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ZScript Language Documentation

Table of Contents


ZScript is a new (circa 2017) scripting language that has sprung from the ceasing of ZDoom and the subsequent reprisal of GZDoom as mainline. It is similar to Java, though it has many deficiencies, oddities and other such issues. Despite this, it is still the most powerful Doom modding tool since straight up source editing, and will likely stay that way for a while until Eternity Engine inevitably becomes competition-worthy with scripting additions.

This documentation serves as an introduction to and informal specification of the ZScript language from a programmer's viewpoint. It should also be useful for non-programmers looking for specifics on the inner workings of the language and more information on the functions and properties provided to it.

ZScript runs in a virtual machine much like ACS, although because it is not compiled to bytecode and uses an object-oriented structure, the virtual machine is far more complex, and also therefore quite a bit slower. ZScript may only be read from source files by the engine, which has several benefits as well as detriments. It is the opinion of the author that this is a bad solution, but the author will refrain from going on a several-paragraph tirade about why bytecode is always better than source, even if it is an optional component.

In any case, here we are. This documentation will detail all aspects of ZScript, from the language and type system to the API and finer details. This document is distributed under the CC0 public domain license in the hope that it is useful reference and serves as a solid basis for further writings. This document was originally written by Alison Sanderson (Marrub.) Attribution is encouraged but not required.

Translation Unit

Full ZScript files are referred to as "translation units." This terminology comes from the C standard, and refers simply to the entirety of a ZScript source file. ZScript files are looked for in lumps named zscript with any extension. The standard extension is .txt, but .zsc and .zs are common as well. The author of this documentation prefers .zsc.

The base translation unit zscript may start with a version directive, then followed by any number of top-level definitions and #include directives. Included translation units may not have version directives.

All keywords and identifiers in ZScript are case insensitive.


A version directive may be placed at the very beginning of a ZScript file, the syntax being:

version "num"

Where num is the ZScript version to use. By default ZScript is version "2.3", the original ZScript specification. This old version is not supported by this documentation and it is highly encouraged to always use the latest version of ZScript. The minimum version supported by this documentation is 2.4.

Here is a list of differences between ZScript versions:

Version 2.5

  • Added Inventory::GetPowerupIcon.
  • Added class InterBackground.
  • Added struct PatchInfo.
  • Added class StatusScreen.

Version 3.3

  • Default parameters in overridden virtual functions are now an error.

Version 3.4

  • Added "internal" keyword.

Version 3.5.1

  • Deprecated String.LastIndexOf.


A ZScript file can have one of several things at the top level of the file, following a version directive:

  • Class definitions
  • Structure definitions
  • Enumeration definitions
  • Constant definitions
  • Include directives

Class definitions

A class defines an object type within ZScript, and is most of what you'll be creating within the language.

All classes inherit from other classes. The base class can be set within the class header, but if it is not the class will automatically inherit from Object.

Classes are subject to Scoping. They are also implicitly reference values, and therefore can be null. Use new to instantiate a new class object.

Classes that inherit from Actor can replace other actors when spawned in maps, and can also be used freely in DECORATE. Actors have states, which will not be explained in this document as they are already well-documented on the ZDoom wiki.

A class is formed with the syntax:

class Name [: BaseClass] [Class flags...]
   [Class content...]

Or, alternatively, the rest of the file can be used as class content. Note that with this syntax you cannot use include directives afterward:

class Name [: BaseClass] [Class flags...];

[Class content...]

If the class is defined within the same archive as the current file, then one can continue a class definition with the syntax:

extend class Name

In place of the class header.

Class flags

Flag Description
abstract Cannot be instantiated with new.
ui Class has UI scope.
play Class has Play scope.
replaces ReplaceClass Replaces ReplaceClass with this class. Only works with descendants of Actor.
native Class is from the engine. Only usable internally.
version("ver") Restricted to ZScript version ver or higher.

Examples: Class headers

Various class headers:

class MyCoolObject // automatically inherits Object
class MyCoolScopedObject play // has Play scope
class MyCoolThinker : Thinker // inherits Thinker
class MyCoolActor : Actor replaces OtherActor
class MyCoolInterface abstract // can only be inherited

Examples: Class definitions

Basic class definition with a member variable and member function:

class BasicClass
   int m_thing;

   void changeThing()
      m_thing = 500;

Alternate syntax usage:

class TheWholeFileIsAClassOhNo;

int m_mymember;

// end of file

Class content

Class contents are an optional list of various things logically contained within the class, including:

  • Member declarations
  • Method definitions
  • Property definitions
  • Default blocks
  • State definitions
  • Enumeration definitions
  • Structure definitions
  • Constant definitions
  • Static array definitions

Property definitions

Property definitions are used within classes to define defaultable attributes on actors. They are not valid on classes not derived from Actor.

When registered, a property will be available in the default block as ClassName.PropertyName. Properties can be given multiple members to initialize.

Property definitions take the form property Name: Member list...;.

Properties defined in ZScript are usable from DECORATE.

Default blocks

Default blocks are used on classes derived from Actor to create an overridable list of defaults to properties, allowing for swift creation of flexible actor types.

In DECORATE, this is everything that isn't in the states block, but in ZScript, for syntax flexibility purposes, it must be enclosed in a block with default at the beginning, formed:

   Default statement list...

Default statements include flags and properties. Flags are the same as DECORATE, though sub-actor flags require their prefix, and can optionally be followed by a semicolon. Properties are the same as DECORATE, with a terminating semicolon required.

State definitions

These are the same as DECORATE, but states that do not have function blocks require terminating semicolons. Double quotes around #### and ---- are no longer required. State blocks can be subject to Action Scoping with the syntax states(Scope).

Examples: Property definitions

A class with some properties:

class MyCoolActor : Actor
      MyCoolActor.MyCoolMember 5000;
      MyCoolActor.MyCoolMemberList 501, 502;

   int m_myCoolMember;
   int m_coolMember1, m_coolMember2;

   property MyCoolMember: m_myCoolMember;
   property MyCoolMemberList: m_coolMember1, m_coolMember2;

Structure definitions

A structure is an object type that does not inherit from Object and is not always (though occasionally is) a reference type, unlike classes. Structures marked as native are passed by-reference as arguments, and null can be passed in their place. Non-native structures cannot be passed as arguments.

Structures are preferred for basic compound data types that do not need to be instanced and are often used as a way of generalizing code. They cannot be returned from functions.

Structures are subject to Scoping.

A structure takes the form of:

struct Name [Structure flags...]
   [Structure content...]

Optionally followed by a semicolon.

Structure flags

Flag Description
ui Structure has UI scope.
play Structure has Play scope.
clearscope Structure has Data scope. Default.
native Structure is from the engine. Only usable internally.
version("ver") Restricted to ZScript version ver or higher.

Structure content

Structure contents are an optional list of various things logically contained within the structure, including:

  • Member declarations
  • Method definitions
  • Enumeration definitions
  • Constant definitions

Examples: Structure definitions

Simple structure:

struct MyCoolStructure
   int x;
   int y;
   int z;

Enumeration definitions

An enumeration is a list of named numbers, which by default will be incremental from 0. By default they decay to the type int, but the default decay type can be set manually.

An enumeration definition takes the form:

enum Name [: IntegerType]

Optionally followed by a semicolon.

Enumerators can either be incremental (from the last enumerator or 0 if there is none) or explicitly set with the basic syntax enumerator = value. Enumerators must be followed by a comma unless it is the end of the list.

Examples: Enumeration definitions

Basic enumeration:

enum MyCoolEnum
   A, // has value int(0)
   B, // 1 ...
   C, // 2 ...
   D  // and 3

Less trivial example:

enum MyCoolerEnum : int16
   A = 500, // has value int16(500)
   B, // 501
   C = 200,
   D, // 201
   E, // 202

Constant definitions

Constants are simple named values. They are created with the syntax:

const Name = value;

Constants are not assignable. Their type is inferred from their value, so if you wish for them to have a specific type, you must cast the value to that type.

Examples: Constant definitions

Making an integer constant from a double:

const MyCoolInt = int(777.7777);

Static array definitions

Similar to constants, static arrays are named values, but for an array. They are created with the syntax:

static const Type name[] = {
   [Expression list...]


static const Type[] name = {
   [Expression list...]

Static arrays cannot be multi-dimensional, unlike normal arrays.

Include directives

Include directives include other files to be processed by the ZScript compiler, allowing you to organize and separate code into different files. Their syntax is simple:

#include "filename"

Note that included filenames will conflict with other mods. If two mods have a file named zscript/MyCoolClasses.zsc and both include it, expecting to get different files, the engine will fail to load with a script error.

To avoid this, it is suggested to place your ZScript code under a uniquely named sub-folder.

Examples: Include directives

Basic includes:

#include "zscript/MyCoolMod/MyCoolClasses.zsc"


ZScript has several categories of types: Integer types, floating-point (decimal) types, strings, vectors, names, classes, et al. There are a wide variety of ways to use these types, as well as a wide variety of places they are used.

Types determine what kind of value an object stores, how it acts within an expression, etc. All objects, constants and enumerations have a type. Argument lists use types to ensure a function is used properly.

Most basic types have methods attached to them, and both integer and floating-point type names have symbols accessible from them. See the API section for more information.


Integer types are basic integral numbers. They include:

Name Usable as argument Bits Lowest value Highest value
int Yes 32 -2,147,483,648 2,147,483,647
uint Yes 32 0 4,294,967,296
int16 No 16 -32,768 32,767
uint16 No 16 0 65,535
int8 No 8 -128 127
uint8 No 8 0 255

Floating-point types

Floating-point types hold exponents, generally represented as regular decimal numbers. There are two such types available to ZScript:

Name Usable as argument Notes
double Yes 64-bit floating-point number.
float Yes (64 bits) 32-bit in structures and classes, 64-bit otherwise.
float64 Yes Alias for double.
float32 No 32-bit floating-point number. Not implemented correctly, unusable.


Name Usable as argument
string Yes

The string type is a mutable, garbage-collected string reference type. Strings are not structures or classes, however there are methods attached to the type, detailed in the API section.


Name Usable as argument
name Yes

The name type is an indexed string. While their contents are the same as a string, their actual value is merely an integer which can be compared far quicker than a string. Names are used for many internal purposes such as damage type names. Strings are implicitly casted to names.


Name Usable as argument
color Yes

The color type can be converted from a string using the X11RGB lump or a hex color in the format #RRGGBB, or with either color(R, G, B) or color(R, G, B, A).


Name Usable as argument
vector2 Yes
vector3 Yes

There are two vector types in ZScript, vector2 and vector3, which hold two and three members, respectively. Their members can be accessed through x, y and (for vector3,) z. vector3 can additionally get the X and Y components as a vector2 with xy.

Vectors can use many operators and even have special ones to themselves. See the Expressions and Operators section for more information.

Fixed-size arrays

Name Usable as argument
type[size] No

Fixed-size arrays take the form Type[size]. They hold size number of Type elements, which can be accessed with the array access operator. Multi-dimensional arrays are also supported.

Dynamic-size arrays

Name Usable as argument
array<Type> Yes

Dynamically sized arrays take the form array<Type>, and hold an arbitrary number of Type elements, which can be accessed with the array access operator. Multi-dimensional dynamic arrays are not supported.


Name Usable as argument
map<Type, Type> No

Map types take the form map<Type, Type>. They are not yet implemented.

Class type references

Name Usable as argument
class<Type> Yes
class Yes

Class type references are used to describe a concrete type rather than an object. They simply take the form class, and can be restrained to descendants of a type with the syntax class<Type>. Strings are implicitly casted to class type references.

User types

Name Usable as argument
Any class object Yes
native struct object Yes
User struct object No
@Type Yes (only internally)

Any other identifier used as a type will resolve to a user class, structure or enumeration type.

Identifiers prefixed with @ are native pointers to objects and not necessarily exposed to ZScript. This is not usable in user code.

A type name that is within a specific scope can be accessed by prefixing it with a .. The type .MyClass.MySubStructure will resolve to the type MySubStructure contained within MyClass.

Read-only types

Name Usable as argument
readonly<Type> Yes

A read-only type, as its name implies, may only be read from, and is effectively immutable. They take the form readonly<Type>.

Other types

Name Usable as argument Description
bool Yes Holds one of two values: true or false.
sound Yes Holds a sound reference.
textureid Yes Holds a texture reference.
spriteid Yes Holds a sprite reference.
state Yes A reference to an actor state.
statelabel Yes The name of an actor state.
void No Alias for None. Unknown purpose, likely implementation error.
voidptr No A pointer to a real memory address. Implementation detail.

Strings will implicitly convert to sound and statelabel.

Expressions and Operators


Much like C or most other programming languages, ZScript has object literals, including string literals, integer literals, float literals, name literals, boolean literals, and the null pointer.

String literals

String literals take the same form as in C:

"text here"

String literals have character escapes, which are formed with a backslash and a character. Character escapes include:

Spelling Output
\" A literal ".
\\ A literal \.
\ followed by newline Concatenates the next line with this one.
\a Byte 0x07 (BEL - bell, anachronism.)
\b Byte 0x08 (BS - backspace, anachronism.)
\c Byte 0x1c (TEXTCOLOR_ESCAPE.)
\f Byte 0x0c (FF - form feed, anachronism.)
\n Byte 0x0a (LF - new line.)
\t Byte 0x09 (HT - tab.)
\r Byte 0x0d (CR - return.)
\v Byte 0x0b (VT - vertical tab, anachronism.)
\? A literal ? (obsolete anachronism.)
\xnn Byte 0xnn.
\Xnn Byte 0xnn.
\nnn Byte 0nnn (octal.)

To quote cppreference, "of the octal escape sequences, \0 is the most useful because it represents the terminating null character in null-terminated strings."

String literals, also like C and C++, will be concatenated when put directly next to each other. For example, this:

"text 1" "text 2"

Will be parsed as a single string literal with the text "text 1text 2".

Class type literals

Class type literals take the same form as string literals, but do note that they are not the same.

Name literals

Name literals are similar to string literals, though they use apostrophes instead of quote marks:

'text here'

They do not concatenate like string literals, and do not have character escapes.

Integer literals

Integer literals are formed similarly to C. They may take one of three forms, and be typed uint or int based on whether there is a u or U at the end or not.

The parser also supports an optional l/L suffix as in C, though it does not actually do anything, and it is advised you do not use it for potential forward compatibility purposes.

Integer literals can be in the basic base-10/decimal form:

1234567890 // int
500u       // uint

Base-16/hexadecimal form, which may use upper- or lower-case decimals and 0x prefix, depending on user preference:

0XaBcDeF0 // don't do this, please.

And, base-8/octal form, prefixed with a 0:


Float literals

Float literals, much like integer literals, are formed similarly to C, but they do not support hex-float notation. Float literals support exponent notation.

The parser supports an optional f/F suffix as in C, though it does not actually do anything, and it is advised you do not use it for potential forward compatibility purposes.

Float literals can be formed in a few ways:

0.5 //=> 0.5
.5  //=> 0.5
1.  //=> 1.0

And with exponents:

0.5e+2 //=> 50
50e-2  //=> 0.5

Boolean literals

The two boolean literals are spelled false and true, and much like C, can decay to the integer literals 0 and 1.

Null pointer

The null pointer literal is spelled null and represents an object that does not exist in memory. Like C, it is not equivalent to the integer literal 0, and is more similar to C++'s nullptr.


Primary expressions

Basic expressions, also known as primary expressions, can be one of:

  • An identifier for a constant or variable.
  • The Super keyword.
  • Any object literal.
  • A vector literal.
  • An expression in parentheses.

Identifiers work as you expect, they reference a variable or constant. The Super keyword references the parent type or any member within it.

Vector literals

Vector literals are not under object literals as they are not constants in the same manner as other literals, since they contain expressions within them. As such, they are expressions, not proper value-based literals. They can be formed with:

(x, y)    //=> vector2, where x is not a vector2
(x, y)    //=> vector3, where x *is* a vector2
(x, y, z) //=> vector3

All components must have type double.

Postfix expressions

Postfix expressions are affixed at the end of an expression, and are used for a large variety of things, although the actual amount of postfix expressions is small:

Form Description
a([Argument list...]) Function call.
Type(a) Type cast.
(class<Type>)(a) Class type reference cast.
a[b] Array access.
a.b Member access.
a++ Post-increment. This increments (adds 1 to) the object after the expression is evaluated.
a-- Post-decrement. This decrements (subtracts 1 from) the object after the expression is evaluated.

Unary expressions

Unary expressions are affixed at the beginning of an expression. The simplest example of a unary expression is the negation operator, -, as in -500. Unary expressions include:

Form Description
-a Negation.
!a Logical negation, "not."
++a Pre-increment. This adds 1 to the object and evaluates as the resulting value.
--a Pre-decrement. This subtracts 1 from the object and evaluates as the resulting value.
~a Bitwise negation. Flips all bits in an integer.
+a Affirmation. Does not actually do anything.
sizeof a Evaluates the size of the type of an expression. Unknown purpose.
alignof a Evaluates the alignment of the type of an expression. Unknown purpose.

Binary expressions

Binary expressions operate on two expressions, and are the most common kind of expression. They are used inline like regular math syntax, ie. 1 + 1. Binary expressions include:

Form Description
a + b Addition.
a - b Subtraction.
a * b Multiplication.
a / b Division quotient.
a % b Division remainder, also known as "modulus." Unlike C, this works on floats, too.
a ** b Exponent ("power of.")
a << b Left bitwise shift.
a >> b Right bitwise shift.
a >>> b Right unsigned bitwise shift.
a cross b Vector cross-product.
a dot b Vector dot-product.
a .. b Concatenation, creates a string from two values.
a < b true if a is less than b.
a > b true if a is greater than b.
a <= b true if a is less than or equal to b.
a >= b true if a is greater than or equal to b.
a == b true if a is equal to b.
a != b true if a is not equal to b.
a ~== b true if a is approximately equal to b. For strings this is a case-insensitive comparison, for floats and vectors this checks if the difference between the two is smaller than ε.
a && b true if a and b are both true.
a || b true if a or b is true.
a is "b" true if a's type is equal to or a descendant of b.
a <>= b Signed difference between a and b.
a & b Bitwise AND.
a ^ b Bitwise XOR.
a | b Bitwise OR.
a::b Scope operator. Not implemented yet.

Assignment expressions

Assignment expressions are a subset of binary expressions which are never constant expressions. They assign a value to another value, as one might guess.

Form Description
a = b Assigns b to a.
a += b Assigns a + b to a.
a -= b Assigns a - b to a.
a *= b Assigns a * b to a.
a /= b Assigns a / b to a.
a %= b Assigns a % b to a.
a <<= b Assigns a << b to a.
a >>= b Assigns a >> b to a.
a >>>= b Assigns a >>> b to a.
a |= b Assigns a | b to a.
a &= b Assigns a & b to a.
a ^= b Assigns a ^ b to a.

Ternary expression

The ternary expression is formed a ? b : c, and will evaluate to b if a is true, or c if it is false.


All functions are made up of a list of statements enclosed with left and right braces, which in and of itself is a statement called a compound statement, or block.

Compound statements

A compound statement is formed as:

   [Statement list...]

Note that the statement list is optional, so an empty compound statement {} is entirely valid.

Expression statements

An expression statement is the single most common type of statement in just about any programming language. In ZScript, exactly like C and C++, an expression statement is simply formed with any expression followed by a semicolon. Function calls and variable assignments are expressions, for instance, so it is quite clear why they are common.

Examples: Expression statements

Some basic expressions:

myCoolFunction(5, 4);
m_myCoolMember = 500;
5 * 5; // does nothing of course, but valid

Conditional statements

A conditional statement will, conditionally, choose a statement (or none) to execute. They work the same as in C and ACS.

Examples: Conditional statements

Simple conditional:


Simple conditional, with else statement and a block:

   c = d;
   e = f;

Switch statements

A switch statement takes an expression of integer or name type and selects a labeled statement to run. They work the same as in C and ACS.

Examples: Switch statements

A switch demonstrating fall-through and default cases:

case 500: Console.printf("a is 500"); break;
case 501: Console.printf("a is 501"); // falls through to next case
case 502: Console.printf("a is 501 or 502"); break;
   Console.printf("not sure what a is!");
   // break is implied here

Loop statements

ZScript has five loop statements, for, while, until, do while and do until. for, while and do while work the same as in C, C++ and ACS, while until and do until do the inverse of while and do while.

The for loop takes a limited statement and two optional expressions: The statement for when the loop begins (which is scoped to the loop,) one expression for checking if the loop should break, and one which is executed every time the loop iterates.

The while loop simply takes one expression for checking if the loop should break, equivalent to for(; a;).

The until loop is equivalent to while(!a).

do while and do until will only check the expression after the first iteration is complete. The do while and do until loops are formed as such:

while(a) // unlike C, you don't need a semicolon here


Control flow statements

As in C, there are three control flow statements that manipulate where the program will execute statements next, which are available contextually. They are continue, break and return.

continue is available in loop statements and will continue to the next iteration immediately.

break is available in loop statements and switch statements, and will break out of the containing statement early.

return is available in functions. If the function does not return any values, it may only be spelled return; and will simply exit the function early. If the function does return values, it takes a comma-separated list for each value returned.

Examples: Control flow statements

Use of continue:

for(int i = 0; i < 50; i++)
   if(i == 25) continue; // don't do anything on 25!


Use of break:

for(int i = 0; i < 50; i++)
   if(i == 25) break; // exit the loop at 25!


Use of return in various contexts:

void returnsNothing()
   if(m_thing != 50) return; // exit early if m_thing isn't 50.


int returnsInt()
   if(m_thing == 50)
      return 50; // m_thing is 50, so return 50.

   return 0; // must have a return eventually

int, int returnsTwoInts()
   return 1, 2; // returns 1 and 2.

Local variable statements

Local variable statements are formed in one of 3 ways. The let keyword can be used to automatically determine the type of the variable from the initializer, while the other two syntaxes use an explicit type, and initialization is optional.

Type a;
Type a[Expression]; // alternate syntax for local array

let a = b;
Type a = b;
Type a = {Expression list...}; // for fixed size array types
Type a[Expression] = {Expression list...};

Multi-assignment statements

Expressions or functions that return multiple values can be assigned into multiple variables with the syntax:

[Expression list...] = Expression;

Examples: Multi-assignment statements

Getting the actor out of A_SpawnItemEx:

Actor mo;
bool spawned;
[spawned, mo] = A_SpawnItemEx("MyCoolActor");

Static array statements

Static arrays can be defined normally as a statement.

Null statements

A null statement does nothing, and is formed ;. It is similar to an empty compound statement.

Member declarations

Member declarations define data within a structure or class that can be accessed directly within methods of the object (or its derived classes,) or indirectly from instances of it with the member access operator.

A member declaration is formed as so:

[Member declaration flags...] Type name;

Or, if you want multiple members with the same type and flags:

[Member declaration flags...] Type name[, name...];

Note that the types Font and CVar are unserializable as members and must be marked transient.

Member declaration flags

Flag Description
private Member is not visible to any class but this one.
protected Member is not visible to any class but this one and any descendants of it.
ui Member has UI scope.
play Member has Play scope.
meta Member is read-only static class data. Only really useful on actors, since these can be set via properties on them.
transient Member is not saved into save games. Required for unserializable objects and recommended for UI context objects.
readonly Member is not writable.
internal Member is only writable from gzdoom.pk3.
deprecated("ver") If accessed, a script warning will occur on load if the archive version is greater than ver.
native Member is from the engine. Only usable internally.
version("ver") Restricted to ZScript version ver or higher.

Examples: Member declarations

Some basic member variables:

int m_myCoolInt;
int m_coolInt1, m_coolInt2, m_coolInt3;
int[10] m_coolIntArray;
private int m_coolPrivateInt;
protected meta int m_coolMetaInt;

Method definitions

Method definitions define functions within a structure or class that can be accessed directly within other methods of the object (or its derived classes,) or indirectly from instances of it with the member access operator.

Methods marked as virtual may have their functionality overridden by derived classes, and in those overrides one can use the Super keyword to call the parent function.

Methods are formed as so:

[Method definition flags...] Type[, Type...] name([Argument list...]) [const]
   [Function body here]

If const is placed after the function signature and before the function body, the method will not be allowed to modify any members in the object instance it's being called on.

The keyword void can be used in place of a type (or type list) to have a method which does not have any return value. Similarly, one can place void where the argument list might be, although this is redundant as having no argument list at all is allowed.

Arguments of methods may only be of certain types due to technical limitations. See the type table for a list of which are usable and which are not.

Method definition flags

Flag Description
private Method is not visible to any class but this one.
protected Method is not visible to any class but this one and any descendants of it.
static Function is not a method, but a global function without a self pointer.
ui Method has UI scope.
play Method has Play scope.
clearscope Method has Data scope.
virtualscope Method has scope of the type of the object it's being called on.
virtual Method can be overridden in derived classes.
override Method is overriding a base class' virtual method.
final Virtual method cannot be further overridden from derived classes.
action Method has implicit owner and state parameters, mostly useful on weapons.
action(Scope) Same as above, but has an action scope. See "Action Scoping" for more information.
deprecated("ver") If accessed, a script warning will occur on load if the archive version is greater than ver.
vararg Method doesn't type-check arguments after .... Only usable internally.
native Method is from the engine. Only usable internally.
version("ver") Restricted to ZScript version ver or higher.


Action Scoping

On classes derived from Actor, states and methods can be scoped to a certain subset of uses. This is mainly to differentiate actions which take place in inventory items and weapons, and actions which take place in the actual game map. The available scopes are:

Name Description
actor Actions are called from an actual map object.
overlay Actions are called from a weapon overlay.
weapon Actions are called from a weapon.
item Actions are called from an inventory item.

Object Scoping

Most objects are subject to object scoping, which restricts the way data can be used in certain contexts. This is to ensure that the playsim does not get changed by the UI, for instance, or that the playsim doesn't read from the UI and break network synchronization. In other words, it is to prevent a multitude of errors that arise when data is modified or read from the wrong places.

There are three scopes in ZScript: Play, UI, and Data (also known as "clearscope.") The Play scope is used for objects that are part of the game simulation and interact with the world in some way or another, while the UI scope is for objects that have no correlation with the world besides perhaps reading information from it. The Data scope is shared between the two, and must be used carefully.

Here is a chart of data access possibilities for each scope:

Data scope Play scope UI scope
From Data context Read/write Read-only No access
From Play context Read/write Read/write No access
From UI context Read/write Read-only Read/write

Format String

A format string is a string that specifies the format of a conversion from arbitrary data to a contiguous character string. A format string contains normal characters and conversion specifiers. See this page for more information. Differences between C's printf and ZScript formats include:

  • Since there's no char type, int is used for %c.
  • %s also works for name.
  • No %n specifier.
  • An additional conversion specifier %B exists which converts a number to binary.
  • An additional conversion specifier %H exists which works like %g but automatically selects the smallest precision.


The ZScript API is vast and has some holes which are hard to explain. Some parts are implemented in ways that don't make sense to user code, but are fine to the engine. Because of this, the API shall be documented in pseudo-ZScript which gives an idea of how it works for the modder rather than for the engine.

Type symbols

Integer and floating-point types have symbols which can be accessed through Here is a list of them.

Integer types

  • Min

    Minimum value of type.

  • Max

    Maximum value of type.

Floating-point types

  • Min_Normal

    Minimum value of type.

  • Max

    Maximum value of type.

  • Epsilon

    ε value of type.

  • NaN

    Not-a-Number value of type.

  • Infinity

    ∞ value of type.

  • Min_Denormal

    Minimum positive subnormal value of type.

  • Dig

    Number of decimal digits in type.

  • Min_Exp

    Minimum exponent bits value of type.

  • Max_Exp

    Maximum exponent bits value of type.

  • Mant_Dig

    Number of mantissa bits in type.

  • Min_10_Exp

    Minimum exponent of type.

  • Max_10_Exp

    Maximum exponent of type.


Global functions

Class handling

Type New(class typename = ThisClass);
Type GetDefaultByType(TypeName);
  • New

    Typically spelled lowercase (new), creates an object with type typename. Defaults to using the class of the calling object.

  • GetDefaultByType

    Gets the default value of any built-in type.

Random number generation

All of these functions may have [identifier] between the function name and the argument list to specify a named RNG table to use.

int Random(int min = 0, int max = 255);
int Random2(uint mask = uint.max);
int RandomPick(int...);
double FRandom(double min, double max);
double FRandomPick(double...);
void SetRandomSeed(uint num);
  • Random

    Returns a random integer between min and max.

  • Random2

    Returns a random integer value between -mask and mask. mask is used as a bit mask, so it is recommended to use a value of one less than a power of two (ie. 3, 7, 15, 31, 63, 127, 255...)

  • RandomPick

    Returns one of the provided parameters randomly.

  • FRandom

    Returns a random float between min and max.

  • FRandomPick

    Same as RandomPick, but with floats.

  • SetRandomSeed

    Sets the seed of the RNG table to num.


Type Min(Type n, Type minimum);
Type Max(Type n, Type maximum);
Type Clamp(Type n, Type minimum, Type maximum);
Type Abs(Type n);
double ATan2(double y, double x);
double VectorAngle(double x, double y);
uint BAM(double angle);
  • Min

    Returns n if n is more than minimum, or minimum.

  • Max

    Returns n if n is less than maximum, or maximum.

  • Clamp

    Returns n if n is more than minimum and less than maximum, or either of those values if it is not.

  • Abs

    Returns |n| (absolute of n.)

  • ATan2

    Computes the arctangent of y / x using the arguments' signs to determine the correct quadrant.

  • VectorAngle

    Same as ATan2, but with arguments reversed.

  • BAM

    Returns a byte angle of angle (degrees * (0x40000000 / 90.0).)


string G_SkillName();
int G_SkillPropertyInt(int p);
double G_SkillPropertyFloat(int p);
vector3, int G_PickDeathmatchStart();
vector3, int G_PickPlayerStart(int pnum, int flags = 0);
  • G_SkillName

    The name of the skill in play.

  • G_SkillPropertyInt

    Returns a skill property. p may be:

  • G_SkillPropertyFloat

    Returns a skill property. p may be:

  • G_PickDeathmatchStart

    Returns the position and angle of a random deathmatch start location.

  • G_PickPlayerStart

    Returns the position and angle of a player start for player pnum. flags may be:

    Name Description
    PPS_FORCERANDOM Always randomly picks a random player spawn for this player.
    PPS_NOBLOCKINGCHECK Does not check if an object is blocking the player spawn.


void S_Sound(sound sound_id, int channel, float volume = 1, float attenuation = ATTN_NORM);
void S_PauseSound(bool notmusic, bool notsfx);
void S_ResumeSound(bool notsfx);
bool S_ChangeMusic(string music_name, int order = 0, bool looping = true, bool force = false);
float S_GetLength(sound sound_id);
void SetMusicVolume(float vol);
  • S_Sound

    Plays a sound (as defined in SNDINFO) from the calling object if it has world presence (is an actor or sector etc.)

    channel may be:

    Name Description
    CHAN_AUTO Automatically assigns the sound to a free channel (if one exists.)
    CHAN_WEAPON For weapon noises.
    CHAN_VOICE For player grunts.
    CHAN_ITEM For item pickups.
    CHAN_BODY For footsteps and generally anything else.
    CHAN_5 Extra sound channel.
    CHAN_6 Extra sound channel.
    CHAN_7 Extra sound channel.

    channel may also have the following flags OR'd onto it:

    Name Description
    CHAN_LISTENERZ Sound ignores height entirely, playing at the listener's vertical position.
    CHAN_MAYBE_LOCAL Does not play sound to other players if the silent pickup compat flag is enabled.
    CHAN_UI Does not record sound in savegames/demos.
    CHAN_NOPAUSE Does not pause in menus or when S_PauseSound is called.
    CHAN_LOOP Continues playing the sound on loop until it is stopped manually.
    CHAN_NOSTOP Does not start a new sound if the channel is already playing something.

    Additionally, CHAN_PICKUP is equivalent to CHAN_ITEM | CHAN_MAYBE_LOCAL.

    attenuation determines the dropoff distance of the sound. The higher the value, the quicker it fades. Constants include:

    Name Value Description
    ATTN_NONE 0 Does not drop off at all, plays throughout the whole map.
    ATTN_NORM 1 Drops off using the close_dist and clipping_dist defined in SNDINFO. Default.
    ATTN_IDLE 1.001 Uses Doom's default sound attenuation.
    ATTN_STATIC 3 Drops off quickly, at around 512 units.
  • S_PauseSound

    Pauses music if notmusic is false and all game sounds if notsfx is false. Used for instance in the time stop powerup.

  • S_ResumeSound

    Resumes playing music and, if notsfx is false, all game sounds as well.


uint MSTime();
vararg void ThrowAbortException(string format, ...);
  • MSTime

    Returns the number of milliseconds since the engine was started. Not deterministic.

  • ThrowAbortException

    Kills the VM and ends the game (without exiting) with a formatted error.

Global variables

These variables are accessible in any context and are not bound by any specific object.

Static info

readonly array<class<Actor>> AllActorClasses;
readonly array<Team> Teams;
readonly array<PlayerClass> PlayerClasses;
readonly array<PlayerSkin> PlayerSkins;

play DehInfo DEH;
readonly GameInfoStruct GameInfo;
readonly textureid SkyFlatNum;
readonly FOptionMenuSettings OptionMenuSettings;
readonly Weapon WP_NOCHANGE;
  • AllActorClasses

    As the name implies, an array of every actor class type reference.

  • Teams

    An array of all teams. Maximum index is Team.Max.

  • PlayerClasses

    An array of all player classes as defined in MAPINFO/GameInfo and KEYCONF.

  • PlayerSkins

    An array of all player skins as defined in SKININFO and S_SKIN.

  • DEH


  • GameInfo


  • SkyFlatNum

    The texture ID for sky flats. F_SKY1 by default in Doom.

  • OptionMenuSettings



    A constant denoting that the weapon the player is currently holding shouldn't be switched from.

Game state

int ValidCount;
readonly bool AutomapActive;
play uint GameAction;
readonly int GameState;
readonly int GameTic;
readonly bool DemoPlayback;
readonly uint8 GlobalFreeze;
play LevelLocals Level;
  • ValidCount

    Don't use this.

  • AutomapActive

    true if the automap is currently open on the client. Not deterministic.

  • GameAction

    Current global game action. May be one of:

    Name Description
    ga_nothing Does nothing.
    ga_loadlevel Don't use this.
    ga_newgame Don't use this.
    ga_newgame2 Don't use this.
    ga_recordgame Don't use this.
    ga_loadgame Don't use this.
    ga_loadgamehideicon Don't use this.
    ga_loadgameplaydemo Don't use this.
    ga_autoloadgame Don't use this.
    ga_savegame Don't use this.
    ga_autosave Creates an autosave.
    ga_playdemo Don't use this.
    ga_completed Don't use this.
    ga_slideshow Don't use this.
    ga_worlddone Don't use this.
    ga_screenshot Takes a screenshot.
    ga_togglemap Toggles the automap.
    ga_fullconsole Don't use this.
  • GameState

    Current global game state. May be one of:

    Name Description
    GS_LEVEL Inside a level.
    GS_INTERMISSION Inbetween levels.
    GS_FINALE Reading a cluster end text or at the end sequence.
    GS_DEMOSCREEN Inside a level but watching a demo in the main menu.
    GS_FULLCONSOLE Outside of a level, console only.
    GS_HIDECONSOLE Outside of a level, console hidden (ie. main menu.)
    GS_STARTUP Game not yet initialized.
    GS_TITLELEVEL Watching a TITLEMAP in the main menu.
  • GameTic

    Number of game tics passed since engine initialization. Not deterministic.

  • DemoPlayback

    Watching a demo.

  • GlobalFreeze

    TODO: I have no idea what the difference between this and Level.Frozen is.

  • Level

    All level info as defined in LevelLocals.


KeyBindings Bindings;
KeyBindings AutomapBindings;
readonly Font SmallFont;
readonly Font SmallFont2;
readonly Font BigFont;
readonly Font ConFont;
readonly Font IntermissionFont;
readonly int CleanXFac;
readonly int CleanYFac;
readonly int CleanWidth;
readonly int CleanHeight;
readonly int CleanXFac_1;
readonly int CleanYFac_1;
readonly int CleanWidth_1;
readonly int CleanHeight_1;
ui int MenuActive;
ui int BackbuttonTime;
ui float BackbuttonAlpha;
ui BaseStatusBar StatusBar;
int LocalViewPitch;
  • Bindings


  • AutomapBindings


  • SmallFont

    The smallfnt for the current game.

  • SmallFont2

    The alternate smallfnt.

  • BigFont

    The bigfont for the current game.

  • ConFont

    The console font.

  • IntermissionFont

    The font used in intermission screens.

  • CleanXFac


  • CleanYFac


  • CleanWidth


  • CleanHeight


  • CleanXFac_1


  • CleanYFac_1


  • CleanWidth_1


  • CleanHeight_1


  • MenuActive

    The current active menu state. One of:

    Name Description
    Menu.Off No active menu.
    Menu.On Menu is open, game is paused.
    Menu.OnNoPause Menu is opened, but the game is not paused.
    Menu.WaitKey Menu is opened, waiting for a key for a controls menu binding.
  • BackbuttonTime

    The time until the back button starts fading out in menus.

  • BackbuttonAlpha

    Alpha of the back button in menus.

  • StatusBar


  • LocalViewPitch

    The pitch angle (in degrees) of ConsolePlayer's view. Not deterministic.


readonly bool Multiplayer;
readonly int ConsolePlayer;
readonly int Net_Arbitrator;
play PlayerInfo Players[MAXPLAYERS];
readonly bool PlayerInGame[MAXPLAYERS];
  • Multiplayer

    Game is networked.

  • ConsolePlayer

    Number of the player running the client. Not deterministic.

  • Net_Arbitrator

    Number of the player who initiated the game.

  • Players

    PlayerInfo structs for each player.

  • PlayerInGame

    true if the player is currently in-game.

Built-in types


The base class of all class types.

class Object
   bool bDestroyed;

   class GetClass();
   class GetParentClass();
   string GetClassName();

   virtualscope void Destroy();

   virtual virtualscope void OnDestroy();
  • bDestroyed

    This object wants to be destroyed but has not yet been garbage collected.

  • GetClass

    Returns the class type of this object.

  • GetParentClass

    Returns the class type of this object's parent class.

  • GetClassName

    Returns a string representation of the class type of this object.

  • Destroy

    Destroys this object. Do not use the object after calling this. References to it will be invalidated.

  • OnDestroy

    Called when the object is collected by the garbage collector. Not deterministic.


While ZScript does not have proper user-facing generics, Array is one such type that does have a type parameter. It mirrors the internal TArray type.

struct Array<Type>
   void Copy(array<Type> other);
   void Move(array<Type> other);
   uint Find(Type item) const;
   uint Push(Type item);
   bool Pop();
   void Delete(uint index, int count = 1);
   void Insert(uint index, Type item);
   void ShrinkToFit();
   void Grow(uint amount);
   void Resize(uint amount);
   uint Reserve(uint amount);
   uint Max() const;
   uint Size() const;
   void Clear();
  • Copy

    Copies another array's contents into this array.

  • Move

    Moves another array's contents into this array.

  • Find

    Finds the index of item in the array, or Size if it couldn't be found.

  • Push

    Places item at the end of the array, calling Grow if necessary.

  • Pop

    Deletes the last item in the array. Returns false if there are no items in the array.

  • Delete

    Deletes count object(s) at index. Moves objects after them into their place.

  • Insert

    Inserts item at index. Moves objects after index to the right.

  • ShrinkToFit

    Shrinks the allocated array size Max to Size.

  • Grow

    Ensures the array can hold at least amount new members.

  • Resize

    Changes the allocated array size to amount. Deletes members if amount is smaller than Size.

  • Reserve

    Adds amount new entries at the end of the array, increasing Size. Calls Grow if necessary.

  • Max

    Returns the allocated size of the array.

  • Size

    Returns the amount of objects in the array.

  • Clear

    Clears out the entire array.


Colors simply store red, green, blue and alpha components.

struct Color
   uint8 r, g, b, a;


Fixed-size arrays have a size method attached to them for convenience purposes.

struct FixedArray
   uint Size() const;
  • Size

    Returns the size of the array. This is a compile-time constant.


struct String
   static vararg string Format(string format, ...);

   vararg void AppendFormat(string format, ...);
   void Replace(string pattern, string replacement);
   string Left(int len) const;
   string Mid(int pos = 0, int len = int.max) const;
   void Truncate(int newlen);
   void Remove(int index, int amount);
   string CharAt(int pos) const;
   int CharCodeAt(int pos) const;
   string Filter();
   int IndexOf(string substr, int start = 0) const;
   deprecated("3.5.1") int LastIndexOf(string substr, int end = int.max) const;
   int RightIndexOf(string substr, int end = int.max) const;
   void ToUpper();
   void ToLower();
   int ToInt(int base = 0) const;
   double ToDouble() const;
   void Split(out array<string> tokens, string delimiter, EmptyTokenType keepEmpty = TOK_KEEPEMPTY) const;
   uint Length() const;
  • Format

    Creates a string using a format string and any amount of arguments.

  • Replace

    Replaces all instances of pattern with replacement in place.

  • AppendFormat

    Works like Format, but appends the result to the string.

  • Left

    Returns the first len characters as a new string.

  • Mid

    Returns len characters starting at pos as a new string.

  • Truncate

    Truncates the string to len characters in place.

  • Remove

    Removes amount characters starting at index in place.

  • CharAt

    Returns the character at pos as a new string.

  • CharCodeAt

    Returns the character at pos as an integer.

  • Filter

    Replaces escape sequences in a string with escaped characters as a new string.

  • IndexOf

    Returns the first index of substr starting from the left at start.

  • LastIndexOf

    Broken. Use RightIndexOf instead.

  • RightIndexOf

    Returns the first index of substr starting from the right at end.

  • ToUpper

    Converts all characters in the string to uppercase in place.

  • ToLower

    Converts all characters in the string to lowercase in place.

  • ToInt

    Interprets the string as a base base integer, guessing the base if it is 0.

  • ToDouble

    Interprets the string as a double precision floating point number.

  • Split

    Splits the string by each delimiter into tokens. keepEmpty may be either TOK_SKIPEMPTY (the default) or TOK_KEEPEMPTY, which will keep or discard empty strings found while splitting.


Texture IDs can be explicitly converted to integers, but not the other way around. You can add and subtract integers with a textureid, however. (This only works with the integer on the right hand side.)

struct TextureID
   bool IsValid() const;
   bool IsNull() const;
   bool Exists() const;
   void SetInvalid();
   void SetNull();
  • IsValid

    Checks if the texture index is not the invalid index (-1.)

  • IsNull

    Checks if the texture is the null index (0.)

  • Exists

    Checks if the texture exists within the texture manager at all.

  • SetInvalid

    Sets the texture index to -1.

  • SetNull

    Sets the texture index to 0.

    The proper way to zero-initialize a textureid is:

    textureid tex;


struct Vector2
   double x, y;

   double Length() const;
   vector2 Unit() const;

struct Vector3
   double x, y, z;
   vector2 xy;

   double Length() const;
   vector3 Unit() const;
  • Length

    Returns the length (magnitude) of the vector.

  • Unit

    Returns a normalized vector. Equivalent to vec / vec.length().

Level Data


struct Vertex play
   readonly vector2 p;
  • p

    The point this object represents.


Also known as a "sidedef." One of the textured sides of a line. Each sidedef has three portions: Upper, middle, and lower. The middle texture is special as it can have transparency.

The three portions of a sidedef can be referred to with:

Name Description
Side.Top The upper portion.
Side.Mid The middle portion.
Side.Bottom The lower portion.
struct Side play
   readonly Sector Sector;
   readonly Line   Linedef;

   int16 Light;
   uint8 Flags;

   int Index();

   clearscope Vertex V1();
   clearscope Vertex V2();

   textureid GetTexture(int which);
   double GetTextureXOffset(int which);
   double GetTextureYOffset(int which);
   double GetTextureXScale(int which);
   double GetTextureYScale(int which);

   void SetTexture(int which, textureid tex);
   void SetTextureXOffset(int which, double offset);
   void SetTextureYOffset(int which, double offset);
   void SetTextureXScale(int which, double scale);
   void SetTextureYScale(int which, double scale);

   void AddTextureXOffset(int which, double delta);
   void AddTextureYOffset(int which, double delta);

   void MultiplyTextureXScale(int which, double delta);
   void MultiplyTextureYScale(int which, double delta);

   int GetUDMFInt(name nm);
   double GetUDMFFloat(name nm);
   string GetUDMFString(name nm);
  • Sector

    The sector this side belongs to.

  • Linedef

    The line this side belongs to.

  • Light

    The light level of this side.

  • Flags

    Any combination of the following bit flags:

    Name Description
    WALLF_ABSLIGHTING Light is absolute instead of relative to the sector.
    WALLF_NOAUTODECALS Don't attach decals to this surface.
    WALLF_NOFAKECONTRAST Disables the "fake contrast" effect for this side.
    WALLF_SMOOTHLIGHTING Applies a unique contrast at all angles.
    WALLF_CLIP_MIDTEX Clips the middle texture when it goes under the floor or above the ceiling.
    WALLF_WRAP_MIDTEX Repeats the middle texture infinitely on the vertical axis.
    WALLF_POLYOBJ This sidedef belongs to a polyobject.
    WALLF_LIGHT_FOG The wall's lighting will ignore fog effects.
  • Index

    Returns the index of this side.

  • V1, V2

    Returns the start and end points of this sidedef, respectively.

  • GetTexture, SetTexture

    Gets or sets the texture of one portion of the sidedef.

  • GetTextureXOffset, SetTextureXOffset, AddTextureXOffset

    Gets, sets or adds to the texture portion's horizontal offset.

  • GetTextureYOffset, SetTextureYOffset, AddTextureYOffset

    Gets, sets or adds to the texture portion's vertical offset.

  • GetTextureXScale, SetTextureXScale, MultiplyTextureXScale

    Gets, sets or multiplies the texture portion's horizontal scale.

  • GetTextureYScale, SetTextureYScale, MultiplyTextureYScale

    Gets, sets or multiplies the texture portion's vertical scale.

  • GetUDMFInt, GetUDMFFloat, GetUDMFString

    Gets a named UDMF property attached to this sidedef.


Also known as a "linedef." A line segment with two sides and two vertices.

struct Line
   readonly Vertex  V1, V2;
   readonly vector2 Delta;
   readonly Side    Sidedef[2];
   readonly double  BBox[4];
   readonly Sector  FrontSector;
   readonly Sector  BackSector;

   readonly uint PortalIndex;
   readonly uint PortalTransferred;

   int    ValidCount;
   uint   Flags;
   double Alpha;

   uint Activation;
   int  LockNumber;
   int  Special;
   int  Args[5];

   int Index();

   bool Activate(Actor activator, int side, int type);
   bool RemoteActivate(Actor activator, int side, int type, vector3 pos);

   bool IsLinePortal();
   bool IsVisualPortal();
   Line GetPortalDestination();

   int GetUDMFInt(name nm);
   double GetUDMFFloat(name nm);
   string GetUDMFString(name nm);
  • V1, V2

    Returns the start and end points of this line segment, respectively.

  • Delta

    Equivalent to V2 - V1.

  • Sidedef

    The front and back sides of this line, 0 and 1 respectively. The aliases Line.Front and Line.Back are provided as well.

  • BBox

    The top, bottom, left and right of the line, respective to array index.

  • FrontSector, BackSector

    The sector of the front and back sides of this line.

  • PortalIndex


  • PortalTransferred


  • ValidCount

    Don't use this.

  • Flags

    Any combination of the following bit flags:

    Name Description
    ML_BLOCKING Line is solid and blocks everything but projectiles and hitscans.
    ML_BLOCKMONSTERS Line blocks non-flying monsters.
    ML_BLOCKPROJECTILE Line blocks projectiles.
    ML_BLOCKHITSCAN Line blocks hitscans.
    ML_BLOCK_FLOATERS Line blocks flying monsters.
    ML_BLOCK_PLAYERS Line blocks players.
    ML_BLOCKEVERYTHING Line blocks everything.
    ML_BLOCKUSE Line blocks use actions.
    ML_BLOCKSIGHT Line blocks line of sight.
    ML_TWOSIDED Line has a back side.
    ML_CLIP_MIDTEX Applies WALLF_CLIP_MIDTEX to both sides.
    ML_WRAP_MIDTEX Applies WALLF_WRAP_MIDTEX to both sides.
    ML_DONTPEGTOP Upper texture is un-pegged on both sides.
    ML_DONTPEGBOTTOM Lower texture is un-pegged on both sides.
    ML_ADDTRANS Middle textures are drawn with additive translucency on both sides.
    ML_SECRET Line will be shown as one-sided on the automap.
    ML_DONTDRAW Never shown on the automap.
    ML_MAPPED Always shown on the automap.
    ML_SOUNDBLOCK Blocks sound propogation after two lines with this flag.
    ML_REPEAT_SPECIAL Special may be activated multiple times.
    ML_MONSTERSCANACTIVATE Monsters may activate this line.
    ML_CHECKSWITCHRANGE Checks the activator's vertical position as well as horizontal before activating.
    ML_RAILING Unknown. (TODO)
    ML_3DMIDTEX Middle texture can be collided with and walked on as if it were a thin sector.
  • Alpha

    Alpha of the middle texture on both sides.

  • Activation


  • LockNumber


  • Special

    Number of the special action to be executed when this line is activated.

  • Args

    Arguments of the line's special action.

  • Index

    Returns the index of this line.

  • Activate


  • RemoteActivate


  • IsLinePortal


  • IsVisualPortal


  • GetPortalDestination


  • GetUDMFInt, GetUDMFFloat, GetUDMFString

    Gets a named UDMF property attached to this linedef.








Iterates over line indices with a specified tag.

class LineIdIterator
   static LineIdIterator Create(int tag);

   int Next();
  • Create

    Creates a new iterator over lines with tag tag.

  • Next

    Returns the index of the current line and advances the iterator. Returns -1 when the list is exhausted.



struct LevelLocals
   // Map data
   array<Sector> Sectors;
   array<Line>   Lines;
   array<Side>   Sides;

   readonly array<Vertex>       Vertexes;
   internal array<SectorPortal> SectorPortals;

   // Stats
   int Total_Secrets;
   int Found_Secrets;
   int Total_Items;
   int Found_Items;
   int Total_Monsters;
   int Killed_Monsters;

   // Time
   readonly int Time;
   readonly int MapTime;
   readonly int TotalTime;
   readonly int StartTime;
   readonly int ParTime;
   readonly int SuckTime;

   // Map sequencing
   readonly int    Cluster;
   readonly int    ClusterFlags;
   readonly int    LevelNum;
   readonly string LevelName;
   readonly string MapName;

   string NextMap;
   string NextSecretMap;

   readonly int MapType;

   // Music
   readonly string Music;
   readonly int    MusicOrder;

   // Sky
   readonly textureid SkyTexture1;
   readonly textureid SkyTexture2;

   float SkySpeed1;
   float SkySpeed2;

   // Physics
   play double Gravity;
   play double AirControl
   play double AirFriction;
   play int    AirSupply;

   // State
   bool AllMap;
   bool Frozen;

   // Static info
   string F1Pic;
   readonly double TeamDamage;
   readonly bool   NoInventoryBar;
   readonly bool   MonstersTelefrag;
   readonly bool   ActOwnSpecial;
   readonly bool   SndSeqTotalCtrl;
   readonly bool   MissilesActivateImpact;
   readonly bool   MonsterFallingDamage;
   readonly bool   CheckSwitchRange;
   readonly bool   PolyGrind;
   readonly bool   NoMonsters;
   readonly bool   AllowRespawn;
   readonly bool   Infinite_Flight;
   readonly bool   No_Dlg_Freeze;
   readonly int    FogDensity;
   readonly int    OutsideFogDensity;
   readonly int    SkyFog;
   readonly float  PixelStretch;

   string GetUDMFString(int type, int index, name key);
   int GetUDMFInt(int type, int index, name key);
   double GetUDMFFloat(int type, int index, name key);

   bool ExecuteSpecial(int special, Actor activator, Line linedef, bool lineside, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0, int arg5 = 0);

   void SetInterMusic(string nextmap);
   string FormatMapName(int mapnamecolor);
   string GetChecksum() const;
   void ChangeSky(textureid sky1, textureid sky2);
   string TimeFormatted(bool totals = false);

   bool IsJumpingAllowed() const;
   bool IsCrouchingAllowed() const;
   bool IsFreelookAllowed() const;

   static void GiveSecret(Actor activator, bool printmsg = true, bool playsound = true);
   static void StartSlideshow(name whichone = 'none');
   static void WorldDone();
   static void RemoveAllBots(bool fromlist);

   static clearscope vector2 Vec2Diff(vector2 v1, vector2 v2);
   static clearscope vector3 Vec3Diff(vector3 v1, vector3 v2);
   static clearscope vector3 SphericalCoords(vector3 viewpoint, vector3 targetPos, vector2 viewAngles = (0, 0), bool absolute = false);
   static clearscope vector2 Vec2Offset(vector2 pos, vector2 dir, bool absolute = false);
   static clearscope vector3 Vec2OffsetZ(vector2 pos, vector2 dir, double atz, bool absolute = false);
   static clearscope vector3 Vec3Offset(vector3 pos, vector3 dir, bool absolute = false);





A player class as defined in either MAPINFO/GameInfo or KEYCONF.

struct PlayerClass
   class<Actor> Type;
   uint         Flags;
   array<int>   Skins;

   bool CheckSkin(int skin);
   void EnumColorsets(out array<int> data);
   name GetColorsetName(int setnum);
  • Type

    The class type reference for this player class.

  • Flags

    Not currently implemented correctly, PCF_NOMENU does not exist in ZScript, but its value is 1 if you need to check for that.

  • Skins

    Skin indices available to this player class.

  • CheckSkin

    Checks if skin is in Skins.

  • EnumColorsets


  • GetColorsetName



A player skin as defined in SKININFO or S_SKIN.

struct PlayerSkin
   string  SkinName;
   string  Face;
   uint8   Gender;
   uint8   Range0Start;
   uint8   Range0End;
   bool    OtherGame;
   vector2 Scale;
   int     Sprite;
   int     CrouchSprite;
   int     NameSpc;
  • SkinName

    Name of the skin.

  • Face

    Prefix for statusbar face graphics.

  • Gender

    Default gender of the skin (0 for male, 1 for female, 2 for other.)

  • Range0Start

    The beginning of the translation range to be used for changing the player sprite's color.

  • Range0End

    The end of the translation range to be used for changing the player sprite's color.

  • OtherGame

    The player skin is made for another game and needs to be color remapped differently.

  • Scale

    The scaling factor used for the player sprite.

  • Sprite

    The sprite ID for this skin.

  • CrouchSprite

    The crouching sprite ID for this skin.

  • NameSpc

    If this skin was defined in S_SKIN, this refers to the marker lump itself.


A team as defined in TEAMINFO.

struct Team
   const NoTeam;
   const Max;

   string mName;
  • NoTeam

    A constant index for a player with no team.

  • Max

    The maximum number of teams.

  • mName

    The name of the team.






A font as defined in FONTDEFS or a ZDoom or bitmap font file.

struct Font
   static int FindFontColor(name color);
   static Font FindFont(name fontname);
   static Font GetFont(name fontname);

   int GetCharWidth(int code);
   int StringWidth(string code);
   int GetHeight();
   string GetCursor();
   BrokenLines BreakLines(string text, int maxlen);
  • FindFontColor

    Returns the color range enumeration for a named color.

  • FindFont

    Gets a font as defined in FONTDEFS.

  • GetFont

    Gets a font either as defined in FONTDEFS or a ZDoom/bitmap font.

  • GetCharWidth

    Returns the width in pixels of a character code.

  • StringWidth

    Returns the width in pixels of the string.

  • GetHeight

    Returns the line height of the font.

  • GetCursor

    Returns the string used as a blinking cursor graphic for this font.

  • BreakLines

    Breaks text up into a BrokenLines structure according to the screen and clip region, as well as appropriately accounting for a maximum width in pixels of maxlen.


A container representing an array of lines of text that have been broken up to fit the screen and clipping region.

class BrokenLines
   int Count();
   int StringWidth(int line);
   string StringAt(int line);
  • Count

    Returns the amount of lines in this container.

  • StringWidth

    Returns the width (in pixels) of line line.

  • StringAt

    Returns the text of line line.


The Texture Manager is used for loading, finding, replacing and getting information on textures.

struct TexMan
   static textureid CheckForTexture(string name, int usetype, int flags = TexMan.TryAny);
   static void ReplaceTextures(string from, string to, int flags);
   static string GetName(textureid tex);
   static int, int GetSize(textureid tex);
   static vector2 GetScaledSize(textureid tex);
   static vector2 GetScaledOffset(textureid tex);
   static int CheckRealHeight(textureid tex);
   static void SetCameraToTexture(Actor viewpoint, string texture, double fov);
  • CheckForTexture

    Returns a textureid for the texture named name. usetype may be one of the following, which selects what kind of texture to find:

    Name Description
    TexMan.Type_Any Returns any kind of texture.
    TexMan.Type_Wall Returns any composited wall texture, ie. STARTAN2.
    TexMan.Type_Flat Returns any flat, ie. FLOOR0_1.
    TexMan.Type_Sprite Returns a sprite, ie. MEDIA0.
    TexMan.Type_WallPatch Returns an uncomposited patch, ie. DOOR2_1.
    TexMan.Type_Build Returns a tile from a BUILD TILES entry.
    TexMan.Type_SkinSprite Unknown. (TODO)
    TexMan.Type_Decal Unknown. (TODO)
    TexMan.Type_MiscPatch Unknown. (TODO)
    TexMan.Type_FontChar Unknown. (TODO)
    TexMan.Type_Override Unknown. (TODO)
    TexMan.Type_Autopage Returns an automap background graphic. (TODO: needs example)
    TexMan.Type_SkinGraphic Unknown. (TODO)
    TexMan.Type_Null Returns the null graphic. Ignores name.
    TexMan.Type_FirstDefined Unknown. (TODO)

    flags may be any of the following combined (with the bitwise OR operator |:)

    Name Description
    TexMan.TryAny Default. Unknown. (TODO)
    TexMan.Overridable Unknown. (TODO)
    TexMan.ReturnFirst Unknown. (TODO)
    TexMan.AllowSkins Unknown. (TODO)
    TexMan.ShortNameOnly Will force use of a short name when searching.
    TexMan.DontCreate Will never create a new texture when searching.
  • ReplaceTextures

    Replaces textures named from with to within the map. flags may be used to filter out certain textures from being replaced:

    Name Description
    TexMan.NOT_BOTTOM Filters out linedef bottom textures.
    TexMan.NOT_MIDDLE Filters out linedef middle textures.
    TexMan.NOT_TOP Filters out linedef upper textures.
    TexMan.NOT_FLOOR Filters out floor flats.
    TexMan.NOT_CEILING Filters out ceiling flats.
    TexMan.NOT_WALL Filters out any linedef texture.
    TexMan.NOT_FLAT Filters out any flat texture.
  • GetName

    Returns the original name of a textureid.

  • GetSize

    Returns the width and height of a textureid.

  • GetScaledSize


  • GetScaledOffset


  • CheckRealHeight


  • SetCameraToTexture

    Sets the camera texture (as defined in ANIMDEFS) texture to the viewpoint of viewpoint with a fov of fov.

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