Difference between revisions of "Action functions"

From ECWolf Wiki
m (→‎Weapon functions: Missed one!)
Line 2: Line 2:
  
 
== Monster AI ==
 
== Monster AI ==
 +
* [[A_AlertMonsters]] {{new}}
 
* [[A_Chase]]
 
* [[A_Chase]]
 
* [[A_FaceTarget]]
 
* [[A_FaceTarget]]
Line 8: Line 9:
 
== Generic monster attacks ==
 
== Generic monster attacks ==
 
* [[A_CustomMissile]]
 
* [[A_CustomMissile]]
 +
* [[A_Explode]] {{new}}
 
* [[A_MeleeAttack]]
 
* [[A_MeleeAttack]]
 
* [[A_MonsterRefire]]
 
* [[A_MonsterRefire]]
Line 28: Line 30:
 
* [[A_Jump]]
 
* [[A_Jump]]
 
* [[A_JumpIf]]
 
* [[A_JumpIf]]
* [[A_JumpIfCloser]] {{new}}
+
* [[A_JumpIfCloser]]
* [[A_JumpIfInventory]] {{new}}
+
* [[A_JumpIfInventory]]
  
 
== Status changes ==
 
== Status changes ==
* [[A_ChangeFlag]] {{new}}
+
* [[A_ChangeFlag]]
 
* [[A_Dormant]]
 
* [[A_Dormant]]
 
* [[A_Fall]]
 
* [[A_Fall]]
Line 39: Line 41:
 
* [[A_GiveExtraMan]]
 
* [[A_GiveExtraMan]]
 
* [[A_GiveInventory]]
 
* [[A_GiveInventory]]
* [[A_TakeInventory]] {{new}}
+
* [[A_TakeInventory]]
  
 
== Missile movement ==
 
== Missile movement ==
Line 45: Line 47:
  
 
== Weapon functions ==
 
== Weapon functions ==
 +
* [[A_Light]] {{new}}
 +
* [[A_Light0]] {{new}}
 +
* [[A_Light1]] {{new}}
 +
* [[A_Light2]] {{new}}
 
* [[A_Lower]]
 
* [[A_Lower]]
 +
* [[A_GunFlash]] {{new}}
 
* [[A_Raise]]
 
* [[A_Raise]]
 
* [[A_ReFire]]
 
* [[A_ReFire]]

Revision as of 08:38, 12 June 2013

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