Difference between revisions of "Action functions"
From ECWolf Wiki
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* [[A_Jump]] | * [[A_Jump]] | ||
* [[A_JumpIf]] | * [[A_JumpIf]] | ||
− | * [[A_JumpIfCloser]] {{ | + | * [[A_JumpIfCloser]] {{new}} |
− | * [[A_JumpIfInventory]] {{ | + | * [[A_JumpIfInventory]] {{new}} |
== Status changes == | == Status changes == | ||
+ | * [[A_ChangeFlag]] {{new}} | ||
* [[A_Dormant]] | * [[A_Dormant]] | ||
* [[A_Fall]] | * [[A_Fall]] | ||
Line 38: | Line 39: | ||
* [[A_GiveExtraMan]] | * [[A_GiveExtraMan]] | ||
* [[A_GiveInventory]] | * [[A_GiveInventory]] | ||
− | * [[A_TakeInventory]] {{ | + | * [[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
- A_Jump
- A_JumpIf
- A_JumpIfCloser (New from 1.4)
- A_JumpIfInventory (New from 1.4)
Status changes
- A_ChangeFlag (New from 1.4)
- A_Dormant
- A_Fall
Inventory functions
- A_GiveExtraMan
- A_GiveInventory
- A_TakeInventory (New from 1.4)