** Skull Tag v0.2 Beta - 12/13/99

    - ACS Functions -

    The following is a list of all the new and changed ACS functions
    thus far.

    72:ThrustThing (angle, force, tid)
	angle:	Byte angle to thrust the thing
	force:	How far to thrust the thing
        tid:    tid of thing to thrust

        Thrusts the thing that activated the special, or tid of item if
        specified

    135:Thing_Spawn (tid, type, angle, newtid)
	tid:	Thing ID of the map spot to spawn the thing at
	type:	Type of thing to spawn
	angle:	Byte angle for the thing to face
        newtid: New tid to give item

	Spawns a thing.

    137:Thing_SpawnNoFog (tid, type, angle, newtid)
	tid:	Thing ID of the map spot to spawn the thing at
	type:	Type of thing to spawn
	angle:	Byte angle for the thing to face
        newtid: New tid to give item

	Spawns a thing without the teleporter fog.

    256:Player_RemoveItem (item, showmessage)
        item:        type of item to take from player
        showmessage: true if a message should appear, false if one shouldn't

        Takes an item away from a player.

    257:Player_GiveItem (item, showmessage)
        item:        type of item to give the player
        showmessage: true if a message should appear, false if one shouldn't

        Gives an item to the player.

    258:Thing_SetSprite (tid, frame)
        tid:    tid of item which sprite will change
        frame:  frame to set item to

        Changes the sprite of an object.

    259:Music_Pause (pause/resume)
        pause/resume: set to true to pause the music, false to unpause it

        Pauses or unpauses the music.

    260:Music_Change (lumpname)
        Does NOT work yet

    261:TeleportAll (tid)
        tid: tid of where item will teleport to

        Teleports anything (even missiles) to a tid

    262:TeleportAll_NoFog (tid)
        tid: tid of where item will teleport to

        Teleports anything (even missiles) to a tid (no fog)

    263:ThrustThingZ (tid, momz)
        tid: tid of thing to thrust
        momz: how much thing(s) should be thrusted vertically

        Thrusts a thing vertically (doesn't seem to be working yet)

    264:Thing_SetSpecial (tid, special, arg1, arg2, arg3)
        tid: tid of item you want to set a new special to
        special: number of special you want the new item to have
        (ex. ACS_Execute would be 80. Refer to zspecial.acs)
        arg1: first argument for new special
        arg2: second argument for the new special
        arg3: third argument for the new special

        Sets a special to items with the given tid

    265:Player_SetTeam (team1/team2)
        team1/team2: 1 to put the player on team1, false to put the
        player on team2 (I prolly oughta change that... heh)

        Puts the activating player on a team for teamgames

    266:Player_GiveFP (fp)
        Does NOT work. Well, it does, but I'm about to redo the FP
        system, so don't use it

    267:Player_TakeFP (fp)
        Does NOT work. Well, it does, but I'm about to redo the FP
        system, so don't use it

     268:Thing_SetGravity (intpart, fracpart, tid)
        Use like you would Sector_SetGravity

     269:Thing_ReverseGravity (on/off, tid)
        on/off: 1 to turn it on, 0 to turn it off
        tid: tid of thing's gravity to flip

     270:Thing_RevertGravity (tid)
        tid: tid of thing's alternate gravity setting to turn off

        Resets gravity from Thing_SetGravity

     271:Team_Score (howmuch)
        howmuch: amount of points player's team should get when activated

        Gives points to player's team

     272:Team_Init (team1/team2)
        team1/team2: 1 for team1, 0 for team2

        Sets team's score to 0

     273:Player_InitFP
        Redoing FP system. Don't use

     274:Player_SetLeader (true/false)
        true/false: if true, player becomes team leader. If false,
        player is not the team leader

        Desegnates the team leader

     275:Thing_Move (tid, mapspottid)
        tid: tid of thing to move
        mapspottid: tid of mapspot where thing will move to

        Move an object to a new mapspot

     - PCodes -

     playerblueskull:

        Returns true if the player is carrying the blue skull
        ex. if (playerblueskull() == TRUE) (or just if (playerblueskull()))
                print(s:"You have the blue skull)

     playerredskull

        Returns true if the player is carrying the red skull

     playeryellowskull

        Returns true if the player is carrying the yellow skull

     playermasterskull

        Returns true if the player is carrying the master skull

     playerbluecard

        Returns true if the player is carrying the bluecard keycard

     playerredcard

        Returns true if the player is carrying the red keycard

     playeryellowcard

        Returns true if the player is carrying the yellow keycard

     playermastercard

        Returns true if the player is carrying the master keycard

     playerblackskull

        Returns true if the player is carrying the black skull

     playersilverskull

        Returns true if the player is carrying the silver skull

     playergoldskull

        Returns true if the player is carrying the gold skull

     playerblackcard

        Returns true if the player is carrying the black keycard

     playersilvercard

        Returns true if the player is carrying the silver keycard

     playergoldcard

        Returns true if the player is carrying the gold keycard

     playerteam1

        Returns true if the player is on team1. False if he's on team2

     playerhealth

        Returns the player's current health

     playerarmorpoints

        Returns the player's current armorpoints

     playerfrags

        Returns the player's current frags

     playerfragpoints

        Don't use it :) Redoing the FP system

     team1count

        Returns the number of players on team1
        ex. if (team1count() > 2)
                Player_SetTeam(0);

     team2count

        Returns the number of players on team2

     team1score

        Returns team1's score
        ex. if (team1score() > team2score())
                printbold(s:"Blue leads");

     team2score

        Returns team2's score

     - MAPINFO -

forcefallingdamage

        Falling damage always takes place, even if the dmflag
        "falling damage" is set to "NO"

forceimpalingdamage

        Forces impaling damage on the level

fragpointsenabled

        Enables fragpoints on the level. "fragpoints 1" at the console
        does the same thing

dontendonfraglimit

        Don't end the level when the fraglimit is hit

dontendonpointlimit

        Don't end the level when the pointlimit is hit (if you want
        to have some fancy script executes when a team wins or something)

forcerunedropping

        Players always drop the rune they're carrying.

        More later!
