Difference between revisions of "Action functions"
From ECWolf Wiki
m (→Weapon functions: Missed one!) |
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== 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]] | + | * [[A_JumpIfCloser]] |
− | * [[A_JumpIfInventory]] | + | * [[A_JumpIfInventory]] |
== Status changes == | == Status changes == | ||
− | * [[A_ChangeFlag]] | + | * [[A_ChangeFlag]] |
* [[A_Dormant]] | * [[A_Dormant]] | ||
* [[A_Fall]] | * [[A_Fall]] | ||
Line 39: | Line 41: | ||
* [[A_GiveExtraMan]] | * [[A_GiveExtraMan]] | ||
* [[A_GiveInventory]] | * [[A_GiveInventory]] | ||
− | * [[A_TakeInventory]] | + | * [[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
- A_AlertMonsters (New from 1.4)
- A_Chase
- A_FaceTarget
- A_Look/A_LookEx
Generic monster attacks
Sound functions
Special actions
Spawn functions
State jumps
Status changes
Inventory functions
Missile movement
Weapon functions
- A_Light (New from 1.4)
- A_Light0 (New from 1.4)
- A_Light1 (New from 1.4)
- A_Light2 (New from 1.4)
- A_Lower
- A_GunFlash (New from 1.4)
- A_Raise
- A_ReFire
- A_WeaponReady