Difference between revisions of "Action functions"
From ECWolf Wiki
m (Remove new flags) |
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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 == |
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
- A_ChangeFlag
- A_ChangeVelocity (New from 1.4)
- A_Dormant
- A_Fall
- A_ScaleVelocity (New from 1.4)
- A_SetTics (New from 1.4)
Inventory functions
Custom inventory functions
- A_Succeed (New from 1.4)
- A_WeaponGrin (New from 1.4)
Missile movement
Weapon functions
- A_Light
- A_Light0
- A_Light1
- A_Light2
- A_Lower
- A_GunFlash
- A_Raise
- A_ReFire
- A_WeaponReady
- A_ZoomFactor (New from 1.4)