;None&amp;quot;, name species = &amp;quot;None&amp;quot;,&lt;br /&gt;
                                int src = {{const|AAPTR_DEFAULT}}, int inflict = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   action native [[A_KillSiblings]](name damagetype = &amp;quot;{{DamageType|none}}&amp;quot;, int flags = 0, class&amp;lt;Actor&amp;gt; filter = &amp;quot;None&amp;quot;, name species = &amp;quot;None&amp;quot;,&lt;br /&gt;
                                  int src = {{const|AAPTR_DEFAULT}}, int inflict = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   action native [[A_KillTarget]](name damagetype = &amp;quot;{{DamageType|none}}&amp;quot;, int flags = 0, class&amp;lt;Actor&amp;gt; filter = &amp;quot;None&amp;quot;, name species = &amp;quot;None&amp;quot;,&lt;br /&gt;
                                int src = {{const|AAPTR_DEFAULT}}, int inflict = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   action native [[A_KillTracer]](name damagetype = &amp;quot;{{DamageType|none}}&amp;quot;, int flags = 0, class&amp;lt;Actor&amp;gt; filter = &amp;quot;None&amp;quot;, name species = &amp;quot;None&amp;quot;,&lt;br /&gt;
                                int src = {{const|AAPTR_DEFAULT}}, int inflict = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   action native [[A_KlaxonBlare]]();&lt;br /&gt;
   action native bool [[A_LineEffect]](int boomspecial = 0, int tag = 0);&lt;br /&gt;
   native void [[A_Log]](string whattoprint);&lt;br /&gt;
   native void [[A_LogFloat]](float whattoprint);&lt;br /&gt;
   native void [[A_LogInt]](int whattoprint);&lt;br /&gt;
   action native [[A_Look]]();&lt;br /&gt;
   action native [[A_Look2]]();&lt;br /&gt;
   action native [[A_LookEx]](int flags = 0, float minseedist = 0, float maxseedist = 0, float maxheardist = 0, &lt;br /&gt;
                          float fov = 0, state label = &amp;quot;&amp;quot;);&lt;br /&gt;
   action native [[A_LoopActiveSound]]();&lt;br /&gt;
   action native [[A_LowGravity]]();&lt;br /&gt;
   action native [[A_M_Saw]](sound fullsound = &amp;quot;weapons/sawfull&amp;quot;, sound hitsound = &amp;quot;weapons/sawhit&amp;quot;, int damage = 2,&lt;br /&gt;
                         class&amp;lt;Actor&amp;gt; pufftype = &amp;quot;{{Class|BulletPuff}}&amp;quot;);&lt;br /&gt;
   action native [[A_MeleeAttack]]();&lt;br /&gt;
   action native [[A_Metal]]();&lt;br /&gt;
   action native [[A_MissileAttack]]();&lt;br /&gt;
   action native [[A_MonsterRail]]();&lt;br /&gt;
   native state [[A_MonsterRefire]](int chance, state label);&lt;br /&gt;
   action native [[A_Mushroom]](class&amp;lt;Actor&amp;gt; spawntype = &amp;quot;{{Class|FatShot}}&amp;quot;, int numspawns = 0, int flags = 0,&lt;br /&gt;
                            float vrange = 4.0, float hrange = 0.5);&lt;br /&gt;
   action native [[A_NoBlocking]]();&lt;br /&gt;
   action native [[A_NoGravity]]();&lt;br /&gt;
   action native bool [[A_Overlay]](int layer, state start = &amp;quot;&amp;quot;, bool nooverride = {{const|false}});&lt;br /&gt;
   action native [[A_OverlayFlags]](int layer, int flags, bool set);&lt;br /&gt;
   action native [[A_OverlayOffset]](int layer = {{const|PSP_WEAPON}}, float wx = 0, float wy = 32, int flags = 0);&lt;br /&gt;
   action native [[A_Pain]]();&lt;br /&gt;
   action native [[A_PainAttack]](class&amp;lt;Actor&amp;gt; spawntype = &amp;quot;{{Class|LostSoul}}&amp;quot;, float angle = 0, int flags = 0, int limit = -1);&lt;br /&gt;
   action native [[A_PainDie]](class&amp;lt;Actor&amp;gt; spawntype = &amp;quot;{{Class|LostSoul}}&amp;quot;);&lt;br /&gt;
   action native [[A_PigPain]] ();&lt;br /&gt;
   action native [[A_PlayerScream]]();&lt;br /&gt;
   native state [[A_PlayerSkinCheck]](state label);&lt;br /&gt;
   action native [[A_PlaySound]](sound whattoplay = &amp;quot;weapons/pistol&amp;quot;, int slot = {{const|CHAN_BODY}}, float volume = 1.0,&lt;br /&gt;
                             bool looping = false, float attenuation = {{const|ATTN_NORM}});&lt;br /&gt;
   native void [[A_PlaySoundEx]](sound whattoplay, coerce name slot, bool looping = false, int attenuation = 0);&lt;br /&gt;
   native void [[A_PlayWeaponSound]](sound whattoplay);&lt;br /&gt;
   action native [[A_PosAttack]]();&lt;br /&gt;
   native void [[A_Print]](string whattoprint, float time = 0, name fontname = &amp;quot;&amp;quot;);&lt;br /&gt;
   native void [[A_PrintBold]](string whattoprint, float time = 0, name fontname = &amp;quot;&amp;quot;);&lt;br /&gt;
   action native [[A_Punch]]();&lt;br /&gt;
   native void [[A_Quake]](int intensity, int duration, int damrad, int tremrad, sound sfx = &amp;quot;world/quake&amp;quot;);&lt;br /&gt;
   native void [[A_QuakeEx]](int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad,&lt;br /&gt;
                           sound sfx = &amp;quot;world/quake&amp;quot;, int flags = 0, float mulWaveX = 1, float mulWaveY = 1, float mulWaveZ = 1,&lt;br /&gt;
                           int falloff = 0, int highpoint = 0, float rollIntensity = 0, float rollWave = 0);&lt;br /&gt;
   action native [[A_QueueCorpse]]();&lt;br /&gt;
   action native [[A_RadiusDamageSelf]](int damage = 128, float distance = 128, int flags = 0, class&amp;lt;Actor&amp;gt; flashtype = &amp;quot;None&amp;quot;);&lt;br /&gt;
   native int [[A_RadiusGive]](class&amp;lt;Inventory&amp;gt; itemtype, float distance, int flags, int amount = 0, class&amp;lt;Actor&amp;gt; filter = &amp;quot;None&amp;quot;,&lt;br /&gt;
                              name species = &amp;quot;None&amp;quot;, float mindist = 0, int limit = 0);&lt;br /&gt;
   action native [[A_RadiusThrust]](int force = 128, int distance = -1, int flags = {{const|RTF_AFFECTSOURCE}}, int fullthrustdistance = 0);&lt;br /&gt;
   action native [[A_RaiseChildren]](bool copy = 0);&lt;br /&gt;
   action native [[A_RaiseMaster]](bool copy = 0);&lt;br /&gt;
   action native [[A_RaiseSiblings]](bool copy = 0);&lt;br /&gt;
   native void [[A_RearrangePointers]](int newtarget, int newmaster = {{const|AAPTR_DEFAULT}}, &lt;br /&gt;
                                     int newtracer = {{const|AAPTR_DEFAULT}}, int flags=0);&lt;br /&gt;
   native void [[A_Recoil]](float xyvel);&lt;br /&gt;
   action native [[A_RemoveChildren]](bool removeall = false, int flags = , class&amp;lt;Actor&amp;gt; filter = &amp;quot;None&amp;quot;, name species = &amp;quot;None&amp;quot;);&lt;br /&gt;
   action native [[A_RemoveForcefield]]();&lt;br /&gt;
   action native [[A_RemoveMaster]] (int flags = 0, class&amp;lt;Actor&amp;gt; filter = &amp;quot;None&amp;quot;, name species = &amp;quot;None&amp;quot;);&lt;br /&gt;
   action native [[A_RemoveSiblings]](bool removeall = false, int flags = 0, class&amp;lt;Actor&amp;gt; filter = &amp;quot;None&amp;quot;, name species = &amp;quot;None&amp;quot;);&lt;br /&gt;
   action native [[A_RemoveTarget]](int flags = 0, class&amp;lt;Actor&amp;gt; filter = &amp;quot;None&amp;quot;, name species = &amp;quot;None&amp;quot;);&lt;br /&gt;
   action native [[A_RemoveTracer]](int flags = 0, class&amp;lt;Actor&amp;gt; filter = &amp;quot;None&amp;quot;, name species = &amp;quot;None&amp;quot;);&lt;br /&gt;
   native void [[A_Remove]](int removee, int flags = 0, class&amp;lt;Actor&amp;gt; filter = &amp;quot;None&amp;quot;, name species = &amp;quot;None&amp;quot;);&lt;br /&gt;
   action native [[A_ResetHealth]](int ptr = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   action native [[A_Respawn]](int flags = 1);&lt;br /&gt;
   action native [[A_RocketInFlight]]();&lt;br /&gt;
   action native [[A_SargAttack]]();&lt;br /&gt;
   native void [[A_ScaleVelocity]](float scale, int ptr = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   action native [[A_Scream]]();&lt;br /&gt;
   action native [[A_ScreamAndUnblock]]();&lt;br /&gt;
   native void [[A_SeekerMissile]](int threshold, int turnmax, int flags = 0, int chance = 50, int distance = 10);&lt;br /&gt;
   native bool [[A_SelectWeapon]](class&amp;lt;Weapon&amp;gt; whichweapon, int flags = 0);&lt;br /&gt;
   action native [[A_SentinelBob]]();&lt;br /&gt;
   action native [[A_SentinelRefire]]();&lt;br /&gt;
   action native [[A_SetAngle]](float angle = 0, int flags = 0, int ptr = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   native void [[A_SetArg]](int pos, int value);&lt;br /&gt;
   native void [[A_SetBlend]](color color1, float alpha, int tics, color color2 = &amp;quot;&amp;quot;);&lt;br /&gt;
   native void [[A_SetChaseThreshold]](int threshold, bool def = {{const|false}}, int ptr = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   native void [[A_SetDamageType]](name damagetype);&lt;br /&gt;
   action native [[A_SetFloat]]();&lt;br /&gt;
   native void [[A_SetFloatBobPhase]](int bob);&lt;br /&gt;
   native void [[A_SetFloatSpeed]](float speed, int ptr = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   action native [[A_SetFloorClip]]();&lt;br /&gt;
   native void [[A_SetGravity]](float gravity);&lt;br /&gt;
   native void [[A_SetHealth]](int health, int ptr = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   action native bool [[A_SetInventory]](class&amp;lt;Inventory&amp;gt; itemtype, int amount, int ptr = {{const|AAPTR_DEFAULT}}, bool beyondMax = {{const|false}});&lt;br /&gt;
   action native [[A_SetInvulnerable]]();&lt;br /&gt;
   native void [[A_SetMass]](int mass);&lt;br /&gt;
   native void [[A_SetPainThreshold]](int threshold, int ptr = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   native void [[A_SetPitch]](float pitch, int flags = 0, int ptr = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   action native [[A_SetReflective]]();&lt;br /&gt;
   action native [[A_SetReflectiveInvulnerable]]();&lt;br /&gt;
   native void [[A_SetRenderStyle]](float alpha, int style);&lt;br /&gt;
   native void [[A_SetRipperLevel]](int level);&lt;br /&gt;
   native void [[A_SetRipMin]](int minimum);&lt;br /&gt;
   native void [[A_SetRipMax]](int maximum);&lt;br /&gt;
   native void [[A_SetRoll]](float roll, int flags = 0, int ptr = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   native void [[A_SetScale]](float scalex, float scaley = 0, int ptr = {{const|AAPTR_DEFAULT}}, bool usezero = {{const|false}});&lt;br /&gt;
   action native [[A_SetShadow]]();&lt;br /&gt;
   action native [[A_SetShootable]]();&lt;br /&gt;
   action native [[A_SetSolid]]();&lt;br /&gt;
   native void [[A_SetSpecial]](int spec, int arg0 = 0, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0);&lt;br /&gt;
   native void [[A_SetSpecies]](name species, int ptr = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   native void [[A_SetSpeed]](float speed, int ptr = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   action native bool [[A_SetSpriteAngle]](float angle = 0, int ptr = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   action native bool [[A_SetSpriteRotation]](float angle = 0, int ptr = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   native void [[A_SetTeleFog]](class&amp;lt;Actor&amp;gt; oldpos, class&amp;lt;Actor&amp;gt; newpos);&lt;br /&gt;
   action native [[A_SetTics]](int tics);&lt;br /&gt;
   native void [[A_SetTranslation]](string transname);&lt;br /&gt;
   native void [[A_SetTranslucent]](float alpha, int style = 0);&lt;br /&gt;
   native void [[A_SetUserArray]](name varname, int index, int value);&lt;br /&gt;
   native void [[A_SetUserArrayFloat]](name varname, int index, float value);&lt;br /&gt;
   native void [[A_SetUserVar]](name varname, int value);&lt;br /&gt;
   native void [[A_SetUserVarFloat]](name varname, float value);&lt;br /&gt;
   action native bool [[A_SetVisibleRotation]](float anglestart = 0, float angleend = 0, float pitchstart = 0, float pitchend = 0,&lt;br /&gt;
                                           int flags = 0, int ptr = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   action native [[A_ShootGun]]();&lt;br /&gt;
   action native [[A_SkelFist]]();&lt;br /&gt;
   action native [[A_SkelMissile]]();&lt;br /&gt;
   action native [[A_SkelWhoosh]]();&lt;br /&gt;
   action native [[A_SkullAttack]](float speed = 20);&lt;br /&gt;
   action native [[A_SkullPop]](class&amp;lt;PlayerChunk&amp;gt; skulltype = &amp;quot;{{Class|BloodySkull}}&amp;quot;);&lt;br /&gt;
   native void [[A_SpawnDebris]](class&amp;lt;Actor&amp;gt; spawntype, bool transfer_translation = false, &lt;br /&gt;
                               float mult_h = 1, float mult_v = 1);&lt;br /&gt;
   action native [[A_SpawnFly]](class&amp;lt;Actor&amp;gt; spawntype = &amp;quot;none&amp;quot;);   // needs special treatment for default&lt;br /&gt;
   action native bool [[A_SpawnItem]](class&amp;lt;Actor&amp;gt; itemtype = &amp;quot;{{Class|Unknown}}&amp;quot;, float distance = 0, float zheight = 0,&lt;br /&gt;
                                  bool useammo = true, bool transfer_translation = false);&lt;br /&gt;
   native bool [[A_SpawnItemEx]](class&amp;lt;Actor&amp;gt; itemtype, float xofs = 0, float yofs = 0, float zofs = 0, float xvel = 0, &lt;br /&gt;
                                    float yvel = 0, float zvel = 0, float angle = 0, int flags = 0, int failchance = 0,&lt;br /&gt;
                                    int tid = 0);&lt;br /&gt;
   native void [[A_SpawnParticle]](color color1, int flags = 0, int lifetime = 35, float size = 1, float angle = 0, float xoff = 0,&lt;br /&gt;
                                 float yoff = 0, float zoff = 0, float velx = 0, float vely = 0, float velz = 0, float accelx = 0,&lt;br /&gt;
                                 float accely = 0, float accelz = 0, float startalphaf = 1, float fadestepf = -1, float sizestep = 0);&lt;br /&gt;
   action native [[A_SpawnSound]]();&lt;br /&gt;
   action native [[A_SpidRefire]]();&lt;br /&gt;
   action native [[A_SPosAttack]]();&lt;br /&gt;
   action native [[A_SPosAttackUseAtkSound]]();&lt;br /&gt;
   action native [[A_StartFire]]();&lt;br /&gt;
   action native [[A_Stop]]();&lt;br /&gt;
   action native [[A_StopSound]](int slot = {{const|CHAN_VOICE}}); // Bad default but that&amp;#039;s what is originally was...&lt;br /&gt;
   native void [[A_StopSoundEx]](coerce name slot);&lt;br /&gt;
   action native [[A_SwapTeleFog]]();&lt;br /&gt;
   native int [[A_TakeFromChildren]](class&amp;lt;Inventory&amp;gt; itemtype, int amount = 0);&lt;br /&gt;
   native int [[A_TakeFromSiblings]](class&amp;lt;Inventory&amp;gt; itemtype, int amount = 0);&lt;br /&gt;
   native bool [[A_TakeFromTarget]](class&amp;lt;Inventory&amp;gt; itemtype, int amount = 0, int flags = 0, int forward_ptr = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   native bool [[A_TakeInventory]](class&amp;lt;Inventory&amp;gt; itemtype, int amount = 0, int flags = 0, int giveto = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   action native state, bool [[A_Teleport]](state teleportstate = &amp;quot;&amp;quot;, class&amp;lt;SpecialSpot&amp;gt; targettype = &amp;quot;{{Class|BossSpot}}&amp;quot;,&lt;br /&gt;
                                        class&amp;lt;Actor&amp;gt; fogtype = &amp;quot;{{Class|TeleportFog}}&amp;quot;, int flags = 0, float mindist = 0, float maxdist = 0,&lt;br /&gt;
                                        int ptr = {{const|AAPTR_DEFAULT}});&lt;br /&gt;
   action native bool [[A_ThrowGrenade]](class&amp;lt;Actor&amp;gt; itemtype, float zheight = 0, float xyvel = 0, float zvel = 0,&lt;br /&gt;
                                     bool useammo = true);&lt;br /&gt;
   action native [[A_TossGib]]();&lt;br /&gt;
   action native [[A_Tracer]]();&lt;br /&gt;
   action native [[A_Tracer2]]();&lt;br /&gt;
   native void [[A_TransferPointer]](int ptr_source, int ptr_recipient, int sourcefield, &lt;br /&gt;
                                   int recipientfield={{const|AAPTR_DEFAULT}}, int flags=0);&lt;br /&gt;
   action native [[A_TroopAttack]]();&lt;br /&gt;
   action native [[A_TurretLook]]();&lt;br /&gt;
   action native [[A_Turn]](float angle = 0);&lt;br /&gt;
   action native [[A_UnHideThing]]();&lt;br /&gt;
   action native [[A_UnsetFloat]]();&lt;br /&gt;
   action native [[A_UnSetFloorClip]]();&lt;br /&gt;
   action native [[A_UnSetInvulnerable]]();&lt;br /&gt;
   action native [[A_UnSetReflective]]();&lt;br /&gt;
   action native [[A_UnSetReflectiveInvulnerable]]();&lt;br /&gt;
   action native [[A_UnSetShootable]]();&lt;br /&gt;
   action native [[A_UnsetSolid]]();&lt;br /&gt;
   action native [[A_VileAttack]](sound snd = &amp;quot;vile/stop&amp;quot;, int initialdmg = 20, int blastdmg = 70, int blastradius = 70,&lt;br /&gt;
                              float thrustfac = 1.0, name damagetype = &amp;quot;Fire&amp;quot;, int flags = 0);&lt;br /&gt;
   action native [[A_VileChase]]();&lt;br /&gt;
   action native [[A_VileStart]]();&lt;br /&gt;
   action native [[A_VileTarget]](class&amp;lt;Actor&amp;gt; fire = &amp;quot;{{Class|ArchvileFire}}&amp;quot;);&lt;br /&gt;
   action native [[A_Wander]](int flags = 0);&lt;br /&gt;
   action native state, bool [[A_Warp]](int ptr_destination, float xofs = 0, float yofs = 0, float zofs = 0, float angle = 0,&lt;br /&gt;
                                    int flags = 0, state success_state = &amp;quot;&amp;quot;, float heightoffset = 0, float radiusoffset = 0,&lt;br /&gt;
                                    float pitch = 0);&lt;br /&gt;
   action native [[A_WeaponOffset]](float wx = 0, float wy = 32, int flags = 0);&lt;br /&gt;
   native void [[A_Weave]](int xspeed, int yspeed, float xdist, float ydist);&lt;br /&gt;
   action native [[A_WolfAttack]](int flags = 0, sound whattoplay = &amp;quot;weapons/pistol&amp;quot;, float snipe = 1.0,&lt;br /&gt;
                               int maxdamage = 64, int blocksize = 128, int pointblank = 2, int longrange = 4,&lt;br /&gt;
                               float runspeed = 160.0, class&amp;lt;Actor&amp;gt; pufftype = &amp;quot;{{Class|BulletPuff}}&amp;quot;);&lt;br /&gt;
   action native [[A_XScream]]();&lt;br /&gt;
   native int [[ACS_NamedExecute]](name script, int mapnum=0, int arg1=0, int arg2=0, int arg3=0);&lt;br /&gt;
   native int [[ACS_NamedSuspend]](name script, int mapnum=0);&lt;br /&gt;
   native int [[ACS_NamedTerminate]](name script, int mapnum=0);&lt;br /&gt;
   native int [[ACS_NamedLockedExecute]](name script, int mapnum=0, int arg1=0, int arg2=0, int lock=0);&lt;br /&gt;
   native int [[ACS_NamedLockedExecuteDoor]](name script, int mapnum=0, int arg1=0, int arg2=0, int lock=0);&lt;br /&gt;
   native int [[ACS_NamedExecuteWithResult]](name script, int arg1=0, int arg2=0, int arg3=0, int arg4=0, int arg5=0);&lt;br /&gt;
   native void [[ACS_NamedExecuteAlways]](name script, int mapnum=0, int arg1=0, int arg2=0, int arg3=0);&lt;br /&gt;
 &lt;br /&gt;
   States&lt;br /&gt;
   {&lt;br /&gt;
   Spawn:&lt;br /&gt;
     TNT1 A -1&lt;br /&gt;
     Stop&lt;br /&gt;
   Null:&lt;br /&gt;
     TNT1 A 1&lt;br /&gt;
     Stop&lt;br /&gt;
   GenericFreezeDeath:&lt;br /&gt;
     // Generic freeze death frames. Woo!&lt;br /&gt;
     &amp;quot;####&amp;quot; &amp;quot;#&amp;quot; 5 [[A_GenericFreezeDeath]]&lt;br /&gt;
     &amp;quot;----&amp;quot; A 1 [[A_FreezeDeathChunks]]&lt;br /&gt;
     Wait&lt;br /&gt;
   GenericCrush:&lt;br /&gt;
     POL5 A -1&lt;br /&gt;
     Stop&lt;br /&gt;
   }&lt;br /&gt;
 &lt;br /&gt;
   // Internal functions&lt;br /&gt;
   native state __decorate_internal_state__(state);&lt;br /&gt;
   native int __decorate_internal_int__(int);&lt;br /&gt;
   native bool __decorate_internal_bool__(bool);&lt;br /&gt;
   native float __decorate_internal_float__(float);&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>MegaManx3</name></author>
	</entry>
</feed>