List of codepointers: Difference between revisions

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Line 86: Line 86:
*[[MakePod]]
*[[MakePod]]
*[[DripBlood]]
*[[DripBlood]]
===Hexen miscellaneous pointers===
'''''Not implemented yet.'''''
*[[SetInvulnerable]]
*[[UnSetInvulnerable]]
*[[SetReflective]]
*[[UnSetReflective]]
*[[RaiseFloorClip]]
*[[LowerFloorClip]]
*[[DropEquipment]]
*[[BishopMissileWeave]]


===Miscellaneous / Sound Pointers===
===Miscellaneous / Sound Pointers===
Line 116: Line 106:
*[[BrainAwake]]
*[[BrainAwake]]
*[[VileStart]]
*[[VileStart]]
===Hexen object sound pointers===
'''''Not implemented yet.'''''
*[[PigPain]]


===AI Pointers===
===AI Pointers===
Line 130: Line 117:
===Heretic AI pointers===
===Heretic AI pointers===
*[[Sor1Chase]]
*[[Sor1Chase]]
===Hexen AI pointers===
'''''Not implemented yet.'''''
*[[CentaurDefend]]
*[[PigLook]]
*[[PigChase]]
*[[SerpentUnHide]]
*[[SerpentHide]]
*[[BishopDoBlur]]


===AI Pointers with Walking Sounds===
===AI Pointers with Walking Sounds===
Line 211: Line 190:
*[[ImpMeleeAtk]]
*[[ImpMeleeAtk]]
*[[ImpMissileAtk]]
*[[ImpMissileAtk]]
===Hexen monster attack pointers===
'''''Not implemented yet.'''''
*[[CentaurAttack]]


===Homing Missile Maintenance Pointers===
===Homing Missile Maintenance Pointers===
Line 262: Line 238:
*[[SetTics]]
*[[SetTics]]
*[[AproxDistance]]
*[[AproxDistance]]
===Hexen frame scripting pointers===
*[[SubTics]]


===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

Heretic miscellaneous pointers

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

Parameterized Monster Attacks

Heretic monster attack pointers

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.

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.