Editing List of codepointers

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This '''list of codepointers''' is a list of all the action routines which can be performed by [[thingtype|things]] from [[EDF]] [[frame]]s. They are common for all games, so for example Heretic codepointers can be used in Doom.
This '''list of codepointers''' is a list of all the action routines which can be used in [[EDF]] [[frame]]s. They are common for all games, so for example Heretic codepointers can be used in Doom.


You can specify the codepointers with or without their internal A_ prefix, even inside [[DECORATE state syntax]]. For simplicity, they will be referred in this wiki without the prefix.
You can specify the codepointers with or without their internal A_ prefix, even inside [[DECORATE state syntax]]. For simplicity, they will be referred in this wiki without the prefix.


Note that some codepointers, inherited from MBF, use the '''misc1''' and '''misc2''' frame properties, instead of the more general '''args''' list. Side effects aside, this also means that in the DECORATE syntax they will have to use the '''offset'''(''misc1'', ''misc2'') specifier. They all have DECORATE-friendly equivalents however.
Note that some codepointers, inherited from MBF, use the '''misc1''' and '''misc2''' frame properties, instead of the more general '''args''' list. Side effects aside, this also means that they will not be usable in the DECORATE syntax, but they all have DECORATE-compatible equivalents.


'''IMPORTANT:''' Do not provide more nonzero arguments to the codepointers than specified in the reference. Doing so may break forward compatibility with versions of Eternity that implement new functionality to codepointers.
'''IMPORTANT:''' Do not provide more nonzero arguments to the codepointers than specified in the reference. Doing so may break forward compatibility with versions of Eternity that implement new functionality to codepointers.
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{{backto|Eternity Engine}}
{{backto|Eternity Engine}}


==Player guns==
=Player guns=
===Weapon maintenance===
==Attacks==
{|class="wikitable sortable"
===Parameterized===
! Name
*[[CustomPlayerMelee]]
! Description
*[[FireCustomBullets]]
! First game it appeared
*[[FirePlayerMissile]]: custom missile attack
|-
*[[PlayerThunk]] {{deprecated}}
||[[CheckReload]]||Super shotgun reload check.||Doom 2
===Classic===
|-
*[[FireBFG]]
||[[CheckReloadEx]]||Extended version of [[CheckReload]] that allows counter comparison.||Eternity
*[[FireCGun]]
|-
*[[FireMissile]]: rocket launcher attack
||[[GunFlash]]||Produces a gun flash sprite without firing anything at the current moment.||Doom
*[[FireOldBFG]]: alpha Doom BFG attack
|-
*[[FirePistol]]
||[[JumpIfNoAmmo]]||Jumps to a state if ammo is gone.||ZDoom
*[[FirePlasma]]
|-
*[[FireShotgun]]
||[[Light0]]||Resets the gun flash light level.||Doom
*[[FireShotgun2]]: super shotgun attack
|-
*[[Punch]]: fist attack
||[[Light1]]||Sets the gun flash light level to 1.||Doom
*[[Saw]]: chainsaw attack
|-
||[[Light2]]||Sets the gun flash light level to 2.||Doom
|-
||[[Lower]]||Action during a weapon's lowering sequence.||Doom
|-
||[[Raise]]||Action during a weapon's raise sequence.||Doom
|-
||[[ReFire]]||Skip frame if shooting is sustained (e.g. for plasma rifle's cooldown effect).||Doom
|-
||[[SubtractAmmo]]||Consumes one ammo unit without firing.||Eternity
|-
||[[WeaponReady]]||Action during a weapon's idle sequence.||Doom
|}


===Player attacks===
==Control==
====Classic Doom====
*[[CheckReload]]: super shotgun reload check
{|class="wikitable sortable"
*[[CheckReloadEx]]: extended version that allows counter comparison
! Name
*[[JumpIfNoAmmo]]: as it says
! Description
*[[Lower]]: "lower" effect & frame
! Specifics
*[[Raise]]: "raise" effect & frame
! First game it appeared
*[[ReFire]]: skip frame if shooting is maintained (plasma gun cooldown effect)
|-
*[[WeaponReady]]: "bob" effect, ready frame
||[[BFGsound]]||Plays the BFG charge-up sound effect.||BFG||Doom
|-
||[[CloseShotgun2]]||Plays the super shotgun closing sound effect. Also includes [[ReFire]].||Super shotgun||Doom 2
|-
||[[FireBFG]]||BFG9000 attack.||BFG||Doom
|-
||[[FireCGun]]||Chaingun attack.||||Doom
|-
||[[FireMissile]]||Rocket launcher attack.||||Doom
|-
||[[FireOldBFG]]||Alpha Doom BFG attack (made available since [[MBF]]).||||Doom
|-
||[[FirePistol]]||Pistol attack.||||Doom
|-
||[[FirePlasma]]||Plasma rifle attack.||||Doom
|-
||[[FireShotgun]]||Shotgun attack.||||Doom
|-
||[[FireShotgun2]]||Super shotgun attack.||Super shotgun||Doom 2
|-
||[[LoadShotgun2]]||Plays the super shotgun loading sound effect.||Super shotgun||Doom 2
|-
||[[OpenShotgun2]]||Plays the super shotgun opening sound effect.||Super shotgun||Doom 2
|-
||[[Punch]]||Fist attack.||||Doom
|-
||[[Saw]]||Chainsaw attack.||||Doom
|}
====Classic Heretic====
These exist to support the vanilla Doom and Heretic player attacks.
{|class="wikitable sortable"
! Name
! Description
! First game it appeared
|-
||[[FireBlasterPL1]]||Dragon claw attack.||Heretic
|-
||[[FireCrossbowPL1]]||Ethereal crossbow attack.||Heretic
|-
||[[FireCrossbowPL2]]||Ethereal crossbow attack with Tome of Power.||Heretic
|-
||[[FireGoldWandPL1]]||Elven wand attack.||Heretic
|-
||[[FireGoldWandPL2]]||Elven wand attack with Tome of Power.||Heretic
|-
||[[FireMacePL1]]||Fire mace attack.||Heretic
|-
||[[FireMacePL2]]||Fire mace attack with Tome of Power.||Heretic
|-
||[[FirePhoenixPL1]]||[[Doom Wiki:Phoenix Rod|Phoenix Rod]] attack.||Heretic
|-
||[[FirePhoenixPL2]]||Phoenix rod attack with Tome of Power.||Heretic
|-
||[[FireSkullRodPL1]]||[[Doom Wiki:Hellstaff|Hellstaff]] attack.||Heretic
|-
||[[GauntletAttack]]||Gauntlets of the Necromancer attack.||Heretic
|-
||[[InitPhoenixPL2]]||Heretic Tome of Power Phoenix Rod startup.||Heretic
|}


====Parameterized====
==Other==
{|class="wikitable sortable"
*[[EjectCasing]]: throw casing
! Name
! Description
! First game it appeared
|-
||[[CustomPlayerMelee]]||Configurable player melee attack.||Eternity
|-
||[[EjectCasing]]||Used for the effect of throwing casing.||Eternity
|-
||[[FireCustomBullets]]||Configurable player bullet (hitscan) attack.||Eternity
|-
||[[FirePlayerMissile]]||Configurable player projectile attack.||Eternity
|-
||[[PlayerThunk]]||{{deprecated}} Run monster-specific codepointers as weapon actions.||Eternity
|}


===Weapon frame scripting===
==Muzzle flash effects==
{|class="wikitable sortable"
*[[GunFlash]]: produces gunflash sprite without firing anything
! Name
*[[Light0]]: resets the muzzle light level
! Description
*[[Light1]]: muzzle light level 1
! First game it appeared
*[[Light2]]
|-
||[[PlayerStartScript]]||Starts map script, as from a player weapon.||Eternity
|-
||[[WeaponCopyCtr]]||Copy counter value to another counter.||Eternity
|-
||[[WeaponCtrOp]]||Computer operation between two counters, storing result into another counter.||Eternity
|-
||[[WeaponCtrJump]]||Change to a given state, based on a counter's value.||Eternity
|-
||[[WeaponCtrSwitch]]||Change to a state from a given list, depending on a counter's value.||Eternity
|-
||[[WeaponSetCtr]]||Assign value to a counter.||Eternity
|}


==Map objects==
==DOOM gun sound effects==
===Simple movement===
*[[BFGSound]]
These operations perform simple effects on thing's direction, position or velocity. The available codepointers are:
*[[CloseShotgun2]]: this one also includes ReFire
{|class="wikitable sortable"
*[[LoadShotgun2]]: ...these two don't
! Name
*[[OpenShotgun2]]
! Description
! First game it appeared
|-
||[[Face]]||Face a specified angle.||MBF
|-
||[[Stop]]||Set velocity to 0.||MBF beta emulation
|-
||[[Turn]]||Turn around by a specified angle.||MBF
|}


===Explosions and flames===
==Frame scripting==
====BFG9000====
*[[PlayerStartScript]]: start map script
{|class="wikitable sortable"
*[[WeaponCopyCtr]]
! Name
*[[WeaponCtrOp]]
! Description
*[[WeaponCtrJump]]
! First game it appeared
*[[WeaponCtrSwitch]]
|-
*[[WeaponSetCtr]]
||[[BFG11KHit]]||[[SMMU]] BFG variant.||SMMU
|-
||[[BFGBurst]]||Produces a burst of smaller plasma projectiles.||MagDOOM by Cephaler
|-
||[[BFGSpray]]||Original Doom BFG explosion damage-inflicting afterglow.||Doom
|-
||[[BouncingBFG]]||SMMU bouncing BFG.||SMMU
|}


====DOOM 2 Final boss====
=Map objects=
{|class="wikitable sortable"
==Simple movement==
! Name
These operations perform simple effects on thing's direction, position or velocity. The available codepointers are:
! Description
*[[Face]]: face a specified angle
! First game it appeared
*[[Stop]]: set velocity to 0
|-
*[[Turn]]: turn around a specified angle
||[[BrainExplode]]||Brain perpetual explosion controller.||Doom 2
==Explosions and flames==
|-
===BFG9000===
||[[BrainScream]]||Giant demon wall explosion sequence.||Doom 2
*[[BFG11KHit]]: [[SMMU]] BFG variant
|-
*[[BFGBurst]]: produce a burst of smaller plasma objects
||[[SpawnFly]]||Spawn cube controller.||Doom 2
*[[BFGSpray]]: BFG explosion afterglow
|}
*[[BouncingBFG]]: SMMU bouncing BFG
 
===DOOM 2 Final boss===
====Explosions====
*[[BrainExplode]]: brain perpetual explosion controller
{|class="wikitable sortable"
*[[BrainScream]]: giant demon wall explosion sequence
! Name
*[[SpawnFly]]: spawn cube controller
! Description
===Explosions===
! First game it appeared
*[[Detonate]]: thing damage controlled explosion
|-
*[[DetonateEx]]: parameterized detonate action
||[[Detonate]]||Thing damage controlled explosion.||MBF
*[[Explode]]: rocket/barrel splash damage
|-
*[[HticExplode]]: heretic-compatible explosion
||[[DetonateEx]]||Parameterized detonate action.||Eternity
*[[Mushroom]]: mushroom explosion
|-
*[[Nailbomb]]: explosion with shrapnels
||[[Explode]]||Rocket/barrel splash damage.||Doom
===Homing projectiles===
|-
*[[GenTracer]]: generic tracer
||[[Mushroom]]||[[MBF]]-style mushroom explosion.||MBF
*[[HticTracer]]: like those golem skulls
|-
*[[Tracer]]: one of the required components for homing missiles
||[[MushroomEx]]||Extended mushroom explosion codepointer.||Eternity
===Others===
|-
*[[Fire]]: stick on the face of attacker's target, like the vile fire
||[[Nailbomb]]||[[SMMU]]-style explosion with shrapnels.||SMMU
====Heretic specific====
|}
*[[BeastPuff]]: weredragon fire belch smoke
=====Heretic=====
*[[BlueSpark]]: create a blue d'sparil attack spark
{|class="wikitable sortable"
*[[GenWizard]]: create a disciple
! Name
*[[LichFireGrow]]: how the fire column expands
! Description
*[[LichIceImpact]]: how an ice globe explodes into shards
! First game it appeared
*[[MntrFloorFire]]: used by the straight flame snake
|-
*[[PhoenixPuff]]: missile trail
||[[DeathBallImpact]]||Heretic super firemace sphere impact.||Heretic
*[[PodPain]]: pod goo splash on being hit
|-
*[[VolcBallImpact]]: how a volcano ball fragments on impact
||[[HticExplode]]||Heretic-compatible explosion.||Heretic
*[[WhirlwindSeek]]: used by the tornados
|-
||[[MaceBallImpact]]||Heretic small firemace sphere impact.||Heretic
|-
||[[MaceBallImpact2]]||Heretic medium firemace sphere impact.||Heretic
|}
 
====Homing projectiles====
{|class="wikitable sortable"
! Name
! Description
! First game it appeared
|-
||[[GenTracer]]||Generic homing projectile.||Eternity
|-
||[[HticTracer]]||Heretic nitrogolem homing projectile (generalized).||Heretic
|-
||[[MummyFX1Seek]]||Heretic nitrogolem homing projectile (particular).||Heretic
|-
||[[Tracer]]||Revenant homing projectile.||Doom 2
|}
 
====Others====
{|class="wikitable sortable"
! Name
! Description
! First game it appeared
|-
||[[Fire]]||Stick on the face of attacker's target, like the archvile's fire effect.||Doom 2
|}
=====Heretic specific=====
{|class="wikitable sortable"
! Name
! Description
! First game it appeared
|-
||[[FlameEnd]]||Phoenix rod flame rising.||Heretic
|-
||[[FloatPuff]]||Phoenix rod flame hitting wall.||Heretic
|-
||[[BeastPuff]]||Weredragon fire projectile smoke.||Heretic
|-
||[[BoltSpark]]||Ethereal arrow trail.||Heretic
|-
||[[BlueSpark]]||Create a blue D'sparil attack projectile.||Heretic
|-
||[[GenWizard]]||Spawn a disciple of D'sparil.||Heretic
|-
||[[LichFireGrow]]||Expand the iron lich fire column projectile.||Heretic
|-
||[[LichIceImpact]]||Explode iron lich ice globe into shards.||Heretic
|-
||[[MacePL1Check]]||Small Heretic mace sphere maintenance.||Heretic
|-
||[[MntrFloorFire]]||Used by the maulotaur ground fire projectile.||Heretic
|-
||[[PhoenixPuff]]||Phoenix rod missile trail.||Heretic
|-
||[[PodPain]]||Special effect when pod is damaged.||Heretic
|-
||[[VolcBallImpact]]||Heretic volcano lava ball impact.||Heretic
|-
||[[WhirlwindSeek]]||Homing behaviour used by iron lich tornado projectiles.||Heretic
|}
 
===AI===
{|class="wikitable sortable"
! Name
! Description
! First game it appeared
|-
||[[AlertMonsters]]||Shout so other monsters chase the player.||ZDoom
|-
||[[Chase]]||Pursue a target and check for attacks||Doom
|-
||[[CPosRefire]]||Go to '''seestate''' if target is out of sight.||Doom 2
|-
||[[FaceTarget]]||Turn to target, looking around it if it's partially invisible.||Doom
|-
||[[GenRefire]]||Customizable refire control.||Eternity
|-
||[[KeepChasing]]||pursue target without attacking.||Eternity
|-
||[[Look]]||Stand in guard, looking for targets.||Doom
|-
||[[RandomWalk]]||Random wandering for inactive enemies.||Eternity
|-
||[[Sor1Chase]]||D'sparil's mount specific chase.||Heretic
|-
||[[Sor1Pain]]||D'sparil's mount specific twitch. Calls Pain.||Heretic
|-
||[[SpidRefire]]||Like CPosRefire, slightly modified.||Doom
|-
||[[VileChase]]||Same as Chase, but resurrects encountered cadavres.||Doom 2
|}
 
===AI attacks===
====Parameterized====
{|class="wikitable sortable"
! Name
! Description
! First game it appeared
|-
||[[BetaSkullAttack]]||Remote melee attack, as used by the Doom alpha lost souls (available since [[MBF]]).||MBF beta emulation
|-
||[[BulletAttack]]||Generic bullet (hitscan) shooting.||Eternity
|-
||[[MissileAttack]]||Generic projectile shooting.||Eternity
|-
||[[MissileSpread]]||'''MissileAttack''' variation, supports shooting in spread patterns.||Eternity
|-
||[[SargAttack12]]||Old Doom 1.2 style monster melee attack which uses hitscan similar to player's fist.||Doom v1.2
|-
||[[Scratch]]||Generic melee attack.||MBF
|-
||[[ThingSummon]]||Generic creature summoning.||Eternity
|}


====Original Doom====
==AI==
{|class="wikitable sortable"
*[[AlertMonsters]]: shout so other monsters chase the player
! Name
*[[Chase]]: pursue a target and check for attack
! Description
*[[CPosRefire]]: go to seestate if target is out of sight
! First game it appeared
*[[FaceTarget]]: turn to target, look around it if it's partly invisible
|-
*[[GenRefire]]: customizable refire control
||[[BrainSpit]]||cube spawn||Doom 2
*[[KeepChasing]]: pursue target without attacking
|-
*[[Look]]: stand in guard, looking for targets
||[[BruisAttack]]||baron/knight of hell||Doom
*[[RandomWalk]]: random wandering for inactive enemies
|-
*[[Sor1Chase]]: d'sparil mount specific chase
||[[BspiAttack]]||arachnotron||Doom 2
*[[Sor1Pain]]: d'sparil mount specific twitch. Calls Pain.
|-
*[[SpidRefire]]: like CPosRefire, slightly modified
||[[CPosAttack]]||pistol attack w/ shotgn noise||Doom 2
*[[VileChase]]: same as Chase, but resurrecting encountered cadavers
|-
||[[CyberAttack]]||rocket launching||Doom
|-
||[[FatAttack1]]||mancubus left attack||Doom 2
|-
||[[FatAttack2]]||mancubus right attack||Doom 2
|-
||[[FatAttack3]]||mancubus front attack||Doom 2
|-
||[[HeadAttack]]||cacodemon||Doom
|-
||[[PainAttack]]||elemental||Doom 2
|-
||[[PainDie]]||elemental death (3 souls)||Doom 2
|-
||[[PosAttack]]||former human||Doom
|-
||[[SargAttack]]||demon bite||Doom
|-
||[[SkelFist]]||revenant punch||Doom 2
|-
||[[SkelMissile]]||revenant missile||Doom 2
|-
||[[SkullAttack]]||flying skull||Doom
|-
||[[SPosAttack]]||sergeant||Doom
|-
||[[TroopAttack]]||imp||Doom
|-
||[[VileAttack]]||arch vile toss||Doom 2
|-
||[[VileTarget]]||spawn a vile fire effect on target||Doom 2
|}


====Heretic====
==AI attacks==
{|class="wikitable sortable"
===Parameterized===
! Name
*[[BetaSkullAttack]]: remote melee attack
! Description
*[[BulletAttack]]: custom bullet shooting
! First game it appeared
*[[MissileAttack]]: custom missile shooting
|-
*[[MissileSpread]]: MissileAttack variation, supports shooting spread shots
||[[BeastAttack]]||weredragon||Heretic
*[[SargAttack12]]: Old Doom 1.2 style melee attack
|-
*[[Scratch]]: custom melee attack
||[[ClinkAttack]]||sabreclaw||Heretic
*[[ThingSummon]]: customized summoning
|-
||[[ImpChargeAtk]]||gargoyle charge||Heretic
|-
||[[ImpMeleeAtk]]||gargoyle scratch||Heretic
|-
||[[ImpMissileAtk]]||gargoyle fire||Heretic
|-
||[[KnightAttack]]||undead warrior||Heretic
|-
||[[LichAttack]]||iron lich random attack **only one which includes ice globes**||Heretic
|-
||[[LichFire]]||iron lich fire column||Heretic
|-
||[[LichWhirlwind]]||iron lich tornado||Heretic
|-
||[[MinotaurAtk1]]||maulotaur melee damage||Heretic
|-
||[[MinotaurAtk2]]||spreadshot||Heretic
|-
||[[MinotaurAtk3]]||straight flame snake||Heretic
|-
||[[MinotaurCharge]]||maulotaur charge||Heretic
|-
||[[MinotaurDecide]]||maulotaur ranged attack choosing||Heretic
|-
||[[MummyAttack]]||golem melee||Heretic
|-
||[[MummyAttack2]]||nitrogolem range||Heretic
|-
||[[SnakeAttack]]||ophidian blue spark||Heretic
|-
||[[SnakeAttack2]]||ophidian yellow shot||Heretic
|-
||[[Srcr1Attack]]||d'sparil mount attack||Heretic
|-
||[[Srcr2Attack]]||d'sparil sorcerer attack||Heretic
|-
||[[Srcr2Decide]]||d'sparil decide whether to teleport||Heretic
|-
||[[VolcanoBlast]]||volcano burst||Heretic
|-
||[[WizardAtk3]]||disciple tri-ball||Heretic
|}


===Alterations===
===Original Doom===
{|class="wikitable sortable"
*[[BrainSpit]]: cube spawn
! Name
*[[BruisAttack]]: baron/knight of hell
! Description
*[[BspiAttack]]: arachnotron
! First game it appeared
*[[CPosAttack]]: pistol attack w/ shotgn noise
|-
*[[CyberAttack]]: rocket launching
||[[BossDeath]]||special monster death functions (such as Baron death in E1M8)||Doom
*[[FatAttack1]]: mancubus left attack
|-
*[[FatAttack2]]: mancubus right attack
||[[BrainDie]]||exits the level||Doom 2
*[[FatAttack3]]: mancubus front attack
|-
*[[HeadAttack]]: cacodemon
||[[CasingThrust]]||movement for ejected casing||Eternity
*[[PainAttack]]: elemental
|-
*[[PainDie]]: elemental death (3 souls)
||[[Die]]||causes suicide||MBF
*[[PosAttack]]: former human
|-
*[[SargAttack]]: demon bite
||[[Fall]]||remove SOLID flag (used on dying monsters)||Doom
*[[SkelFist]]: revenant punch
|-
*[[SkelMissile]]: revenant missile
||[[KeenDie]]||open 666-tagged doors on death of all like-named monsters||Doom 2
*[[SkullAttack]]: flying skull
|-
*[[SPosAttack]]: sergeant
||[[KillChildren]]||destroy all summoned things||ZDoom
*[[TroopAttack]]: imp
|-
*[[VileAttack]]: arch vile toss
||[[LineEffect]]||activate a tag using a special||MBF
*[[VileTarget]]: spawn a vile fire effect on target
|-
===Heretic===
||[[PainNukeSpec]]||Pain elemental nuke cheat handler.||Eternity
*[[BeastAttack]]: weredragon
|-
*[[ClinkAttack]]: sabre
||[[RestoreArtifact]]||Adds the SPECIAL flag back to an object, sets the object back into its spawnstate, and plays the object's seesound.||Heretic
*[[ImpChargeAtk]]: gargoyle charge
|-
*[[ImpMeleeAtk]]: gargoyle scratch
||[[RestoreSpecialThing1]]||Removes the DONTDRAW flag from an object. If the object defines the itemrespawnat property, it will at this time be moved to a random spot if any such spots exist on the map (otherwise the item will remain where it spawned originally). The item will play its seesound.||Heretic
*[[ImpMissileAtk]]: gargoyle fire
|-
*[[KnightAttack]]: undead warrior
||[[RestoreSpecialThing2]]||Adds the SPECIAL flag back to an object and sets the object back into its spawnstate.||Heretic
*[[LichAttack]]: iron lich random attack **only one which includes ice globes**
|-
*[[LichFire]]: iron lich fire column
||[[SelfDestruct]]||Projectile-compatible counterpart to '''Die'''.||Eternity
*[[LichWhirlwind]]: iron lich tornado
|-
*[[MinotaurAtk1]]: maulotaur melee damage
||[[SetFlags]]||alter flags||Eternity
*[[MinotaurAtk2]]: spreadshot
|-
*[[MinotaurAtk3]]: straight flame snake
||[[SetSpecial]]||alter thing's special and args||ZDoom
*[[MinotaurCharge]]: maulotaur charge
|-
*[[MinotaurDecide]]: maulotaur ranged attack choosing
||[[ShowMessage]]||display text message||Eternity
*[[MummyAttack]]: golem melee
|-
*[[MummyAttack2]]: nitrogolem range
||[[Spawn]]||create another object on top of this one||MBF
*[[SnakeAttack]]: ophidian blue spark
|-
*[[SnakeAttack2]]: ophidian yellow shot
||[[SpawnEx]]||enhanced spawn variant||Eternity
*[[Srcr1Attack]]: d'sparil mount attack
|-
*[[Srcr2Attack]]: d'sparil sorcerer attack
||[[SteamSpawn]]||create steam effects||Eternity
*[[Srcr2Decide]]: d'sparil decide whether to teleport
|-
*[[VolcanoBlast]]: volcano burst
||[[UnSetFlags]]||alter flags||Eternity
*[[WizardAtk3]]: disciple tri-ball
|}
====Visual====
{|class="wikitable sortable"
! Name
! Description
! First game it appeared
|-
||[[ClearSkin]]||Removes the sprite skin.||Eternity
|-
||[[FadeIn]]||increments alpha||ZDoom
|-
||[[FadeOut]]||decrements alpha, DOESN'T destroy the thing||ZDoom
|-
||[[HideThing]]||Sets DONTDRAW flag on an object||ZDoom
|-
||[[SetTranslucent]]||modify alpha amount; setup additiveness or fuzziness||ZDoom
|-
||[[UnHideThing]]||Unsets DONTDRAW flag on an object||ZDoom
|-
|}
====Heretic====
{|class="wikitable sortable"
! Name
! Description
! First game it appeared
|-
||[[AccelGlitter]]||accelerate upwards||Heretic
|-
||[[DripBlood]]||spawn heretic blood||Heretic
|-
||[[GhostOff]]||Remove the ghost effect||Heretic
|-
||[[HticBossDeath]]||special monster death functions for Heretic||Heretic
|-
||[[Fall|HticDrop]]||{{deprecated}} same thing as [[Fall]]||Heretic
|-
||[[ImpDeath]]||special death for gargoyle||Heretic
|-
||[[ImpExplode]]||crash for gargoyle||Heretic
|-
||[[ImpXDeath1]]||special extreme death for gargoyle, stage 1||Heretic
|-
||[[ImpXDeath2]]||special extreme death for gargoyle, stage 2||Heretic
|-
||[[InitKeyGizmo]]||Heretic key lock orb statue maintenance||Heretic
|-
||[[MakePod]]||generate a pod||Heretic
|-
||[[MummySoul]]||create raising soul||Heretic
|-
||[[PlayerSkull]]||player death effect, when the skull tosses in air||Heretic
|-
||[[RemovePod]]||notifies the generator that this pod was destroyed||Heretic
|-
||[[Sor2DthInit]]||d'sparil death maintenance||Heretic
|-
||[[Sor2DthLoop]]||d'sparil death maintenance||Heretic
|-
||[[SorcererRise]]||d'sparil waking up after mount crash||Heretic
|-
||[[SorcNukeSpec]]||D'sparil handling of the nuke cheat.||Heretic
|-
||[[SpawnAbove]]||spawns above the summoner||Heretic
|-
||[[SpawnGlitter]]||create teleportation sparkle||Heretic
|-
||[[WizardAtk1]]||face target and clear GHOST flag||Heretic
|-
||[[WizardAtk2]]||face target and set GHOST flag||Heretic
|}


===Sound effects===
==Alterations==
====Generic====
*[[BossDeath]]: special monster death functions (such as Baron death in E1M8)
{|class="wikitable sortable"
*[[BrainDie]]: exits the level
! Name
*[[CasingThrust]]: movement for ejected casing
! Description
*[[Die]]: causes suicide
! First game it appeared
*[[FadeIn]]: increments alpha
|-
*[[FadeOut]]: decrements alpha, DOESN'T destroy the thing
||[[AmbientThinker]]||ambient sound maintenance||Eternity
*[[Fall]]: remove SOLID flag (used on dying monsters)
|-
*[[HideThing]]: Sets DONTDRAW flag on an object
||[[Pain]]||play pain sound||Doom
*[[KeenDie]]: open 666-tagged doors on death of all like-named monsters
|-
*[[KillChildren]]: destroy all summoned things
||[[PlayerScream]]||player-specific, health-dependent (death) sound||Doom
*[[LineEffect]]: activate a tag using a special
|-
*[[PainNukeSpec]]
||[[PlaySound]]||custom sound||MBF
*[[RestoreArtifact]]: Adds the SPECIAL flag back to an object, sets the object back into its spawnstate, and plays the object's seesound.
|-
*[[RestoreSpecialThing1]]: Removes the DONTDRAW flag from an object. If the object defines the itemrespawnat property, it will at this time be moved to a random spot if any such spots exist on the map (otherwise the item will remain where it spawned originally). The item will play its seesound.
||[[PlaySoundEx]]||extended custom sound||ZDoom
*[[RestoreSpecialThing2]]: Adds the SPECIAL flag back to an object and sets the object back into its spawnstate.
|-
*[[SetFlags]]: alter flags
||[[Scream]]||play death sound||Doom
*[[SetTranslucent]]: modify alpha amount; setup additiveness or fuzziness
|-
*[[ShowMessage]]: display text message
||[[XScream]]||extreme death gut noise||Doom
*[[Spawn]]: create another object on top of this one
|}
*[[SteamSpawn]]: create steam effects
====Game specific====
*[[UnHideThing]]: Unsets DONTDRAW flag on an object
{|class="wikitable sortable"
*[[UnSetFlags]]: alter flags
! Name
===Heretic===
! Description
*[[AccelGlitter]]: accelerate upwards
! First game it appeared
*[[DripBlood]]: spawn heretic blood
|-
*[[HticBossDeath]]: special monster death functions for Heretic
||[[BrainAwake]]||loud bossit sound effect||Doom 2
*[[ImpDeath]]: special death for gargoyle
|-
*[[ImpExplode]]: crash for gargoyle
||[[BrainPain]]||loud bospn sound effect||Doom 2
*[[ImpXDeath1]]: special extreme death for gargoyle, stage 1
|-
*[[ImpXDeath2]]: special extreme death for gargoyle, stage 2
||[[ContMobjSound]]||Heretic knight axe and nitrogolem missile sounds||Heretic
*[[MakePod]]: generate a pod
|-
*[[MummySoul]]: create raising soul
||[[ESound]]||Heretic water and wind ambiend sounds||Heretic
*[[PlayerSkull]]: player death effect, when the skull tosses in air
|-
*[[RemovePod]]: notifies the generator that this pod was destroyed
||[[FlameSnd]]||Heretic player burning death sound||Heretic
*[[Sor2DthInit]]: d'sparil death maintenance
|-
*[[Sor2DthLoop]]: d'sparil death maintenance
||[[RavenPlayerScream]]||Heretic player scream||Heretic
*[[SorcererRise]]: d'sparil waking up after mount crash
|-
*[[SorcNukeSpec]]
||'''SorDBon'''||Plays sound 329 ('''ht_sordbon''')||Heretic
*[[SpawnAbove]]: spawns above the summoner
|-
*[[SpawnGlitter]]: create teleportation sparkle
||'''SorDExp'''||Plays sound 328 ('''ht_sordexp''')||Heretic
*[[WizardAtk1]]: face target and clear GHOST flag
|-
*[[WizardAtk2]]: face target and set GHOST flag
||'''SorDSph'''||Plays sound 327 ('''ht_sordsph''')||Heretic
|-
||'''SorRise'''||Plays sound 322 ('''ht_sorrise''')||Heretic
|-
||'''SorSightSnd'''||Plays sound 323 ('''ht_sorsit''')||Heretic
|-
||'''SorZap'''||Plays sound 321 ('''ht_sorzap''')||Heretic
|-
||[[StartFire]]||flamst sound effect — also includes "Fire" action!||Doom 2
|-
||[[VileStart]]||archvile heat-up noise||Doom 2
|}
=====Combined=====
{|class="wikitable sortable"
! Name
! Description
! First game it appeared
|-
||[[BabyMetal]]||bspwlk sound effect — also includes Chase!||Doom 2
|-
||[[FatRaise]]||mancubus warning — also includes FaceTarget||Doom 2
|-
||[[FireCrackle]]||flame sound effect — also includes "Fire" action!||Doom 2
|-
||[[Hoof]]||cyberdemon hoof sound — also includes Chase!||Doom
|-
||[[Metal]]||metal sound effect — also includes Chase!||Doom
|-
||[[SkelWhoosh]]||revenant swing noise — also includes FaceTarget||Doom 2
|-
||[[SpawnSound]]||boscub sound effect — also includes SpawnFly||Doom 2
|}


===Frame scripting===
==Sound effects==
{|class="wikitable sortable"
*[[AmbientThinker]]: ambient sound maintenance
! Name
*[[BabyMetal]]: bspwlk sound effect — also includes Chase!
! Description
*[[BrainAwake]]: loud bossit sound effect
! First game it appeared
*[[BrainPain]]: loud bospn sound effect
|-
*[[FatRaise]]: mancubus warning — also includes FaceTarget
||[[AproxDistance]]||assign distance from target to a variable||Eternity
*[[FireCrackle]]: flame sound effect — also includes "Fire" action!
|-
*[[Hoof]]: cyberdemon hoof sound — also includes Chase!
||[[CheckPlayerDone]]||jump to a frame if not under player control||ZDoom
*[[Metal]]: metal sound effect — also includes Chase!
|-
*[[Pain]]: play pain sound
||[[CopyCounter]]||copy a variable to another variable||Eternity
*[[PlayerScream]]: player-specific, health-dependent (death) sound
|-
*[[PlaySound]]: custom sound
||[[CounterDiceRoll]]||set a variable to the result of a damage calculation||Eternity
*[[PlaySoundEx]]: extended custom sound
|-
*[[Scream]]: play death sound
||[[CounterJump]]||counter-based next frame||Eternity
*[[SkelWhoosh]]: revenant swing noise — also includes FaceTarget
|-
*[[SpawnSound]]: boscub sound effect — also includes SpawnFly
||[[CounterJumpEx]]||DECORATE-compatible counter-based next frame||Eternity
*[[StartFire]]: flamst sound effect — also includes "Fire" action!
|-
*[[VileStart]]: archvile heat-up noise
||[[CounterOp]]||set a variable to an operation of another 2 variables||Eternity
*[[XScream]]: extreme death gut noise
|-
||[[CounterSwitch]]||counter-based set of frames||Eternity
|-
||[[CounterSwitchEx]]||DECORATE-compatible counter-based set of states||Eternity
|-
||[[HealthJump]]||health-based next frame||Eternity
|-
||[[JumpIfTargetInLOS]]||jump to frame if target is in the field of view||ZDoom
|-
||[[RandomJump]]||random next frame||MBF
|-
||[[Jump]]||Decorate-compatible alternative to RandomJump.||ZDoom
|-
||[[SetCounter]]||set a variable||Eternity
|-
||[[SetTics]]||set frame duration||Eternity
|-
||[[StartScript]]||run map script||Eternity
|-
||[[StartScriptNamed]]||run named map script||Eternity
|-
||[[TargetJump]]||go to designated frame if having a target||Eternity
|}


===Powerup use===
==Frame scripting==
These are triggered from [[EDF_item_effects_and_inventory#artifact|artifact]]'s '''useaction''' field, not from states.
*[[AproxDistance]]: assign distance from target to a variable
{|class="wikitable sortable"
*[[CheckPlayerDone]]: jump to a frame if not under player control
! Name
*[[CopyCounter]]: copy a variable to another variable
! Description
*[[CounterJump]]: counter-based next frame
! First game it appeared
*[[CounterJumpEx]]: DECORATE-compatible counter-based next frame
|-
*[[CounterOp]]: set a variable to an operation of another 2 variables
||[[HticArtiTele]]||Chaos Device action||Heretic
*[[CounterSwitch]]: counter-based set of frames
|-
*[[CounterSwitchEx]]: DECORATE-compatible counter-based set of states
||[[HticSpawnFireBomb]]||Time Bomb of the Ancients action||Heretic
*[[HealthJump]]: health-based next frame
|}
*[[JumpIfTargetInLOS]]: jump to frame if target is in the field of view
*[[RandomJump]]: random next frame
*[[Jump]]
*[[SetCounter]]: set a variable
*[[SetTics]]: set frame duration
*[[StartScript]]: run map script
*[[StartScriptNamed]]: run named map script
*[[TargetJump]]: go to designated frame if having a target


[[Category:Codepointers|*]]
[[Category:Codepointers|*]]
[[Category:EDF]]
[[Category:EDF]]
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