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ddf/attacks.htm

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@@ -170,6 +170,9 @@ <h2><A NAME="top"><B>ATTACKS</B></a></h2>
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<tr><td>DEATH_SOUND</td><td>[sound]</td><td>
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The sound played when the projectile explodes.</td></tr>
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<tr><td>DLIGHT.AUTOCOLOUR</td><td>[Image name]</td><td>
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Will use the average RGB value of the specified image as the dynamic light colour associated with the object. Useful for when you don't want to specify a hexadecimal RGB value.</td></tr>
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<tr><td>DLIGHT.COLOUR</td><td>[special]</td><td>
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This value is the colour to use for any dynamic lighting associated with the projectile. It's value takes the form of three pairs of digits in hexadecimal E.g. #RRGGBB to specify the proportion of each of the three colours in the mix. So for example #FF0000 would be pure red, #990000 would be a darker red and #FFFFFF would be a bright white. Experimentation is probably the best way to find the colour you want.</td></tr>
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@@ -573,6 +576,9 @@ <h2><A NAME="top"><B>ATTACKS</B></a></h2>
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<tr><td>BOSSMAN</td><td>
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Identifies the projectile as a bossman (e.g. boss brain spawn cube). Explosions do little damage and there is no volume change.</td></tr>
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<tr><td>BORE</td><td>
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Missile can tunnel through enemies. Causes missiles to pass through enemies rather than blowing up on impact. Still damaging them multiple times as it goes through.</td></tr>
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<tr><td>BOUNCE</td><td>
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Object will bounce off walls and ceilings/floors, and enters BOUNCE
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states too.</td></tr>
@@ -838,7 +844,7 @@ <h2><A NAME="top"><B>ATTACKS</B></a></h2>
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Problems with the docs, errors and comments should be directed to the EDGE team.
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</p>
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<p>
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&copy; EDGE Team 1998 - 2024.
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&copy; EDGE Team 1998 - 2025.
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</p>
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</body>
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</html>

ddf/coal.htm

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@@ -676,12 +676,14 @@ <h2><A NAME="top"><B><u>COAL Manual</u></B></a></h2>
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<br>
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Returns information about the currently targetted thing. <br>
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- <i>MaxDistance</i> is the limit to how far we can query an object in map units.<br>
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- <i>WhatInfo</i> is to specify what information we want exactly and is a number from 1 to 5:<br>
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&nbsp&nbsp 1 (NAME)<br>
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&nbsp&nbsp 2 (CURRENT_HEALTH)<br>
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&nbsp&nbsp 3 (SPAWN_HEALTH)<br>
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&nbsp&nbsp 4 (PICKUP_BENEFIT)<br>
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&nbsp&nbsp 5 (KILL_BENEFIT)<br>
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- <i>WhatInfo</i> is to specify what information we want exactly and is a number from 1 to 7:<br>
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&nbsp;&nbsp; 1 (NAME)<br>
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&nbsp;&nbsp; 2 (CURRENT_HEALTH)<br>
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&nbsp;&nbsp; 3 (SPAWN_HEALTH)<br>
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&nbsp;&nbsp; 4 (PICKUP_BENEFIT)<br>
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&nbsp;&nbsp; 5 (KILL_BENEFIT)<br>
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&nbsp;&nbsp; 6 (TAG)<br>
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&nbsp;&nbsp; 7 (TID)<br>
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</p>
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<p><b>mapobject.query_tagged(ThingMapTag, WhatInfo)</b>
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<br>
@@ -690,6 +692,26 @@ <h2><A NAME="top"><B><u>COAL Manual</u></B></a></h2>
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- <i>WhatInfo</i> is the same as player.query_object()<br>
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</p>
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<p><b>mapobject.query_tid(ThingTid, WhatInfo)</b>
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<br>
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Returns information about the thing with the tid we specified. <br>
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- <i>ThingTid</i> is the Tid the object has.<br>
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- <i>WhatInfo</i> is the same as player.query_object()<br>
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</p>
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<p><b>mapobject.render_view_tag(x, y, w, h, ThingMapTag)</b>
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<br>Renders the viewpoint of the TAGgged thing on the screen, in a rectangle with the given coordinates. See the world from the eyes of any mobj!
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<br>Tags used for this function should be unique; no guarantees regarding which mobj is returned if shared between multiple mobjs.
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</p>
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<p><b>mapobject.render_view_tid(x, y, w, h, ThingTid)</b>
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<br>Same as above but renders the viewpoint of the thing with the indicated TID instead.
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<br>More specific than using a TAG, as a TID will be unique whereas TAGs may not be.
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</p>
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<p><b>player.query_weapon(MaxDistance, WhatInfo, [secAttackInfo])</b>
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<br>
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Returns information about the currently targetted weapon. <br>
@@ -707,14 +729,17 @@ <h2><A NAME="top"><B><u>COAL Manual</u></B></a></h2>
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- <i>secAttackInfo</i> is optional, and is the same as WhatInfo but applies only to the weapons secondary attack.
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</p>
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<br><br>
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<p>
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back to <A HREF="#top">top</A>
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</p>
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<p>
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Problems with the docs, errors and comments should be directed to the EDGE-Classic team.<P>
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&copy; EDGE-Classic community 2024.
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&copy; EDGE-Classic community 2025.
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</p>
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ddf/images.htm

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@@ -184,8 +184,14 @@ <h2><A NAME="top"><B>IMAGES</B></a></h2>
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<TABLE BORDER=1 CELLSPACING=0 CELLPADDING=2>
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<TR><TH>SPECIAL</TH><TH>EXPLANATION</TH></TR>
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<TR><TD>FLIP &nbsp;</TD><TD>
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Horizontally flip image when loading i.e. mirror image left-right</TD></TR>
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<TR><TD>INVERT &nbsp;</TD><TD>
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Vertically flip image when loading i.e. mirror image up-down</TD></TR>
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<TR><TD>FORCE_PRECACHE &nbsp;</TD><TD>
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Force pre-cacheing an image into memory. Useful for images used in COAL or RTS.</TD></TR>
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Force pre-cacheing an image into memory. Useful for images used in LUA/COAL or RTS.</TD></TR>
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<TR><TD>CROSSHAIR </TD><TD>
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For weapon crosshair sprites: center vertically on screen.</TD></TR>
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Problems with the docs, errors and comments should be directed to the EDGE team.
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</p>
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<p>
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&copy; EDGE Team 1998 - 2024.
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&copy; EDGE Team 1998 - 2025.
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</p>
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</body>
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</html>

ddf/index.htm

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<p>
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Welcome to the Official DDF pages. This series of pages should hopefully serve
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all your DDF needs. The basic DDF documentation is here and is currently updated to <B>EDGE-Classic v1.38 </B>.
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all your DDF needs. The basic DDF documentation is here and is currently updated to <B>EDGE-Classic v1.5 </B>.
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</p>
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<br>
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<br>
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Problems with the docs, errors and comments should be directed to the EDGE team.
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</p>
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<p>
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&copy; EDGE Team 1998 - 2024.
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&copy; EDGE Team 1998 - 2025.
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</p>
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</BODY>

ddf/lua.htm

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@@ -705,6 +705,7 @@ <h2><A NAME="top"><B><u>LUA Manual</u></B></a></h2>
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&nbsp;&nbsp; Structure of returned <b>thing object/table</b>:<br>
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&nbsp;&nbsp;&nbsp;&nbsp;- <i>thing.name</i> is the CAST_TITLE or DDF name.<br>
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&nbsp;&nbsp;&nbsp;&nbsp;- <i>thing.tag</i> is the map tag (if it has one).<br>
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&nbsp;&nbsp;&nbsp;&nbsp;- <i>thing.tid</i> is the tid (if it has one).<br>
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&nbsp;&nbsp;&nbsp;&nbsp;- <i>thing.type</i> is MONSTER, WEAPON, PICKUP or SCENERY.<br>
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&nbsp;&nbsp;&nbsp;&nbsp;- <i>thing.currenthealth</i> is the things current health (for non-MONSTER things this will be 1000).<br>
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&nbsp;&nbsp;&nbsp;&nbsp;- <i>thing.spawnhealth</i> is the things spawnhealth (for non-MONSTER things this will be 1000).<br>
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<p><b>mapobject.tagged_info(ThingMapTag)</b>
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<br>
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Same as <i>mapobject.object_info()</i>, but only returns information about the thing with <b><u>ThingMapTag</u></b> we specified.
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Will return a table of all active map objects with the matching <b><u>ThingMapTag</u></b> for iteration and scripting.
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<br>
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Structure of returned <b>thing object/table</b> is the same as <b><i>mapobject.object_info()</i></b><br>
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</p>
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<p><b>mapobject.tid_info(ThingTid)</b>
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<br>
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Will return a table of all active map objects with the matching <b><u>ThingTid</u></b> for iteration and scripting.
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<br>
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Structure of returned <b>thing object/table</b> is the same as <b><i>mapobject.object_info()</i></b><br>
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</p>
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</p>
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<p><b>mapobject.render_view_tag(x, y, w, h, ThingMapTag)</b>
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<br>Renders the viewpoint of the TAGgged thing on the screen, in a rectangle with the given coordinates. See the world from the eyes of any mobj!
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<br>Tags used for this function should be unique; no guarantees regarding which mobj is returned if shared between multiple mobjs.
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</p>
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<p><b>mapobject.render_view_tid(x, y, w, h, ThingTid)</b>
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<br>Same as above but renders the viewpoint of the thing with the indicated TID instead.
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<br>More specific than using a TAG, as a TID will be unique whereas TAGs may not be.
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</p>
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<p><b>player.query_object(MaxDistance, WhatInfo)</b>
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<br>
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Returns information about the currently targetted thing. <br>
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- <i>MaxDistance</i> is the limit to how far we can query an object in map units.<br>
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- <i>WhatInfo</i> is to specify what information we want exactly and is a number from 1 to 5:<br>
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- <i>WhatInfo</i> is to specify what information we want exactly and is a number from 1 to 7:<br>
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&nbsp;&nbsp; 1 (NAME)<br>
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&nbsp;&nbsp; 2 (CURRENT_HEALTH)<br>
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&nbsp;&nbsp; 3 (SPAWN_HEALTH)<br>
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&nbsp;&nbsp; 4 (PICKUP_BENEFIT)<br>
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&nbsp;&nbsp; 5 (KILL_BENEFIT)<br>
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&nbsp;&nbsp; 6 (TAG)<br>
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&nbsp;&nbsp; 7 (TID)<br>
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</p>
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<p><b>mapobject.query_tagged(ThingMapTag, WhatInfo)</b>
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<br>
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Returns information about the thing with the tag we specified. <br>
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- <i>ThingMapTag</i> is the map tag we assigned to the object.<br>
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- <i>WhatInfo</i> is the same as player.query_object()<br>
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</p>
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<p><b>mapobject.query_tid(ThingTid, WhatInfo)</b>
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<br>
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Returns information about the thing with the tid we specified. <br>
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- <i>ThingTid</i> is the Tid the object has.<br>
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- <i>WhatInfo</i> is the same as player.query_object()<br>
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</p>
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<p><b>mapobject.objects_in_radius(x, y, radius)</b>
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<br>
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Will return a table of all map objects within a given radius from the indicated XY coordinates, for iteration and scripting.
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</p>
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<p><b>player.query_weapon(MaxDistance, WhatInfo, [secAttackInfo])</b>
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<br>
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Returns information about the currently targetted weapon. <br>
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<p>
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Problems with the docs, errors and comments should be directed to the EDGE-Classic team.<P>
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&copy; EDGE-Classic community 2024.
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&copy; EDGE-Classic community 2025.
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</p>
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ddf/news.htm.bak

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ddf/reverbs.htm

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<html>
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<head>
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<title>ddf language: REVERBS</title>
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<link rel="stylesheet" type="text/css" href="ddfstylesheet.css">
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</head>
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<BODY>
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<IMG SRC="ECLOGOCIRCLE.png" HEIGHT="110" BORDER=0 style="margin:0px 20px" ALT="">
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<nav class="navMenu">
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<ul>
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<li><a href="./index.htm">intro to ddf</a></li>
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<li><a href="#">--------------------</a></li>
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<li><a href="./anims.htm">anims.ddf</a></li>
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<li><a href="./attacks.htm">attacks.ddf</a></li>
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<li><a href="./colmap.htm">colmap.ddf</a></li>
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<li><a href="./flats.htm">flats.ddf</a></li>
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<li><a href="./fonts.htm">fonts.ddf</a></li>
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<li><a href="./games.htm">games.ddf</a></li>
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<li><a href="./images.htm">images.ddf</a></li>
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<li><a href="./lang.htm">language.ldf</a></li>
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<li><a href="./levels.htm">levels.ddf</a></li>
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<li><a href="./mapstuff.htm">lines/sectors.ddf</a></li>
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<li><a href="./movies.htm">movies.ddf</a></li>
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<li><a href="./playlist.htm">playlist.ddf</a></li>
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<li><a href="./reverbs.htm">reverbs.ddf</a></li>
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<li><a href="./sfx.htm">sounds.ddf</a></li>
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<li><a href="./styles.htm">styles.ddf</a></li>
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<li><a href="./switch.htm">switch.ddf</a></li>
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<li><a href="./things.htm">things.ddf</a></li>
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<li><a href="./weapons.htm">weapons.ddf</a></li>
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<li><a href="#">--------------------</a></li>
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<li><a href="./coal.htm">COAL</a></li>
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<li><a href="./lua.htm">Lua</a></li>
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</ul>
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</nav>
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<br>
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<br>
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<h2><A NAME="top"><B>REVERBS</B></a></h2>
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<p>
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Stored in reverbs.ddf file or in the DDFVERB data lump.
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</p>
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<p>
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reverbs.ddf allows you to associate certain sounds, objects etc. with specific flats. Each entry consists of the flats lump name as defined in the wadfile, enclosed in square brackets, plus a series of commands that specify the characteristics of how it will behave.
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</p>
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<br>
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&nbsp;
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<p>
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<B><FONT SIZE=+1>COMMANDS</font></b>
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</p>
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<p>
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The commands used for flats entries are as follows:
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</p>
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<TABLE BORDER=1 CELLSPACING=0 CELLPADDING=2>
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<TR><TH>COMMAND</TH><TH>TYPE</TH><TH>DESCRIPTION</TH></TR>
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<TR><TD>ROOM_SIZE</TD><TD>[percentage]</TD><TD>
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Explanation stuff here</TD></TR>
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<TR><TD>DAMPING_LEVEL</TD><TD>[percentage]</TD><TD>
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Explanation stuff here</TD></TR>
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<TR><TD>WET_LEVEL</TD><TD>[percentage]</TD><TD>
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Explanation stuff here</TD></TR>
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<TR><TD>DRY_LEVEL</TD><TD>[percentage]</TD><TD>
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Explanation stuff here</TD></TR>
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<TR><TD>REVERB_WIDTH</TD><TD>[percentage]</TD><TD>
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Explanation stuff here</TD></TR>
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<TR><TD>REVERB_GAIN</TD><TD>[percentage]</TD><TD>
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Explanation stuff here</TD></TR>
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</TABLE>
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&nbsp;
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<p>
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<B><FONT SIZE=+1>EXAMPLES</font></b>
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</p>
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<p>
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The following is an example of a complete reverb entry for an example reverb entry "METALLIC":
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</p>
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<TABLE BORDER=1 CELLSPACING=0 CELLPADDING=2>
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<TR><TD>
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<FONT SIZE=2>
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[METALLIC]<br>
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ROOM_SIZE = 31%;<br>
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DAMPING_LEVEL = 37%;<br>
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WET_LEVEL = 100%;<br>
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DRY_LEVEL = 50%;<br>
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REVERB_WIDTH = 73%;<br>
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REVERB_GAIN = 15%;<br>
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</FONT>
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</TD></TR>
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</TABLE>
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<!--begin footer-->
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<p>
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back to <A HREF="#top">top</A>
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</p>
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<p>
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Problems with the docs, errors and comments should be directed to the EDGE-Classic team.<p>
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&copy; EDGE-Classic community 2025.
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</p>
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</body>
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</html>

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