List of codepointers: Difference between revisions
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*[[MakePod]] | *[[MakePod]] | ||
*[[DripBlood]] | *[[DripBlood]] | ||
===Miscellaneous / Sound Pointers=== | ===Miscellaneous / Sound Pointers=== | ||
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*[[BrainAwake]] | *[[BrainAwake]] | ||
*[[VileStart]] | *[[VileStart]] | ||
===AI Pointers=== | ===AI Pointers=== | ||
Line 130: | Line 117: | ||
===Heretic AI pointers=== | ===Heretic AI pointers=== | ||
*[[Sor1Chase]] | *[[Sor1Chase]] | ||
===AI Pointers with Walking Sounds=== | ===AI Pointers with Walking Sounds=== | ||
Line 211: | Line 190: | ||
*[[ImpMeleeAtk]] | *[[ImpMeleeAtk]] | ||
*[[ImpMissileAtk]] | *[[ImpMissileAtk]] | ||
===Homing Missile Maintenance Pointers=== | ===Homing Missile Maintenance Pointers=== | ||
Line 262: | Line 238: | ||
*[[SetTics]] | *[[SetTics]] | ||
*[[AproxDistance]] | *[[AproxDistance]] | ||
===Small Scripting System=== | ===Small Scripting System=== |
Revision as of 08:34, 28 September 2009
This list of codepointers is a list of all the action routines which can be used in EDF frames.
Player gun frame code pointers
Maintenance
Attack
Parameterized
Special sound
Frame scripting
These pointers allow a degree of programmatic control over an weapon's behavior, and are therefore termed "frame scripting" codepointers.
Counter fields may have values from -32768 to 32767 (or -2147483648 to 2147483647 in development versions). Values above or below this range will wrap around.
General Code Pointers
Miscellaneous Pointers
- BFGSpray
- BFG11KHit
- BouncingBFG
- BFGBurst
- Mushroom
- Nailbomb
- SetFlags
- UnSetFlags
- Fall
- Die
- BrainScream
- BrainExplode
- SpawnFly
- Fire
- Spawn
- SteamSpawn
- Turn
- Face
- LineEffect
- Stop
Heretic miscellaneous pointers
- PlayerSkull
- SpawnGlitter
- AccelGlitter
- SpawnAbove
- MummySoul
- BlueSpark
- GenWizard
- Sor2DthInit
- Sor2DthLoop
- PodPain
- RemovePod
- MakePod
- DripBlood
Miscellaneous / Sound Pointers
Heretic Misc / Sound Pointers
Object sound pointers
AI Pointers
Heretic AI pointers
AI Pointers with Walking Sounds
Blast Radius Attack Pointers
Heretic Blast Radius Attack Pointers
Monster Attack Pointers
- PosAttack
- SPosAttack
- VileTarget
- VileAttack
- SkelFist
- SkelMissile
- FatAttack1
- FatAttack2
- FatAttack3
- CPosAttack
- TroopAttack
- SargAttack
- HeadAttack
- BruisAttack
- SkullAttack
- BspiAttack
- CyberAttack
- PainAttack
- BrainSpit
Parameterized Monster Attacks
Heretic monster attack pointers
- MummyAttack
- MummyAttack2
- ClinkAttack
- WizardAtk1
- WizardAtk2
- WizardAtk3
- Srcr2Decide
- Srcr2Attack
- KnightAttack
- BeastAttack
- BeastPuff
- SnakeAttack
- SnakeAttack2
- Srcr1Attack
- VolcanoBlast
- VolcBallImpact
- MinotaurAtk1
- MinotaurDecide
- MinotaurAtk2
- MinotaurAtk3
- MinotaurCharge
- MntrFloorFire
- LichFire
- LichWhirlwind
- LichAttack
- LichIceImpact
- LichFireGrow
- ImpChargeAtk
- ImpMeleeAtk
- ImpMissileAtk
Homing Missile Maintenance Pointers
Heretic Homing Missile Maintenance Pointers
Line of Sight Checking Pointers
Special Monster Death Effects
Heretic Special Monster Death Effects
Massacre Cheat Specials
Frame scripting pointers
These pointers allow a degree of programmatic control over an object's behavior, and are therefore termed "frame scripting" codepointers. Note that some other codepointers utilize the Counter fields of a thing, and so using those pointers along with these will cause interference. Codepointer descriptions now make note of which Counter fields they utilize, so be sure to check for conflicts. There are eight counters available for each individual map object, numbered from 0 to 7.
Counter fields may have values from -32768 to 32767 (or -2147483648 to 2147483647 in development versions). Values above or below this range will wrap around.
- RandomJump
- HealthJump
- TargetJump
- CounterJump
- CounterSwitch
- SetCounter
- CounterOp
- CopyCounter
- SetTics
- AproxDistance
Small Scripting System
These codepointers allow execution of Small functions in either of the Gamescript or Levelscript VMs. See the Small Usage Documentation and the Small Function Reference for full information.
EDF-Related Pointers
These pointers interact directly with parts of the EDF system. For more information on EDF, see the EDF Documentation.