This list of codepointers is a list of all the action routines which can be used in EDF frames. 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.
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.
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Player guns
Attacks
Parameterized
Classic
These exist to support the vanilla Doom player attacks.
Control
Name
|
Description
|
CheckReload |
Super shotgun reload check.
|
CheckReloadEx |
Extended version of CheckReload that allows counter comparison.
|
JumpIfNoAmmo |
Jumps to a state if ammo is gone.
|
Lower |
Action during a weapon's lowering sequence.
|
Raise |
Action during a weapon's raise sequence.
|
ReFire |
Skip frame if shooting is sustained (e.g. for plasma rifle's cooldown effect).
|
WeaponReady |
Action during a weapon's idle sequence.
|
Other
Name
|
Description
|
EjectCasing |
Used for the effect of throwing casing.
|
Muzzle flash effects
Name
|
Description
|
GunFlash |
Produces a gun flash sprite without firing anything at the current moment.
|
Light0 |
Resets the gun flash light level.
|
Light1 |
Sets the gun flash light level to 1.
|
Light2 |
Sets the gun flash light level to 2.
|
DOOM gun sound effects
Name
|
Description
|
BFGSound |
Plays the BFG charge-up sound effect.
|
CloseShotgun2 |
Plays the super shotgun closing sound effect. Also includes ReFire.
|
LoadShotgun2 |
Plays the super shotgun loading sound effect.
|
OpenShotgun2 |
Plays the super shotgun opening sound effect.
|
Frame scripting
Name
|
Description
|
PlayerStartScript |
Starts map script, as from a player weapon.
|
WeaponCopyCtr |
Copy counter value to another counter.
|
WeaponCtrOp |
Computer operation between two counters, storing result into another counter.
|
WeaponCtrJump |
Change to a given state, based on a counter's value.
|
WeaponCtrSwitch |
Change to a state from a given list, depending on a counter's value.
|
WeaponSetCtr |
Assign value to a counter.
|
Map objects
Simple movement
These operations perform simple effects on thing's direction, position or velocity. The available codepointers are:
Name
|
Description
|
Face |
Face a specified angle.
|
Stop |
Set velocity to 0.
|
Turn |
Turn around by a specified angle.
|
Explosions and flames
BFG9000
DOOM 2 Final boss
Explosions
Homing projectiles
Name
|
Description
|
GenTracer |
Generic homing projectile.
|
HticTracer |
Heretic nitrogolem homing projectile.
|
Tracer |
Revenant homing projectile.
|
Others
Name
|
Description
|
Fire |
Stick on the face of attacker's target, like the archvile's fire effect.
|
Heretic specific
AI
Name
|
Description
|
AlertMonsters |
Shout so other monsters chase the player.
|
Chase |
Pursue a target and check for attacks
|
CPosRefire |
Go to seestate if target is out of sight.
|
FaceTarget |
Turn to target, looking around it if it's partially 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's mount specific chase.
|
Sor1Pain |
D'sparil's mount specific twitch. Calls Pain.
|
SpidRefire |
Like CPosRefire, slightly modified.
|
VileChase |
Same as Chase, but resurrects encountered cadavres.
|
AI attacks
Parameterized
Name
|
Description
|
BetaSkullAttack |
Remote melee attack, as used by the Doom alpha lost souls (available since MBF).
|
BulletAttack |
Generic bullet (hitscan) shooting.
|
MissileAttack |
Generic projectile shooting.
|
MissileSpread |
MissileAttack variation, supports shooting in spread patterns.
|
SargAttack12 |
Old Doom 1.2 style monster melee attack which uses hitscan similar to player's fist.
|
Scratch |
Generic melee attack.
|
ThingSummon |
Generic creature summoning.
|
Original Doom
Heretic
Alterations
Name
|
Description
|
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)
|
HideThing |
Sets DONTDRAW flag on an object
|
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 |
Pain elemental nuke cheat handler.
|
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.
|
RestoreSpecialThing2 |
Adds the SPECIAL flag back to an object and sets the object back into its spawnstate.
|
SetFlags |
alter flags
|
SetTranslucent |
modify alpha amount; setup additiveness or fuzziness
|
ShowMessage |
display text message
|
Spawn |
create another object on top of this one
|
SteamSpawn |
create steam effects
|
UnHideThing |
Unsets DONTDRAW flag on an object
|
UnSetFlags |
alter flags
|
Heretic
Sound effects
Name
|
Description
|
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