Difference between revisions of "Action functions"

From ECWolf Wiki
m (Remove new flags)
 
Line 35: Line 35:
 
== Status changes ==
 
== Status changes ==
 
* [[A_ChangeFlag]]
 
* [[A_ChangeFlag]]
 +
* [[A_ChangeVelocity]] {{new}}
 
* [[A_Dormant]]
 
* [[A_Dormant]]
 
* [[A_Fall]]
 
* [[A_Fall]]
 +
* [[A_ScaleVelocity]] {{new}}
 +
* [[A_SetTics]] {{new}}
  
 
== Inventory functions ==
 
== Inventory functions ==
Line 42: Line 45:
 
* [[A_GiveInventory]]
 
* [[A_GiveInventory]]
 
* [[A_TakeInventory]]
 
* [[A_TakeInventory]]
 +
 +
== Custom inventory functions ==
 +
* [[A_Succeed]] {{new}}
 +
* [[A_WeaponGrin]] {{new}}
  
 
== Missile movement ==
 
== Missile movement ==
Line 56: Line 63:
 
* [[A_ReFire]]
 
* [[A_ReFire]]
 
* [[A_WeaponReady]]
 
* [[A_WeaponReady]]
 +
* [[A_ZoomFactor]] {{new}}
  
 
== Weapon attack functions ==
 
== Weapon attack functions ==

Latest revision as of 22:11, 24 June 2014

The following are code pointers for use within DECORATE. If the name of a function below matches one found in ZDoom the behavior should be similar.

Monster AI

Generic monster attacks

Sound functions

Special actions

Spawn functions

State jumps

Status changes

Inventory functions

Custom inventory functions

Missile movement

Weapon functions

Weapon attack functions