Difference between revisions of "Action functions"

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* [[A_Jump]]
 
* [[A_Jump]]
 
* [[A_JumpIf]]
 
* [[A_JumpIf]]
* [[A_JumpIfCloser]] {{Hg|1aaf24ba36f6d31a5ae8969abb134d7e5856383f|1.1}}
+
* [[A_JumpIfCloser]] {{new}}
* [[A_JumpIfInventory]] {{Hg|1aaf24ba36f6d31a5ae8969abb134d7e5856383f|1.1}}
+
* [[A_JumpIfInventory]] {{new}}
  
 
== Status changes ==
 
== Status changes ==
 +
* [[A_ChangeFlag]] {{new}}
 
* [[A_Dormant]]
 
* [[A_Dormant]]
 
* [[A_Fall]]
 
* [[A_Fall]]
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* [[A_GiveExtraMan]]
 
* [[A_GiveExtraMan]]
 
* [[A_GiveInventory]]
 
* [[A_GiveInventory]]
* [[A_TakeInventory]] {{Hg|1aaf24ba36f6d31a5ae8969abb134d7e5856383f|1.1}}
+
* [[A_TakeInventory]] {{new}}
  
 
== Missile movement ==
 
== Missile movement ==

Revision as of 21:53, 17 December 2012

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

Missile movement

Weapon functions

Weapon attack functions