ACTOR Actor native //: Thinker
{
	Scale 1
	Health 1000
	Reactiontime 8
	Radius 20
	Height 16
	Mass 100
	RenderStyle Normal
	Alpha 1
	MinMissileChance 200
	MeleeRange 44
	MaxDropoffHeight 24
	MaxStepHeight 24
	BounceFactor 0.7
	WallBounceFactor 0.75
	BounceCount -1
	FloatSpeed 4
	FloatBobPhase -1	// randomly initialize by default
	Gravity 1
	Friction 1
	DamageFactor 1.0
	PushFactor 0.25
	WeaveIndexXY 0
	WeaveIndexZ 16
	DesignatedTeam 255
	PainType Normal
	DeathType Normal
	TeleFogSourceType "TeleportFog"
	TeleFogDestType "TeleportFog"
	RipperLevel 0
	RipLevelMin 0
	RipLevelMax 0
	DefThreshold 100
	BloodType "Blood", "BloodSplatter", "AxeBlood"
	ExplosionDamage 128
	MissileHeight 32
	

	// Functions
	native bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false);
	native bool IsPointerEqual(int ptr_select1, int ptr_select2);
	native int	CountInv(class<Inventory> itemtype, int ptr_select = AAPTR_DEFAULT);
	native float GetDistance(bool checkz, int ptr = AAPTR_DEFAULT);
	native float GetAngle(bool relative, int ptr = AAPTR_DEFAULT);
	native int GetSpawnHealth();
	native int GetGibHealth();

	// Action functions
	// Meh, MBF redundant functions. Only for DeHackEd support.
	action native A_Turn(float angle = 0);
	action native bool A_LineEffect(int boomspecial = 0, int tag = 0);
	// End of MBF redundant functions.

	action native A_MonsterRail();
	action native A_BFGSpray(class<Actor> spraytype = "BFGExtra", int numrays = 40, int damagecount = 15, float/*angle*/ angle = 90, float distance = 16*64, float/*angle*/ vrange = 32, int damage = 0);
	action native A_Pain();
	action native A_NoBlocking();
	action native A_XScream();
	action native A_Look();
	action native A_Chase(state melee = "*", state missile = "none", int flags = 0);
	action native A_FaceTarget(float max_turn = 0, float max_pitch = 270, float ang_offset = 0, float pitch_offset = 0, int flags = 0, float z_ofs = 0);
	action native A_FaceTracer(float max_turn = 0, float max_pitch = 270, float ang_offset = 0, float pitch_offset = 0, int flags = 0, float z_ofs = 0);
	action native A_FaceMaster(float max_turn = 0, float max_pitch = 270, float ang_offset = 0, float pitch_offset = 0, int flags = 0, float z_ofs = 0);
	action native A_PosAttack();
	action native A_Scream();
	action native A_SPosAttack();
	action native A_SPosAttackUseAtkSound();
	action native A_VileChase();
	action native A_VileStart();
	action native A_VileTarget(class<Actor> fire = "ArchvileFire");
	action native A_VileAttack(sound snd = "vile/stop", int initialdmg = 20, int blastdmg = 70, int blastradius = 70, float thrustfac = 1.0, name damagetype = "Fire", int flags = 0);
	action native A_StartFire();
	action native A_Fire(float spawnheight = 0);
	action native A_FireCrackle();
	action native A_Tracer();
	action native A_SkelWhoosh();
	action native A_SkelFist();
	action native A_SkelMissile();
	action native A_FatRaise();
	action native A_FatAttack1(class<Actor> spawntype = "FatShot");
	action native A_FatAttack2(class<Actor> spawntype = "FatShot");
	action native A_FatAttack3(class<Actor> spawntype = "FatShot");
	action native A_BossDeath();
	action native A_CPosAttack();
	action native A_CPosRefire();
	action native A_TroopAttack();
	action native A_SargAttack();
	action native A_HeadAttack();
	action native A_BruisAttack();
	action native A_SkullAttack(float speed = 20);
	action native A_BetaSkullAttack();
	action native A_Metal();
	action native A_SpidRefire();
	action native A_BabyMetal();
	action native A_BspiAttack();
	action native A_Hoof();
	action native A_CyberAttack();
	action native A_PainAttack(class<Actor> spawntype = "LostSoul", float angle = 0, int flags = 0, int limit = -1);
	action native A_DualPainAttack(class<Actor> spawntype = "LostSoul");
	action native A_PainDie(class<Actor> spawntype = "LostSoul");
	action native A_KeenDie(int doortag = 666);
	action native A_BrainPain();
	action native A_BrainScream();
	action native A_BrainDie();
	action native A_BrainAwake();
	action native A_BrainSpit(class<Actor> spawntype = "none");	// needs special treatment for default
	action native A_SpawnSound();
	action native A_SpawnFly(class<Actor> spawntype = "none");	// needs special treatment for default
	action native A_BrainExplode();
	action native A_Die(name damagetype = "none");
	action native A_Detonate();
	action native A_Mushroom(class<Actor> spawntype = "FatShot", int numspawns = 0, int flags = 0, float vrange = 4.0, float hrange = 0.5);
	native bool A_CallSpecial(int special, int arg1=0, int arg2=0, int arg3=0, int arg4=0, int arg5=0);

	action native A_SetFloorClip();
	action native A_UnSetFloorClip();
	action native A_HideThing();
	action native A_UnHideThing();
	action native A_SetInvulnerable();
	action native A_UnSetInvulnerable();
	action native A_SetReflective();
	action native A_UnSetReflective();
	action native A_SetReflectiveInvulnerable();
	action native A_UnSetReflectiveInvulnerable();
	action native A_SetShootable();
	action native A_UnSetShootable();
	action native A_NoGravity();
	action native A_Gravity();
	action native A_LowGravity();
	native void A_SetGravity(float gravity);
	action native A_Fall();
	action native A_SetSolid();
	action native A_UnsetSolid();
	action native A_SetFloat();
	action native A_UnsetFloat();

	action native A_M_Saw(sound fullsound = "weapons/sawfull", sound hitsound = "weapons/sawhit", int damage = 2, class<Actor> pufftype = "BulletPuff");

	action native A_ScreamAndUnblock();
	action native A_ActiveAndUnblock();
	action native A_ActiveSound();

	action native A_FastChase();
	action native A_FreezeDeath();
	action native A_FreezeDeathChunks();
	action native A_GenericFreezeDeath();
	action native A_IceGuyDie();
	action native A_CentaurDefend();
	action native A_BishopMissileWeave();
	action native A_CStaffMissileSlither();
	action native A_PlayerScream();
	action native A_SkullPop(class<PlayerChunk> skulltype = "BloodySkull");
	action native A_CheckPlayerDone();

	action native A_Wander(int flags = 0);
	action native A_Look2();
	action native A_TossGib();
	action native A_SentinelBob();
	action native A_SentinelRefire();
	action native A_Tracer2();
	action native A_SetShadow();
	action native A_ClearShadow();
	action native A_GetHurt();
	action native A_TurretLook();
	action native A_KlaxonBlare();
	action native A_Countdown();
	action native A_AlertMonsters(float maxdist = 0, int flags = 0);
	action native A_ClearSoundTarget();
	action native A_FireAssaultGun();
	action native A_CheckTerrain();
	action native A_FaceConsolePlayer(float MaxTurnAngle = 0); // [TP] no-op

	action native A_MissileAttack();
	action native A_MeleeAttack();
	action native A_ComboAttack();
	action native A_BulletAttack();
	action native A_WolfAttack(int flags = 0, sound whattoplay = "weapons/pistol", float snipe = 1.0, int maxdamage = 64, int blocksize = 128, int pointblank = 2, int longrange = 4, float runspeed = 160.0, class<Actor> pufftype = "BulletPuff");
	action native A_PlaySound(sound whattoplay = "weapons/pistol", int slot = CHAN_BODY, float volume = 1.0, bool looping = false, float attenuation = ATTN_NORM);
	native void A_PlayWeaponSound(sound whattoplay);
	action native A_FLoopActiveSound();
	action native A_LoopActiveSound();
	action native A_StopSound(int slot = CHAN_VOICE);	// Bad default but that's what is originally was...
	native void A_PlaySoundEx(sound whattoplay, coerce name slot, bool looping = false, int attenuation = 0);
	native void A_StopSoundEx(coerce name slot);
	native void A_SeekerMissile(int threshold, int turnmax, int flags = 0, int chance = 50, int distance = 10);
	native state A_Jump(int chance = 256, state label, ...);
	native void A_CustomMissile(class<Actor> missiletype, float spawnheight = 32, float spawnofs_xy = 0, float angle = 0, int flags = 0, float pitch = 0, int ptr = AAPTR_TARGET);
	native void A_CustomBulletAttack(float/*angle*/ spread_xy, float/*angle*/ spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", float range = 0, int flags = 0, int ptr = AAPTR_TARGET);
	native void A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = "", color color2 = "", int flags = 0, int aim = 0, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float/*angle*/ spread_xy = 0, float/*angle*/ spread_z = 0, float range = 0, int duration = 0, float sparsity = 1.0, float driftspeed = 1.0, class<Actor> spawnclass = "none", float spawnofs_z = 0, int spiraloffset = 270);
	native state A_JumpIfHealthLower(int health, state label, int ptr_selector = AAPTR_DEFAULT);
	native state A_JumpIfCloser(float distance, state label, bool noz = false);
	native state A_JumpIfTracerCloser(float distance, state label, bool noz = false);
	native state A_JumpIfMasterCloser(float distance, state label, bool noz = false);
	native state A_JumpIfTargetOutsideMeleeRange(state label);
	native state A_JumpIfTargetInsideMeleeRange(state label);
	native state A_JumpIfInventory(class<Inventory> itemtype, int itemamount, state label, int owner = AAPTR_DEFAULT);
	native state A_JumpIfArmorType(name Type, state label, int amount = 1);
	native bool A_GiveInventory(class<Inventory> itemtype, int amount = 0, int giveto = AAPTR_DEFAULT);
	native bool A_TakeInventory(class<Inventory> itemtype, int amount = 0, int flags = 0, int giveto = AAPTR_DEFAULT);
	action native bool A_SpawnItem(class<Actor> itemtype = "Unknown", float distance = 0, float zheight = 0, bool useammo = true, bool transfer_translation = false);
	native bool A_SpawnItemEx(class<Actor> itemtype, float xofs = 0, float yofs = 0, float zofs = 0, float xvel = 0, float yvel = 0, float zvel = 0, float angle = 0, int flags = 0, int failchance = 0, int tid=0);
	native void A_Print(string whattoprint, float time = 0, name fontname = "");
	native void A_PrintBold(string whattoprint, float time = 0, name fontname = "");
	native void A_Log(string whattoprint);
	native void A_LogInt(int whattoprint);
	native void A_LogFloat(float whattoprint);
	native void A_SetTranslucent(float alpha, int style = 0);
	action native A_FadeIn(float reduce = 0.1, int flags = 0);
	action native A_FadeOut(float reduce = 0.1, int flags = 1); //bool remove == true
	native void A_FadeTo(float target, float amount = 0.1, int flags = 0);
	native void A_SetScale(float scalex, float scaley = 0, int ptr = AAPTR_DEFAULT, bool usezero = false);
	native void A_SetMass(int mass);
	native void A_SpawnDebris(class<Actor> spawntype, bool transfer_translation = false, float mult_h = 1, float mult_v = 1);
	native void A_SpawnParticle(color color1, int flags = 0, int lifetime = 35, int size = 1, float angle = 0, float xoff = 0, float yoff = 0, float zoff = 0, float velx = 0, float vely = 0, float velz = 0, float accelx = 0, float accely = 0, float accelz = 0, float startalphaf = 1, float fadestepf = -1);
	native state A_CheckSight(state label);
	native void A_ExtChase(bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false);
	native void A_DropInventory(class<Inventory> itemtype);
	native void A_SetBlend(color color1, float alpha, int tics, color color2 = "");
	native void A_ChangeFlag(string flagname, bool value);
	native state A_CheckFlag(string flagname, state label, int check_pointer = AAPTR_DEFAULT);
	native state A_JumpIf(bool expression, state label);
	action native A_RaiseMaster(bool copy = 0);
	action native A_RaiseChildren(bool copy = 0);
	action native A_RaiseSiblings(bool copy = 0);
	native state A_CheckFloor(state label);
	native state A_CheckCeiling(state label);
	native state A_PlayerSkinCheck(state label);
	native void A_BasicAttack(int meleedamage, sound meleesound, class<actor> missiletype, float missileheight);
	action native state, bool A_Teleport(state teleportstate = "", class<SpecialSpot> targettype = "BossSpot", class<Actor> fogtype = "TeleportFog", int flags = 0, float mindist = 0, float maxdist = 0, int ptr = AAPTR_DEFAULT);
	action native state, bool A_Warp(int ptr_destination, float xofs = 0, float yofs = 0, float zofs = 0, float angle = 0, int flags = 0, state success_state = "", float heightoffset = 0, float radiusoffset = 0, float pitch = 0);
	action native bool A_ThrowGrenade(class<Actor> itemtype, float zheight = 0, float xyvel = 0, float zvel = 0, bool useammo = true);
	native void A_Weave(int xspeed, int yspeed, float xdist, float ydist);

	native void A_Recoil(float xyvel);
	native state A_JumpIfInTargetInventory(class<Inventory> itemtype, int amount, state label, int forward_ptr = AAPTR_DEFAULT);
	native bool A_GiveToTarget(class<Inventory> itemtype, int amount = 0, int forward_ptr = AAPTR_DEFAULT);
	native bool A_TakeFromTarget(class<Inventory> itemtype, int amount = 0, int flags = 0, int forward_ptr = AAPTR_DEFAULT);
	native int A_RadiusGive(class<Inventory> itemtype, float distance, int flags, int amount = 0, class<Actor> filter = "None", name species = "None", int mindist = 0);
	native state A_CheckSpecies(state jump, name species = "", int ptr = AAPTR_DEFAULT);
	native void A_CountdownArg(int argnum, state targstate = "");
	action native A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true);
	native void A_CustomComboAttack(class<Actor> missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true);
	native void A_Burst(class<Actor> chunktype);
	action native A_Blast(int flags = 0, float strength = 255, float radius = 255, float speed = 20, class<Actor> blasteffect = "BlastEffect", sound blastsound = "BlastRadius");
	action native A_RadiusThrust(int force = 128, int distance = -1, int flags = RTF_AFFECTSOURCE, int fullthrustdistance = 0);
	action native A_Explode(int damage = -1, int distance = -1, int flags = XF_HURTSOURCE, bool alert = false, int fulldamagedistance = 0, int nails = 0, int naildamage = 10, class<Actor> pufftype = "BulletPuff");
	action native A_Stop();
	action native A_Respawn(int flags = 1);
	action native A_BarrelDestroy();
	action native A_QueueCorpse();
	action native A_DeQueueCorpse();
	action native A_LookEx(int flags = 0, float minseedist = 0, float maxseedist = 0, float maxheardist = 0, float fov = 0, state label = "");
	action native A_ClearLastHeard();
	action native A_ClearTarget();
	native state A_CheckLOF(state jump, int flags = 0, float range = 0, float minrange = 0, float angle = 0, float pitch = 0, float offsetheight = 0, float offsetwidth = 0, int ptr_target = AAPTR_DEFAULT, float offsetforward = 0);
	native state A_JumpIfTargetInLOS (state label, float/*angle*/ fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
	native state A_JumpIfInTargetLOS (state label, float/*angle*/ fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
	native bool A_SelectWeapon(class<Weapon> whichweapon);
	action native A_Punch();
	action native A_Feathers();
	action native A_ClassBossHealth();
	action native A_ShootGun();
	action native A_RocketInFlight();
	action native A_Bang4Cloud();
	action native A_DropFire();
	native void A_GiveQuestItem(int itemno);
	action native A_RemoveForcefield();
	native void A_DropWeaponPieces(class<Actor> p1, class<Actor> p2, class<Actor> p3);
	action native A_PigPain ();
	native state A_MonsterRefire(int chance, state label);
	action native A_SetAngle(float angle = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
	native void A_SetPitch(float pitch, int flags = 0, int ptr = AAPTR_DEFAULT);
	native void A_SetRoll(float/*angle*/ roll, int flags = 0, int ptr = AAPTR_DEFAULT);
	native void A_ScaleVelocity(float scale, int ptr = AAPTR_DEFAULT);
	action native A_ChangeVelocity(float x = 0, float y = 0, float z = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
	native void A_SetArg(int pos, int value);
	native void A_SetUserVar(name varname, int value);
	native void A_SetUserArray(name varname, int index, int value);
	native void A_SetUserVarFloat(name varname, float value);
	native void A_SetUserArrayFloat(name varname, int index, float value);
	native void A_SetSpecial(int spec, int arg0 = 0, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0);
	native void A_Quake(int intensity, int duration, int damrad, int tremrad, sound sfx = "world/quake");
	native void A_QuakeEx(int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, sound sfx = "world/quake", int flags = 0, float mulWaveX = 1, float mulWaveY = 1, float mulWaveZ = 1, int falloff = 0, int highpoint = 0, float rollIntensity = 0, float rollWave = 0);
	action native A_SetTics(int tics);
	native void A_SetDamageType(name damagetype);
	native void A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);
	native void A_SetSpeed(float speed, int ptr = AAPTR_DEFAULT);
	native void A_SetFloatSpeed(float speed, int ptr = AAPTR_DEFAULT);
	native void A_SetPainThreshold(int threshold, int ptr = AAPTR_DEFAULT);
	native void A_DamageSelf(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
	native void A_DamageTarget(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
	native void A_DamageMaster(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
	native void A_DamageTracer(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
	native void A_DamageChildren(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
	native void A_DamageSiblings(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
	action native A_KillTarget(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
	action native A_KillMaster(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
	action native A_KillTracer(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
	action native A_KillChildren(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
	action native A_KillSiblings(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
	action native A_RemoveTarget(int flags = 0, class<Actor> filter = "None", name species = "None");
	action native A_RemoveMaster(int flags = 0, class<Actor> filter = "None", name species = "None");
	action native A_RemoveTracer(int flags = 0, class<Actor> filter = "None", name species = "None");
	action native A_RemoveChildren(bool removeall = false, int flags = 0, class<Actor> filter = "None", name species = "None");
	action native A_RemoveSiblings(bool removeall = false, int flags = 0, class<Actor> filter = "None", name species = "None");
	native void A_Remove(int removee, int flags = 0, class<Actor> filter = "None", name species = "None");
	native int A_GiveToChildren(class<Inventory> itemtype, int amount = 0);
	native int A_GiveToSiblings(class<Inventory> itemtype, int amount = 0);
	native int A_TakeFromChildren(class<Inventory> itemtype, int amount = 0);
	native int A_TakeFromSiblings(class<Inventory> itemtype, int amount = 0);
	native void A_SetTeleFog(class<Actor> oldpos, class<Actor> newpos);
	action native A_SwapTeleFog();
	native void A_SetFloatBobPhase(int bob);
	native void A_SetHealth(int health, int ptr = AAPTR_DEFAULT);
	action native A_ResetHealth(int ptr = AAPTR_DEFAULT);
	native state A_JumpIfHigherOrLower(state high, state low, float offsethigh = 0, float offsetlow = 0, bool includeHeight = true, int ptr = AAPTR_TARGET);
	native void A_SetSpecies(name species, int ptr = AAPTR_DEFAULT);
	native void A_SetRipperLevel(int level);
	native void A_SetRipMin(int mininum);
	native void A_SetRipMax(int maximum);
	native void A_SetChaseThreshold(int threshold, bool def = false, int ptr = AAPTR_DEFAULT);
	native state A_CheckProximity(state jump, class<Actor> classname, float distance, int count = 1, int flags = 0, int ptr = AAPTR_DEFAULT);
	native state A_CheckBlock(state block, int flags = 0, int ptr = AAPTR_DEFAULT, float xofs = 0, float yofs = 0, float zofs = 0, float angle = 0);
	native state A_CheckSightOrRange(float distance, state label, bool two_dimension = false);
	native state A_CheckRange(float distance, state label, bool two_dimension = false);
	action native bool A_FaceMovementDirection(float offset = 0, float anglelimit = 0, float pitchlimit = 0, int flags = 0, int ptr = AAPTR_DEFAULT);

	native void A_RearrangePointers(int newtarget, int newmaster = AAPTR_DEFAULT, int newtracer = AAPTR_DEFAULT, int flags=0);
	native void A_TransferPointer(int ptr_source, int ptr_recepient, int sourcefield, int recepientfield=AAPTR_DEFAULT, int flags=0);
	action native A_CopyFriendliness(int ptr_source = AAPTR_MASTER);

	native int ACS_NamedExecute(name script, int mapnum=0, int arg1=0, int arg2=0, int arg3=0);
	native int ACS_NamedSuspend(name script, int mapnum=0);
	native int ACS_NamedTerminate(name script, int mapnum=0);
	native int ACS_NamedLockedExecute(name script, int mapnum=0, int arg1=0, int arg2=0, int lock=0);
	native int ACS_NamedLockedExecuteDoor(name script, int mapnum=0, int arg1=0, int arg2=0, int lock=0);
	native int ACS_NamedExecuteWithResult(name script, int arg1=0, int arg2=0, int arg3=0, int arg4=0);
	native void ACS_NamedExecuteAlways(name script, int mapnum=0, int arg1=0, int arg2=0, int arg3=0);
	
	States
	{
	Spawn:
		TNT1 A -1
		Stop
	Null:
		TNT1 A 1
		Stop
	GenericFreezeDeath:
		// Generic freeze death frames. Woo!
		"####" "#" 5 A_GenericFreezeDeath
		"----" A 1 A_FreezeDeathChunks
		Wait
	GenericCrush:
		POL5 A -1
		Stop
	}

	// Internal functions
	native state __decorate_internal_state__(state);
	native int __decorate_internal_int__(int);
	native bool __decorate_internal_bool__(bool);
	native float __decorate_internal_float__(float);
}
