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Action functions

From ECWolf Wiki
Revision as of 18:12, 3 December 2012 by Blzut3 (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

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.

Contents

  • 1 Monster AI
  • 2 Generic monster attacks
  • 3 Sound functions
  • 4 Special actions
  • 5 Spawn functions
  • 6 State jumps
  • 7 Status changes
  • 8 Inventory functions
  • 9 Missile movement
  • 10 Weapon functions
  • 11 Weapon attack functions

Monster AI

  • A_Chase
  • A_FaceTarget
  • A_Look/A_LookEx

Generic monster attacks

  • A_CustomMissile
  • A_MeleeAttack
  • A_MonsterRefire
  • A_WolfAttack

Sound functions

  • A_ActiveSound
  • A_Pain
  • A_PlaySound
  • A_Scream

Special actions

  • A_BossDeath

Spawn functions

  • A_SpawnItem
  • A_SpawnItemEx

State jumps

  • A_Jump
  • A_JumpIf
  • A_JumpIfCloser (development version 1.1+ only)
  • A_JumpIfInventory (development version 1.1+ only)

Status changes

  • A_Dormant
  • A_Fall

Inventory functions

  • A_GiveExtraMan
  • A_GiveInventory
  • A_TakeInventory (development version 1.1+ only)

Missile movement

  • A_Stop

Weapon functions

  • A_Lower
  • A_Raise
  • A_WeaponReady

Weapon attack functions

  • A_CustomPunch
  • A_FireCustomMissile
  • A_GunAttack
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