const NOFIXEDCOLORMAP = -1
const NUMCOLORMAPS = 32
native PlayerPawn mo
native uint8 playerstate
native uint original_oldbuttons
native Class< PlayerPawn > cls
native float DesiredFOV
native float FOV
native double viewheight
native double deltaviewheight
native uint8 turnticks
native bool attackdown
native uint oldbuttons
native clearscope int inventorytics
native uint8 CurrentPlayerClass
native int lastkilltime
native uint8 multicount
native uint8 spreecount
native uint16 WeaponState
native Weapon ReadyWeapon
native Weapon PendingWeapon
native int timefreezer
native int16 refire
native int16 inconsistent
native int secretcount
native uint damagecount
native uint bonuscount
native int hazardcount
native int hazardinterval
native Name hazardtype
native int poisoncount
native Name poisontype
native Name poisonpaintype
native int extralight
native int16 fixedcolormap
native int16 fixedlightlevel
native Class< PlayerPawn > MorphedPlayerClass
native int MorphStyle
native Class< Actor > MorphExitFlash
native Weapon PremorphWeapon
native int chickenPeck
native int respawn_time
native int air_finished
native Name LastDamageType
native Actor MUSINFOactor
native int8 MUSINFOtics
native bool settings_controller
native int8 crouching
native int8 crouchdir
native float BlendR
native float BlendG
native float BlendB
native float BlendA
native double crouchfactor
native double crouchoffset
native double crouchviewdelta
native Actor ConversationNPC
native Actor ConversationPC
native double ConversationNPCAngle
native bool ConversationFaceTalker
native @WeaponSlots weapons
native readonly @UserCmd original_cmd
native PSprite GetPSprite(int id) const
native PSprite FindPSprite(int id) const
native void SetLogNumber(int text)
native void SetLogText(String text)
native clearscope Color GetColor() const
native double GetWBobSpeed() const
native double GetWBobFire() const
native double GetMoveBob() const
native double GetStillBob() const
native void SetFOV(float fov)
native void SendPitchLimits()
bool MorphPlayer(
PlayerInfo p,
Class< PlayerPawn > spawntype,
int duration,
int style,
Class< Actor > enter_flash = null,
Class< Actor > exit_flash = null
)
clearscope bool IsTotallyFrozen() const
void Uncrouch()