List of codepointers: Difference between revisions
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This '''list of codepointers''' is a list of all the action routines which can be used in [[EDF]] [[frame]]s. | This '''list of codepointers''' is a list of all the action routines which can be used in [[EDF]] [[frame]]s. | ||
=Player guns= | |||
=== | ==Attacks== | ||
*[[CustomPlayerMelee]] | |||
*[[FireBFG]] | |||
*[[FireCGun]] | |||
*[[FireCustomBullets]] | |||
*[[ | *[[FireMissile]]: rocket launcher | ||
*[[ | *[[FireOldBFG]]: alpha Doom BFG | ||
*[[ | |||
*[[ | |||
*[[ | |||
*[[ | |||
*[[FirePistol]] | *[[FirePistol]] | ||
*[[FirePlasma]] | |||
*[[FirePlayerMissile]]: custom missile attack | |||
*[[FireShotgun]] | *[[FireShotgun]] | ||
*[[FireShotgun2]] | *[[FireShotgun2]]: super shotgun | ||
*[[ | *[[PlayerThunk]]: gives access to map object codepointers for guns; not needed any more | ||
*[[ | *[[Punch]]: fist | ||
*[[Saw]] | *[[Saw]]: noisy melee weapon | ||
*[[ | |||
*[[ | ==Control== | ||
*[[CheckReload]]: super shotgun reload check | |||
*[[CheckReloadEx]]: extended version that allows counter comparison | |||
*[[JumpIfNoAmmo]]: as it says | |||
*[[Lower]]: "lower" effect & frame | |||
*[[Raise]]: "raise" effect & frame | |||
*[[ReFire]]: skip frame if shooting is maintained (plasma gun cooldown effect) | |||
*[[WeaponReady]]: "bob" effect, ready frame | |||
==Other== | |||
*[[EjectCasing]]: throw casing | |||
*[[PlayerStartScript]]: start map script | |||
== | ==Muzzle flash effects== | ||
*[[ | *[[GunFlash]]: produces gunflash sprite without firing anything | ||
*[[ | *[[Light0]]: resets the muzzle light level | ||
*[[ | *[[Light1]]: muzzle light level 1 | ||
*[[ | *[[Light2]] | ||
== | ==Sound effects== | ||
*[[BFGSound]] | *[[BFGSound]] | ||
*[[CloseShotgun2]]: this one also includes ReFire | |||
*[[LoadShotgun2]]: ...these two don't | |||
*[[OpenShotgun2]] | *[[OpenShotgun2]] | ||
==Frame scripting== | |||
*[[WeaponCopyCtr]] | |||
*[[WeaponCtrOp]] | |||
*[[WeaponCtrJump]] | *[[WeaponCtrJump]] | ||
*[[WeaponCtrSwitch]] | *[[WeaponCtrSwitch]] | ||
*[[WeaponSetCtr]] | *[[WeaponSetCtr]] | ||
=== | =Map objects= | ||
*[[ | ==Flashes and booms== | ||
*[[ | *[[BFG11KHit]]: [[SMMU]] BFG variant | ||
*[[ | *[[BFGBurst]]: produce a burst of smaller plasma objects | ||
*[[ | *[[BFGSpray]]: BFG explosion afterglow | ||
*[[ | *[[BouncingBFG]]: SMMU bouncing BFG | ||
*[[ | *[[BrainExplode]]: brain perpetual explosion controller | ||
*[[ | *[[BrainScream]]: giant demon wall explosion sequence | ||
*[[ | *[[Detonate]]: thing damage controlled explosion | ||
*[[ | *[[Explode]]: rocket/barrel splash damage | ||
*[[ | *[[Fire]]: stick on the face of attacker's target, like the vile fire | ||
*[[ | *[[GenTracer]]: generic tracer | ||
*[[ | *[[Mushroom]]: mushroom explosion | ||
*[[ | *[[Nailbomb]]: explosion with shrapnels | ||
*[[ | *[[SpawnFly]]: spawn cube controller | ||
*[[ | *[[Tracer]]: one of the required components for homing missiles | ||
*[[ | ===Heretic=== | ||
*[[ | *[[BeastPuff]]: weredragon fire belch smoke | ||
*[[ | *[[BlueSpark]]: create a blue d'sparil attack spark | ||
*[[ | *[[GenWizard]]: create a disciple | ||
*[[HticExplode]]: heretic-compatible explosion | |||
*[[HticTracer]]: like those golem skulls | |||
*[[LichFireGrow]]: how the fire column expands | |||
*[[LichIceImpact]]: how an ice globe explodes into shards | |||
*[[MntrFloorFire]]: used by the straight flame snake | |||
*[[PhoenixPuff]]: missile trail | |||
*[[PodPain]]: pod goo splash on being hit | |||
*[[VolcBallImpact]]: how a volcano ball fragments on impact | |||
*[[WhirlwindSeek]]: used by the tornados | |||
== | ==AI== | ||
*[[ | *[[AlertMonsters]]: shout so other monsters chase the player | ||
*[[ | *[[Chase]]: pursue a target and check for attack | ||
*[[ | *[[CPosRefire]]: go to seestate if target is out of sight | ||
*[[ | *[[Face]]: face a specified angle | ||
*[[ | *[[FaceTarget]]: turn to target, look around it if it's partly invisible | ||
*[[ | *[[GenRefire]]: customizable refire control | ||
*[[KeepChasing]]: pursue target without attacking | |||
*[[Look]]: stand in guard, looking for targets | |||
*[[RandomWalk]]: random wandering for inactive enemies | |||
*[[Sor1Chase]]: d'sparil mount specific chase | |||
*[[Sor1Pain]]: d'sparil mount specific twitch. Calls Pain. | |||
*[[SpidRefire]]: like CPosRefire, slightly modified | |||
*[[Turn]]: turn around a specified angle | |||
*[[VileChase]]: same as Chase, but resurrecting encountered cadavers | |||
=== | ==AI attacks== | ||
*[[ | *[[BetaSkullAttack]]: remote melee attack | ||
*[[ | *[[BrainSpit]]: cube spawn | ||
*[[ | *[[BruisAttack]]: baron/knight of hell | ||
*[[ | *[[BspiAttack]]: arachnotron | ||
*[[ | *[[BulletAttack]]: custom bullet shooting | ||
*[[ | *[[CPosAttack]]: pistol attack w/ shotgn noise | ||
*[[ | *[[CyberAttack]]: rocket launching | ||
*[[ | *[[FatAttack1]]: mancubus left attack | ||
*[[ | *[[FatAttack2]]: mancubus right attack | ||
*[[BeastAttack]] | *[[FatAttack3]]: mancubus front attack | ||
*[[ | *[[HeadAttack]]: cacodemon | ||
*[[ | *[[MissileAttack]]: custom missile shooting | ||
*[[ | *[[MissileSpread]]: MissileAttack variation, supports shooting spread shots | ||
*[[ | *[[PainAttack]]: elemental | ||
*[[ | *[[PainDie]]: elemental death (3 souls) | ||
*[[ | *[[PosAttack]]: former human | ||
*[[ | *[[SargAttack]]: demon bite | ||
*[[ | *[[Scratch]]: custom melee attack | ||
*[[MinotaurAtk2]] | *[[SkelFist]]: revenant punch | ||
*[[MinotaurAtk3]] | *[[SkelMissile]]: revenant missile | ||
*[[MinotaurCharge]] | *[[SkullAttack]]: flying skull | ||
*[[ | *[[SPosAttack]]: sergeant | ||
*[[ | *[[ThingSummon]]: customized summoning | ||
*[[ | *[[TroopAttack]]: imp | ||
*[[ | *[[VileAttack]]: arch vile toss | ||
*[[ | *[[VileTarget]]: spawn a vile fire effect on target | ||
*[[ | ===Heretic=== | ||
*[[ | *[[BeastAttack]]: weredragon | ||
*[[ | *[[ClinkAttack]]: sabre | ||
*[[ | *[[ImpChargeAtk]]: gargoyle charge | ||
*[[ImpMeleeAtk]]: gargoyle scratch | |||
*[[ImpMisssileAtk]]: gargoyle fire | |||
*[[KnightAttack]]: undead warrior | |||
*[[LichAttack]]: iron lich random attack **only one which includes ice globes** | |||
*[[LichFire]]: iron lich fire column | |||
*[[LichWhirlwind]]: iron lich tornado | |||
*[[MinotaurAtk1]]: maulotaur melee damage | |||
*[[MinotaurAtk2]]: spreadshot | |||
*[[MinotaurAtk3]]: straight flame snake | |||
*[[MinotaurCharge]]: maulotaur charge | |||
*[[MinotaurDecide]]: maulotaur ranged attack choosing | |||
*[[MummyAttack]]: golem melee | |||
*[[MummyAttack2]]: nitrogolem range | |||
*[[SnakeAttack]]: ophidian blue spark | |||
*[[SnakeAttack2]]: ophidian yellow shot | |||
*[[Srcr1Attack]]: d'sparil mount attack | |||
*[[Srcr2Attack]]: d'sparil sorcerer attack | |||
*[[Srcr2Decide]]: d'sparil decide whether to teleport | |||
*[[VolcanoBlast]]: volcano burst | |||
*[[WizardAtk3]]: disciple tri-ball | |||
== | ==Alterations== | ||
*[[ | *[[BossDeath]]: special monster death functions (such as Baron death in E1M8) | ||
*[[ | *[[BrainDie]]: exits the level | ||
*[[CasingThrust]]: movement for ejected casing | |||
*[[Die]]: causes suicide | |||
*[[ | *[[FadeIn]]: increments alpha | ||
*[[ | *[[FadeOut]]: decrements alpha, DOESN'T destroy the thing | ||
*[[Fall]]: remove SOLID flag (used on dying monsters) | |||
*[[KeenDie]]: open 666-tagged doors on death of all like-named monsters | |||
*[[ | *[[KillChildren]]: destroy all summoned things | ||
*[[ | *[[LineEffect]]: activate a tag using a special | ||
*[[ | |||
*[[KeenDie]] | |||
*[[KillChildren]] | |||
*[[ | |||
*[[PainNukeSpec]] | *[[PainNukeSpec]] | ||
*[[SetFlags]]: alter flags | |||
*[[SetTranslucent]]: modify alpha amount; setup additiveness or fuzziness | |||
*[[ShowMessage]]: display text message | |||
*[[Spawn]]: create another object on top of this one | |||
*[[StartScript]]: run map script | |||
*[[SteamSpawn]]: create steam effects | |||
*[[Stop]]: set velocity to 0 | |||
*[[UnSetFlags]]: alter flags | |||
===Heretic=== | |||
*[[AccelGlitter]]: accelerate upwards | |||
*[[DripBlood]]: spawn heretic blood | |||
*[[HticBossDeath]]: special monster death functions for Heretic | |||
*[[ImpDeath]]: special death for gargoyle | |||
*[[ImpExplode]]: crash for gargoyle | |||
*[[ImpXDeath1]]: special extreme death for gargoyle, stage 1 | |||
*[[ImpXDeath2]]: special extreme death for gargoyle, stage 2 | |||
*[[MakePod]]: generate a pod | |||
*[[MummySoul]]: create raising soul | |||
*[[PlayerSkull]]: player death effect, when the skull tosses in air | |||
*[[RemovePod]]: notifies the generator that this pod was destroyed | |||
*[[Sor2DthInit]]: d'sparil death maintenance | |||
*[[Sor2DthLoop]]: d'sparil death maintenance | |||
*[[SorcererRise]]: d'sparil waking up after mount crash | |||
*[[SorcNukeSpec]] | *[[SorcNukeSpec]] | ||
*[[SpawnAbove]]: spawns above the summoner | |||
*[[SpawnGlitter]]: create teleportation sparkle | |||
*[[WizardAtk1]]: face target and clear GHOST flag | |||
*[[WizardAtk2]]: face target and set GHOST flag | |||
== | ==Sound effects== | ||
*[[AmbientThinker]]: ambient sound maintenance | |||
*[[BabyMetal]]: bspwlk sound effect -- also includes Chase! | |||
*[[BrainAwake]]: loud bossit sound effect | |||
*[[BrainPain]]: loud bospn sound effect | |||
*[[FatRaise]]: mancubus warning -- also includes FaceTarget | |||
*[[ | *[[FireCrackle]]: flame sound effect -- also includes "Fire" action! | ||
*[[ | *[[Hoof]]: cyberdemon hoof sound -- also includes Chase! | ||
*[[ | *[[Metal]]: metal sound effect -- also includes Chase! | ||
*[[ | *[[Pain]]: play pain sound | ||
*[[ | *[[PlayerScream]]: player-specific, health-dependent (death) sound | ||
*[[ | *[[PlaySound]]: custom sound | ||
*[[ | *[[PlaySoundEx]]: extended custom sound | ||
*[[ | *[[Scream]]: play death sound | ||
*[[ | *[[SkelWhoosh]]: revenant swing noise -- also includes FaceTarget | ||
*[[ | *[[SpawnSound]]: boscub sound effect -- also includes SpawnFly | ||
*[[StartFire]]: flamst sound effect -- also includes "Fire" action! | |||
*[[VileStart]]: archvile heat-up noise | |||
*[[XScream]]: extreme death gut noise | |||
*[[ | |||
*[[ | |||
*[[ | ==Frame scripting== | ||
*[[AproxDistance]]: assign distance from target to a variable | |||
*[[CheckPlayerDone]]: jump to a frame if not under player control | |||
*[[CopyCounter]]: copy a variable to another variable | |||
*[[CounterJump]]: counter-based next frame | |||
*[[CounterOp]]: set a variable to an operation of another 2 variables | |||
*[[CounterSwitch]]: counter-based set of frames | |||
*[[HealthJump]]: health-based next frame | |||
*[[JumpIfTargetInLOS]]: jump to frame if target is in the field of view | |||
*[[RandomJump]]: random next frame | |||
*[[SetCounter]]: set a variable | |||
*[[SetTics]]: randomize frame duration | |||
*[[TargetJump]]: go to designated frame if having a target | |||
[[Category:Codepointers|*]] | [[Category:Codepointers|*]] |
Revision as of 02:44, 19 January 2010
This list of codepointers is a list of all the action routines which can be used in EDF frames.
Player guns
Attacks
- CustomPlayerMelee
- FireBFG
- FireCGun
- FireCustomBullets
- FireMissile: rocket launcher
- FireOldBFG: alpha Doom BFG
- FirePistol
- FirePlasma
- FirePlayerMissile: custom missile attack
- FireShotgun
- FireShotgun2: super shotgun
- PlayerThunk: gives access to map object codepointers for guns; not needed any more
- Punch: fist
- Saw: noisy melee weapon
Control
- CheckReload: super shotgun reload check
- CheckReloadEx: extended version that allows counter comparison
- JumpIfNoAmmo: as it says
- Lower: "lower" effect & frame
- Raise: "raise" effect & frame
- ReFire: skip frame if shooting is maintained (plasma gun cooldown effect)
- WeaponReady: "bob" effect, ready frame
Other
- EjectCasing: throw casing
- PlayerStartScript: start map script
Muzzle flash effects
- GunFlash: produces gunflash sprite without firing anything
- Light0: resets the muzzle light level
- Light1: muzzle light level 1
- Light2
Sound effects
- BFGSound
- CloseShotgun2: this one also includes ReFire
- LoadShotgun2: ...these two don't
- OpenShotgun2
Frame scripting
Map objects
Flashes and booms
- BFG11KHit: SMMU BFG variant
- BFGBurst: produce a burst of smaller plasma objects
- BFGSpray: BFG explosion afterglow
- BouncingBFG: SMMU bouncing BFG
- BrainExplode: brain perpetual explosion controller
- BrainScream: giant demon wall explosion sequence
- Detonate: thing damage controlled explosion
- Explode: rocket/barrel splash damage
- Fire: stick on the face of attacker's target, like the vile fire
- GenTracer: generic tracer
- Mushroom: mushroom explosion
- Nailbomb: explosion with shrapnels
- SpawnFly: spawn cube controller
- Tracer: one of the required components for homing missiles
Heretic
- BeastPuff: weredragon fire belch smoke
- BlueSpark: create a blue d'sparil attack spark
- GenWizard: create a disciple
- HticExplode: heretic-compatible explosion
- HticTracer: like those golem skulls
- LichFireGrow: how the fire column expands
- LichIceImpact: how an ice globe explodes into shards
- MntrFloorFire: used by the straight flame snake
- PhoenixPuff: missile trail
- PodPain: pod goo splash on being hit
- VolcBallImpact: how a volcano ball fragments on impact
- WhirlwindSeek: used by the tornados
AI
- AlertMonsters: shout so other monsters chase the player
- Chase: pursue a target and check for attack
- CPosRefire: go to seestate if target is out of sight
- Face: face a specified angle
- FaceTarget: turn to target, look around it if it's partly invisible
- GenRefire: customizable refire control
- KeepChasing: pursue target without attacking
- Look: stand in guard, looking for targets
- RandomWalk: random wandering for inactive enemies
- Sor1Chase: d'sparil mount specific chase
- Sor1Pain: d'sparil mount specific twitch. Calls Pain.
- SpidRefire: like CPosRefire, slightly modified
- Turn: turn around a specified angle
- VileChase: same as Chase, but resurrecting encountered cadavers
AI attacks
- BetaSkullAttack: remote melee attack
- BrainSpit: cube spawn
- BruisAttack: baron/knight of hell
- BspiAttack: arachnotron
- BulletAttack: custom bullet shooting
- CPosAttack: pistol attack w/ shotgn noise
- CyberAttack: rocket launching
- FatAttack1: mancubus left attack
- FatAttack2: mancubus right attack
- FatAttack3: mancubus front attack
- HeadAttack: cacodemon
- MissileAttack: custom missile shooting
- MissileSpread: MissileAttack variation, supports shooting spread shots
- PainAttack: elemental
- PainDie: elemental death (3 souls)
- PosAttack: former human
- SargAttack: demon bite
- Scratch: custom melee attack
- SkelFist: revenant punch
- SkelMissile: revenant missile
- SkullAttack: flying skull
- SPosAttack: sergeant
- ThingSummon: customized summoning
- TroopAttack: imp
- VileAttack: arch vile toss
- VileTarget: spawn a vile fire effect on target
Heretic
- BeastAttack: weredragon
- ClinkAttack: sabre
- ImpChargeAtk: gargoyle charge
- ImpMeleeAtk: gargoyle scratch
- ImpMisssileAtk: gargoyle fire
- KnightAttack: undead warrior
- LichAttack: iron lich random attack **only one which includes ice globes**
- LichFire: iron lich fire column
- LichWhirlwind: iron lich tornado
- MinotaurAtk1: maulotaur melee damage
- MinotaurAtk2: spreadshot
- MinotaurAtk3: straight flame snake
- MinotaurCharge: maulotaur charge
- MinotaurDecide: maulotaur ranged attack choosing
- MummyAttack: golem melee
- MummyAttack2: nitrogolem range
- SnakeAttack: ophidian blue spark
- SnakeAttack2: ophidian yellow shot
- Srcr1Attack: d'sparil mount attack
- Srcr2Attack: d'sparil sorcerer attack
- Srcr2Decide: d'sparil decide whether to teleport
- VolcanoBlast: volcano burst
- WizardAtk3: disciple tri-ball
Alterations
- BossDeath: special monster death functions (such as Baron death in E1M8)
- BrainDie: exits the level
- CasingThrust: movement for ejected casing
- Die: causes suicide
- FadeIn: increments alpha
- FadeOut: decrements alpha, DOESN'T destroy the thing
- Fall: remove SOLID flag (used on dying monsters)
- KeenDie: open 666-tagged doors on death of all like-named monsters
- KillChildren: destroy all summoned things
- LineEffect: activate a tag using a special
- PainNukeSpec
- SetFlags: alter flags
- SetTranslucent: modify alpha amount; setup additiveness or fuzziness
- ShowMessage: display text message
- Spawn: create another object on top of this one
- StartScript: run map script
- SteamSpawn: create steam effects
- Stop: set velocity to 0
- UnSetFlags: alter flags
Heretic
- AccelGlitter: accelerate upwards
- DripBlood: spawn heretic blood
- HticBossDeath: special monster death functions for Heretic
- ImpDeath: special death for gargoyle
- ImpExplode: crash for gargoyle
- ImpXDeath1: special extreme death for gargoyle, stage 1
- ImpXDeath2: special extreme death for gargoyle, stage 2
- MakePod: generate a pod
- MummySoul: create raising soul
- PlayerSkull: player death effect, when the skull tosses in air
- RemovePod: notifies the generator that this pod was destroyed
- Sor2DthInit: d'sparil death maintenance
- Sor2DthLoop: d'sparil death maintenance
- SorcererRise: d'sparil waking up after mount crash
- SorcNukeSpec
- SpawnAbove: spawns above the summoner
- SpawnGlitter: create teleportation sparkle
- WizardAtk1: face target and clear GHOST flag
- WizardAtk2: face target and set GHOST flag
Sound effects
- AmbientThinker: ambient sound maintenance
- BabyMetal: bspwlk sound effect -- also includes Chase!
- BrainAwake: loud bossit sound effect
- BrainPain: loud bospn sound effect
- FatRaise: mancubus warning -- also includes FaceTarget
- FireCrackle: flame sound effect -- also includes "Fire" action!
- Hoof: cyberdemon hoof sound -- also includes Chase!
- Metal: metal sound effect -- also includes Chase!
- Pain: play pain sound
- PlayerScream: player-specific, health-dependent (death) sound
- PlaySound: custom sound
- PlaySoundEx: extended custom sound
- Scream: play death sound
- SkelWhoosh: revenant swing noise -- also includes FaceTarget
- SpawnSound: boscub sound effect -- also includes SpawnFly
- StartFire: flamst sound effect -- also includes "Fire" action!
- VileStart: archvile heat-up noise
- XScream: extreme death gut noise
Frame scripting
- AproxDistance: assign distance from target to a variable
- CheckPlayerDone: jump to a frame if not under player control
- CopyCounter: copy a variable to another variable
- CounterJump: counter-based next frame
- CounterOp: set a variable to an operation of another 2 variables
- CounterSwitch: counter-based set of frames
- HealthJump: health-based next frame
- JumpIfTargetInLOS: jump to frame if target is in the field of view
- RandomJump: random next frame
- SetCounter: set a variable
- SetTics: randomize frame duration
- TargetJump: go to designated frame if having a target