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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==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
===Control===
|-
*[[CheckReload]]: super shotgun reload check
||[[Lower]]||Action during a weapon's lowering sequence.||Doom
*[[CheckReloadEx]]: extended version that allows counter comparison
|-
*[[JumpIfNoAmmo]]: as it says
||[[Raise]]||Action during a weapon's raise sequence.||Doom
*[[Lower]]: "lower" effect & frame
|-
*[[Raise]]: "raise" effect & frame
||[[ReFire]]||Skip frame if shooting is sustained (e.g. for plasma rifle's cooldown effect).||Doom
*[[ReFire]]: skip frame if shooting is maintained (plasma gun cooldown effect)
|-
*[[WeaponReady]]: "bob" effect, ready frame
||[[SubtractAmmo]]||Consumes one ammo unit without firing.||Eternity
 
|-
===Other===
||[[WeaponReady]]||Action during a weapon's idle sequence.||Doom
*[[EjectCasing]]: throw casing
|}


===Player attacks===
===Muzzle flash effects===
====Classic Doom====
*[[GunFlash]]: produces gunflash sprite without firing anything
{|class="wikitable sortable"
*[[Light0]]: resets the muzzle light level
! Name
*[[Light1]]: muzzle light level 1
! Description
*[[Light2]]
! Specifics
! First game it appeared
|-
||[[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====
===DOOM gun sound effects===
{|class="wikitable sortable"
*[[BFGSound]]
! Name
*[[CloseShotgun2]]: this one also includes ReFire
! Description
*[[LoadShotgun2]]: ...these two don't
! First game it appeared
*[[OpenShotgun2]]
|-
||[[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===
===Frame scripting===
{|class="wikitable sortable"
*[[PlayerStartScript]]: start map script
! Name
*[[WeaponCopyCtr]]
! Description
*[[WeaponCtrOp]]
! First game it appeared
*[[WeaponCtrJump]]
|-
*[[WeaponCtrSwitch]]
||[[PlayerStartScript]]||Starts map script, as from a player weapon.||Eternity
*[[WeaponSetCtr]]
|-
||[[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==
==Map objects==
===Simple movement===
===Explosions===
These operations perform simple effects on thing's direction, position or velocity. The available codepointers are:
These are for area-of-effect damage, common with projectiles and bombs (e.g. barrels):
{|class="wikitable sortable"
*[[Explode]]: classic DOOM splash damage. Deals 128 damage in a 128 radius.
! Name
*[[Detonate]]: like [[Explode]], but uses the [[thingtype]] "damage" field.
! Description
*[[DetonateEx]]: complete parameterized explosion.
! First game it appeared
*[[HticExplode]]: Heretic-compatible explosion, with predefined special behaviour depending on parameter.
|-
*[[Mushroom]]: large mushroom explosion, from [[MBF]].
||[[Face]]||Face a specified angle.||MBF
*[[Nailbomb]]: explosion with bullet shrapnels, from [[SMMU]].
|-
 
||[[Stop]]||Set velocity to 0.||MBF beta emulation
===Projectile control===
|-
*[[Tracer]]: one of the required components for homing missiles
||[[Turn]]||Turn around by a specified angle.||MBF
 
|}
===Monster behaviour===
These are designed mainly for monsters and similar shootable objects. The ones here are especially useful for any generic monster.
*[[Look]]: stand in guard, looking for targets.
*[[Chase]]: pursue a target and check for attack.
*[[FaceTarget]]: turn to target, look around it if it's partly invisible.
*[[CPosRefire]]: go to seestate if target is out of sight. Typical with sustained fire monsters.
*[[SpidRefire]]: like CPosRefire but with slightly different reaction times.
*[[Pain]]: play the pain sound.
*[[Fall]]: typical during death, this removes the SOLID flag.
*[[Scream]]: plays the death sound.
*[[XScream]]: makes the extreme death (gib) sound.
*[[BossDeath]]: special monster death functions (such as Baron death in E1M8)
*[[KeenDie]]: open 666-tagged doors on death of all monsters of the same species.
 
====Generic control====
*[[Scratch]]: custom melee attack
*[[Die]]: causes suicide
 
====Classic monster actions====
These are specific to the stock DOOM monsters and should only be used in mods if the new monsters are meant to be similar.
 
=====Simple monster attacks=====
*[[PosAttack]]: former human, single inaccurate bullet attack.
*[[SPosAttack]]: sergeant, three-bullet shotgun attack.
*[[CPosAttack]]: pistol attack with "shotgn" noise (like with chaingunners).
*[[TroopAttack]]: imp attack
*[[SargAttack]]: demon and spectre bite
*[[SkullAttack]]: lost soul charge
*[[HeadAttack]]: cacodemon attack
*[[BruisAttack]]: baron and hell knight attack
*[[BspiAttack]]: arachnotron plasma attack
*[[CyberAttack]]: cyberdemon rocket attack
 
=====Movement sound=====
*[[Metal]]: metal (spiderdemon and cyberdemon) sound effect — also includes Chase!
*[[BabyMetal]]: bspwlk (arachnotron) sound effect — also includes Chase!
*[[Hoof]]: cyberdemon hoof sound — also includes Chase!
 
=====Pain elemental=====
*[[PainAttack]]: elemental lost soul spawn
*[[PainDie]]: elemental death action (3 lost souls spawn)
 
=====Revenant=====
*[[SkelWhoosh]]: revenant swing noise — also includes FaceTarget
*[[SkelFist]]: revenant punch
*[[SkelMissile]]: revenant missile
 
=====Mancubus=====
*[[FatRaise]]: mancubus warning — also includes FaceTarget
*[[FatAttack1]]: mancubus left attack
*[[FatAttack2]]: mancubus right attack
*[[FatAttack3]]: mancubus front attack
 
=====Archvile=====
*[[VileChase]]: same as Chase, but resurrecting encountered cadavers.
*[[VileStart]]: archvile heat-up noise
*[[VileTarget]]: spawn a vile fire effect on target
*[[VileAttack]]: arch vile toss
*[[StartFire]]: flamst sound effect — also includes "Fire" action!
*[[Fire]]: stick on the face of attacker's target, like the vile fire
*[[FireCrackle]]: flame sound effect — also includes "Fire" action!
 
=====DOOM 2 final boss=====
*[[BrainAwake]]: loud bossit sound effect
*[[BrainSpit]]: cube spawn
*[[SpawnFly]]: spawn cube controller
*[[SpawnSound]]: boscub sound effect — also includes SpawnFly
*[[BrainPain]]: loud bospn sound effect
*[[BrainScream]]: giant demon wall explosion sequence
*[[BrainExplode]]: brain perpetual explosion controller
*[[BrainDie]]: exits the level.


===Explosions and flames===
===Player avatar behaviour===
====BFG9000====
These are designed for the player-controlled thing (e.g. DoomMarine).
{|class="wikitable sortable"
*[[PlayerScream]]: player-specific, health-dependent death sound, to be used instead of [[Scream]].
! Name
*[[RavenPlayerScream]]: Heretic variant.
! Description
*[[XScream]]: make the ex
! First game it appeared
 
|-
===Various effects===
||[[BFG11KHit]]||[[SMMU]] BFG variant.||SMMU
These specials are more advanced than what's available in the classic games and do not belong specifically to projectile or monster usage
|-
*[[Face]]: face a specified angle
||[[BFGBurst]]||Produces a burst of smaller plasma projectiles.||MagDOOM by Cephaler
*[[Stop]]: set velocity to 0
|-
*[[Turn]]: turn around a specified angle
||[[BFGSpray]]||Original Doom BFG explosion damage-inflicting afterglow.||Doom
*[[Spawn]]: create another object on top of this one
|-
*[[LineEffect]]: activate a tag using a special
||[[BouncingBFG]]||SMMU bouncing BFG.||SMMU
|}


====DOOM 2 Final boss====
====Sounds====
{|class="wikitable sortable"
*[[PlaySound]]: play a chosen sound
! Name
*[[PlaySoundEx]]: extended custom sound support
! Description
! First game it appeared
|-
||[[BrainExplode]]||Brain perpetual explosion controller.||Doom 2
|-
||[[BrainScream]]||Giant demon wall explosion sequence.||Doom 2
|-
||[[SpawnFly]]||Spawn cube controller.||Doom 2
|}


====Explosions====
====Frame scripting====
{|class="wikitable sortable"
*[[RandomJump]]: randomly decides to set current state to a chosen one.
! Name
*[[Jump]]: like [[RandomJump]] but compatible with the Decorate-style state syntax.
! Description
! First game it appeared
|-
||[[Detonate]]||Thing damage controlled explosion.||MBF
|-
||[[DetonateEx]]||Parameterized detonate action.||Eternity
|-
||[[Explode]]||Rocket/barrel splash damage.||Doom
|-
||[[Mushroom]]||[[MBF]]-style mushroom explosion.||MBF
|-
||[[MushroomEx]]||Extended mushroom explosion codepointer.||Eternity
|-
||[[Nailbomb]]||[[SMMU]]-style explosion with shrapnels.||SMMU
|}
=====Heretic=====
{|class="wikitable sortable"
! Name
! Description
! First game it appeared
|-
||[[DeathBallImpact]]||Heretic super firemace sphere impact.||Heretic
|-
||[[HticExplode]]||Heretic-compatible explosion.||Heretic
|-
||[[MaceBallImpact]]||Heretic small firemace sphere impact.||Heretic
|-
||[[MaceBallImpact2]]||Heretic medium firemace sphere impact.||Heretic
|}


===Explosions and flames===
====BFG9000====
*[[BFG11KHit]]: [[SMMU]] BFG variant
*[[BFGBurst]]: produce a burst of smaller plasma objects
*[[BFGSpray]]: BFG explosion afterglow
*[[BouncingBFG]]: SMMU bouncing BFG
====Homing projectiles====
====Homing projectiles====
{|class="wikitable sortable"
*[[GenTracer]]: generic tracer
! Name
*[[HticTracer]]: like those golem skulls
! 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====
====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=====
=====Heretic specific=====
{|class="wikitable sortable"
*[[BeastPuff]]: weredragon fire belch smoke
! Name
*[[BlueSpark]]: create a blue d'sparil attack spark
! Description
*[[GenWizard]]: create a disciple
! First game it appeared
*[[LichFireGrow]]: how the fire column expands
|-
*[[LichIceImpact]]: how an ice globe explodes into shards
||[[FlameEnd]]||Phoenix rod flame rising.||Heretic
*[[MntrFloorFire]]: used by the straight flame snake
|-
*[[PhoenixPuff]]: missile trail
||[[FloatPuff]]||Phoenix rod flame hitting wall.||Heretic
*[[PodPain]]: pod goo splash on being hit
|-
*[[VolcBallImpact]]: how a volcano ball fragments on impact
||[[BeastPuff]]||Weredragon fire projectile smoke.||Heretic
*[[WhirlwindSeek]]: used by the tornados
|-
||[[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===
===AI===
{|class="wikitable sortable"
*[[AlertMonsters]]: shout so other monsters chase the player
! Name
*[[GenRefire]]: customizable refire control
! Description
*[[KeepChasing]]: pursue target without attacking
! First game it appeared
*[[RandomWalk]]: random wandering for inactive enemies
|-
*[[Sor1Chase]]: d'sparil mount specific chase
||[[AlertMonsters]]||Shout so other monsters chase the player.||ZDoom
*[[Sor1Pain]]: d'sparil mount specific twitch. Calls Pain.
|-
||[[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===
===AI attacks===
====Parameterized====
====Parameterized====
{|class="wikitable sortable"
*[[BetaSkullAttack]]: remote melee attack
! Name
*[[BulletAttack]]: custom bullet shooting
! Description
*[[MissileAttack]]: custom missile shooting
! First game it appeared
*[[MissileSpread]]: MissileAttack variation, supports shooting spread shots
|-
*[[SargAttack12]]: Old Doom 1.2 style melee attack
||[[BetaSkullAttack]]||Remote melee attack, as used by the Doom alpha lost souls (available since [[MBF]]).||MBF beta emulation
*[[ThingSummon]]: customized summoning
|-
||[[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====
{|class="wikitable sortable"
! Name
! Description
! First game it appeared
|-
||[[BrainSpit]]||cube spawn||Doom 2
|-
||[[BruisAttack]]||baron/knight of hell||Doom
|-
||[[BspiAttack]]||arachnotron||Doom 2
|-
||[[CPosAttack]]||pistol attack w/ shotgn noise||Doom 2
|-
||[[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====
====Heretic====
{|class="wikitable sortable"
*[[BeastAttack]]: weredragon
! Name
*[[ClinkAttack]]: sabre
! Description
*[[ImpChargeAtk]]: gargoyle charge
! First game it appeared
*[[ImpMeleeAtk]]: gargoyle scratch
|-
*[[ImpMissileAtk]]: gargoyle fire
||[[BeastAttack]]||weredragon||Heretic
*[[KnightAttack]]: undead warrior
|-
*[[LichAttack]]: iron lich random attack **only one which includes ice globes**
||[[ClinkAttack]]||sabreclaw||Heretic
*[[LichFire]]: iron lich fire column
|-
*[[LichWhirlwind]]: iron lich tornado
||[[ImpChargeAtk]]||gargoyle charge||Heretic
*[[MinotaurAtk1]]: maulotaur melee damage
|-
*[[MinotaurAtk2]]: spreadshot
||[[ImpMeleeAtk]]||gargoyle scratch||Heretic
*[[MinotaurAtk3]]: straight flame snake
|-
*[[MinotaurCharge]]: maulotaur charge
||[[ImpMissileAtk]]||gargoyle fire||Heretic
*[[MinotaurDecide]]: maulotaur ranged attack choosing
|-
*[[MummyAttack]]: golem melee
||[[KnightAttack]]||undead warrior||Heretic
*[[MummyAttack2]]: nitrogolem range
|-
*[[SnakeAttack]]: ophidian blue spark
||[[LichAttack]]||iron lich random attack **only one which includes ice globes**||Heretic
*[[SnakeAttack2]]: ophidian yellow shot
|-
*[[Srcr1Attack]]: d'sparil mount attack
||[[LichFire]]||iron lich fire column||Heretic
*[[Srcr2Attack]]: d'sparil sorcerer attack
|-
*[[Srcr2Decide]]: d'sparil decide whether to teleport
||[[LichWhirlwind]]||iron lich tornado||Heretic
*[[VolcanoBlast]]: volcano burst
|-
*[[WizardAtk3]]: disciple tri-ball
||[[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===
===Alterations===
{|class="wikitable sortable"
*[[CasingThrust]]: movement for ejected casing
! Name
*[[FadeIn]]: increments alpha
! Description
*[[FadeOut]]: decrements alpha, DOESN'T destroy the thing
! First game it appeared
*[[HideThing]]: Sets DONTDRAW flag on an object
|-
*[[KillChildren]]: destroy all summoned things
||[[BossDeath]]||special monster death functions (such as Baron death in E1M8)||Doom
*[[PainNukeSpec]]
|-
*[[RestoreArtifact]]: Adds the SPECIAL flag back to an object, sets the object back into its spawnstate, and plays the object's seesound.
||[[BrainDie]]||exits the level||Doom 2
*[[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.
|-
*[[RestoreSpecialThing2]]: Adds the SPECIAL flag back to an object and sets the object back into its spawnstate.
||[[CasingThrust]]||movement for ejected casing||Eternity
*[[SetFlags]]: alter flags
|-
*[[SetTranslucent]]: modify alpha amount; setup additiveness or fuzziness
||[[Die]]||causes suicide||MBF
*[[ShowMessage]]: display text message
|-
*[[SteamSpawn]]: create steam effects
||[[Fall]]||remove SOLID flag (used on dying monsters)||Doom
*[[UnHideThing]]: Unsets DONTDRAW flag on an object
|-
*[[UnSetFlags]]: alter flags
||[[KeenDie]]||open 666-tagged doors on death of all like-named monsters||Doom 2
|-
||[[KillChildren]]||destroy all summoned things||ZDoom
|-
||[[LineEffect]]||activate a tag using a special||MBF
|-
||[[PainNukeSpec]]||Pain elemental nuke cheat handler.||Eternity
|-
||[[RestoreArtifact]]||Adds the SPECIAL flag back to an object, sets the object back into its spawnstate, and plays the object's seesound.||Heretic
|-
||[[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
|-
||[[RestoreSpecialThing2]]||Adds the SPECIAL flag back to an object and sets the object back into its spawnstate.||Heretic
|-
||[[SelfDestruct]]||Projectile-compatible counterpart to '''Die'''.||Eternity
|-
||[[SetFlags]]||alter flags||Eternity
|-
||[[SetSpecial]]||alter thing's special and args||ZDoom
|-
||[[ShowMessage]]||display text message||Eternity
|-
||[[Spawn]]||create another object on top of this one||MBF
|-
||[[SpawnEx]]||enhanced spawn variant||Eternity
|-
||[[SteamSpawn]]||create steam effects||Eternity
|-
||[[UnSetFlags]]||alter flags||Eternity
|}
====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====
====Heretic====
{|class="wikitable sortable"
*[[AccelGlitter]]: accelerate upwards
! Name
*[[DripBlood]]: spawn heretic blood
! Description
*[[HticBossDeath]]: special monster death functions for Heretic
! First game it appeared
*[[ImpDeath]]: special death for gargoyle
|-
*[[ImpExplode]]: crash for gargoyle
||[[AccelGlitter]]||accelerate upwards||Heretic
*[[ImpXDeath1]]: special extreme death for gargoyle, stage 1
|-
*[[ImpXDeath2]]: special extreme death for gargoyle, stage 2
||[[DripBlood]]||spawn heretic blood||Heretic
*[[MakePod]]: generate a pod
|-
*[[MummySoul]]: create raising soul
||[[GhostOff]]||Remove the ghost effect||Heretic
*[[PlayerSkull]]: player death effect, when the skull tosses in air
|-
*[[RemovePod]]: notifies the generator that this pod was destroyed
||[[HticBossDeath]]||special monster death functions for Heretic||Heretic
*[[Sor2DthInit]]: d'sparil death maintenance
|-
*[[Sor2DthLoop]]: d'sparil death maintenance
||[[Fall|HticDrop]]||{{deprecated}} same thing as [[Fall]]||Heretic
*[[SorcererRise]]: d'sparil waking up after mount crash
|-
*[[SorcNukeSpec]]
||[[ImpDeath]]||special death for gargoyle||Heretic
*[[SpawnAbove]]: spawns above the summoner
|-
*[[SpawnGlitter]]: create teleportation sparkle
||[[ImpExplode]]||crash for gargoyle||Heretic
*[[WizardAtk1]]: face target and clear GHOST flag
|-
*[[WizardAtk2]]: face target and set GHOST flag
||[[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===
===Sound effects===
====Generic====
*[[AmbientThinker]]: ambient sound maintenance
{|class="wikitable sortable"
! Name
! Description
! First game it appeared
|-
||[[AmbientThinker]]||ambient sound maintenance||Eternity
|-
||[[Pain]]||play pain sound||Doom
|-
||[[PlayerScream]]||player-specific, health-dependent (death) sound||Doom
|-
||[[PlaySound]]||custom sound||MBF
|-
||[[PlaySoundEx]]||extended custom sound||ZDoom
|-
||[[Scream]]||play death sound||Doom
|-
||[[XScream]]||extreme death gut noise||Doom
|}
====Game specific====
{|class="wikitable sortable"
! Name
! Description
! First game it appeared
|-
||[[BrainAwake]]||loud bossit sound effect||Doom 2
|-
||[[BrainPain]]||loud bospn sound effect||Doom 2
|-
||[[ContMobjSound]]||Heretic knight axe and nitrogolem missile sounds||Heretic
|-
||[[ESound]]||Heretic water and wind ambiend sounds||Heretic
|-
||[[FlameSnd]]||Heretic player burning death sound||Heretic
|-
||[[RavenPlayerScream]]||Heretic player scream||Heretic
|-
||'''SorDBon'''||Plays sound 329 ('''ht_sordbon''')||Heretic
|-
||'''SorDExp'''||Plays sound 328 ('''ht_sordexp''')||Heretic
|-
||'''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===
===Frame scripting===
{|class="wikitable sortable"
*[[AproxDistance]]: assign distance from target to a variable
! Name
*[[CheckPlayerDone]]: jump to a frame if not under player control
! Description
*[[CopyCounter]]: copy a variable to another variable
! First game it appeared
*[[CounterJump]]: counter-based next frame
|-
*[[CounterJumpEx]]: DECORATE-compatible counter-based next frame
||[[AproxDistance]]||assign distance from target to a variable||Eternity
*[[CounterOp]]: set a variable to an operation of another 2 variables
|-
*[[CounterSwitch]]: counter-based set of frames
||[[CheckPlayerDone]]||jump to a frame if not under player control||ZDoom
*[[CounterSwitchEx]]: DECORATE-compatible counter-based set of states
|-
*[[HealthJump]]: health-based next frame
||[[CopyCounter]]||copy a variable to another variable||Eternity
*[[JumpIfTargetInLOS]]: jump to frame if target is in the field of view
|-
*[[SetCounter]]: set a variable
||[[CounterDiceRoll]]||set a variable to the result of a damage calculation||Eternity
*[[SetTics]]: set frame duration
|-
*[[StartScript]]: run map script
||[[CounterJump]]||counter-based next frame||Eternity
*[[StartScriptNamed]]: run named map script
|-
*[[TargetJump]]: go to designated frame if having a target
||[[CounterJumpEx]]||DECORATE-compatible counter-based next frame||Eternity
|-
||[[CounterOp]]||set a variable to an operation of another 2 variables||Eternity
|-
||[[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===
These are triggered from [[EDF_item_effects_and_inventory#artifact|artifact]]'s '''useaction''' field, not from states.
{|class="wikitable sortable"
! Name
! Description
! First game it appeared
|-
||[[HticArtiTele]]||Chaos Device action||Heretic
|-
||[[HticSpawnFireBomb]]||Time Bomb of the Ancients action||Heretic
|}


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