<?xml version="1.0"?>
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	<id>https://eternity.youfailit.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Esselfortium</id>
	<title>Eternity Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://eternity.youfailit.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Esselfortium"/>
	<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/wiki/Special:Contributions/Esselfortium"/>
	<updated>2026-07-27T09:23:25Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.2</generator>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=EjectCasing&amp;diff=2812</id>
		<title>EjectCasing</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=EjectCasing&amp;diff=2812"/>
		<updated>2011-11-11T21:27:03Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{codepointer|description=Spawns bullet casing objects from map object&#039;s position.|usage=&#039;&#039;&#039;EjectCasing&#039;&#039;&#039;(&#039;&#039;frontdist&#039;&#039;, &#039;&#039;sidedist&#039;&#039;, &#039;&#039;zheight&#039;&#039;, &#039;&#039;thingtype&#039;&#039;)|parameters=&lt;br /&gt;
*&#039;&#039;frontdist&#039;&#039;: distance in front in 16ths of a unit&lt;br /&gt;
*&#039;&#039;sidedist&#039;&#039;: distance from middle in 16ths of a unit (negative = left)&lt;br /&gt;
*&#039;&#039;zheight&#039;&#039;: z height relative to player&#039;s viewpoint in 16ths of a unit&lt;br /&gt;
*&#039;&#039;thingtype&#039;&#039;: thingtype to toss|notes=&lt;br /&gt;
This codepointer can be called both from player weapon sprites and regular map objects. If the caller is a player, the z height will be offset with the viewheight and adjusted according to the view pitch. If it&#039;s called from any other thing type, the z height will be relative to the origin (ground level).&lt;br /&gt;
&lt;br /&gt;
The thing type is not restricted to bullet casing nonsolid objects, but at spawn time it will not be checked whether it&#039;s blocked, possibly remaining stuck in walls.&lt;br /&gt;
&lt;br /&gt;
The spawned object will have no velocity set up, but can be given momentum using the [[CasingThrust]] codepointer.|seealso=*[[CasingThrust]]&lt;br /&gt;
*[[Spawn]]&lt;br /&gt;
*[[ThingSummon]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=CasingThrust&amp;diff=2811</id>
		<title>CasingThrust</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=CasingThrust&amp;diff=2811"/>
		<updated>2011-11-11T21:26:12Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: Created page with &amp;#039;{{codepointer|description=Gives an object a small, slightly randomized thrust, intended for usage with bullet casings.|usage=&amp;#039;&amp;#039;&amp;#039;CasingThrust&amp;#039;&amp;#039;&amp;#039;(&amp;#039;&amp;#039;lateral force&amp;#039;&amp;#039;, &amp;#039;&amp;#039;z force&amp;#039;&amp;#039;)|pa…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{codepointer|description=Gives an object a small, slightly randomized thrust, intended for usage with bullet casings.|usage=&#039;&#039;&#039;CasingThrust&#039;&#039;&#039;(&#039;&#039;lateral force&#039;&#039;, &#039;&#039;z force&#039;&#039;)|parameters=&lt;br /&gt;
*&#039;&#039;lateral force&#039;&#039;: lateral force in 16ths of a unit&lt;br /&gt;
*&#039;&#039;z force&#039;&#039;: z force in 16ths of a unit|seealso=*[[EjectCasing]]&lt;br /&gt;
*[[Spawn]]&lt;br /&gt;
*[[ThingSummon]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=Floor_Waggle&amp;diff=2011</id>
		<title>Floor Waggle</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=Floor_Waggle&amp;diff=2011"/>
		<updated>2009-07-01T00:36:38Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Floor_Waggle}}&lt;br /&gt;
&#039;&#039;&#039;397:Floor_Waggle (tag, amp, freq, offset, time)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;tag&#039;&#039;: Tag of affected sector. If this is 0, the line&#039;s backsector will be affected.&lt;br /&gt;
* &#039;&#039;amp&#039;&#039;: Amplitude of the waggle (in 1/8 of a unit) &lt;br /&gt;
* &#039;&#039;freq&#039;&#039;: Frequency of the waggle. The higher the frequency, the quicker the waggle.&lt;br /&gt;
* &#039;&#039;offset&#039;&#039;: Phase offset of the waggle (0 through 63)&lt;br /&gt;
* &#039;&#039;time&#039;&#039;: How many seconds the waggle lasts (0 seconds means it will waggle forever)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Waggles&amp;quot; the floor of the affected sectors in a sine wave. The waggle causes the floor to move up and down, starting from the current phase offset of the max (if 0, for example, the waggle starts in the middle, and moves up). There is a &amp;quot;build-up&amp;quot; before it moves at its full speed and amplitude.&lt;br /&gt;
&lt;br /&gt;
This special currently requires the usage of [[ExtraData]] in order to specify its parameters in a Doom-format map. Once [http://doom.wikia.com/wiki/UDMF UDMF] is fully implemented in Eternity, it will be usable directly as line special 138.&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=Floor_Waggle&amp;diff=2010</id>
		<title>Floor Waggle</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=Floor_Waggle&amp;diff=2010"/>
		<updated>2009-07-01T00:35:26Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: New page: {{DISPLAYTITLE:Floor_Waggle}} 397:Floor_Waggle (tag, amp, freq, offset, time)  * &amp;#039;&amp;#039;tag&amp;#039;&amp;#039;: Tag of affected sector. If this is 0, the line&amp;#039;s backsector will be affected. * &amp;#039;&amp;#039;amp&amp;#039;&amp;#039;: Amplitude...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Floor_Waggle}}&lt;br /&gt;
397:Floor_Waggle (tag, amp, freq, offset, time)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;tag&#039;&#039;: Tag of affected sector. If this is 0, the line&#039;s backsector will be affected.&lt;br /&gt;
* &#039;&#039;amp&#039;&#039;: Amplitude of the waggle (in 1/8 of a unit) &lt;br /&gt;
* &#039;&#039;freq&#039;&#039;: Frequency of the waggle. The higher the frequency, the quicker the waggle.&lt;br /&gt;
* &#039;&#039;offset&#039;&#039;: Phase offset of the waggle (0 through 63)&lt;br /&gt;
* &#039;&#039;time&#039;&#039;: How many seconds the waggle lasts (0 seconds means it will waggle forever)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Waggles&amp;quot; the floor of the affected sectors in a sine wave. The waggle causes the floor to move up and down, starting from the current phase offset of the max (if 0, for example, the waggle starts in the middle, and moves up). There is a &amp;quot;build-up&amp;quot; before it moves at its full speed and amplitude.&lt;br /&gt;
&lt;br /&gt;
This special currently requires the usage of [[ExtraData]] in order to specify its parameters in a Doom-format map. Once [http://doom.wikia.com/wiki/UDMF UDMF] is fully implemented in Eternity, it will be usable directly as line special 138.&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=List_of_codepointers&amp;diff=1943</id>
		<title>List of codepointers</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=List_of_codepointers&amp;diff=1943"/>
		<updated>2009-04-29T07:24:39Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: Removed outdated info from top section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This &#039;&#039;&#039;list of codepointers&#039;&#039;&#039; is a list of all the action routines which can be used in [[EDF]]  [[frame]]s.&lt;br /&gt;
&lt;br /&gt;
==Player Gun Frame Code Pointers==&lt;br /&gt;
===Weapon Maintenance Pointers===&lt;br /&gt;
*[[Light0]]&lt;br /&gt;
*[[Light1]]&lt;br /&gt;
*[[Light2]]&lt;br /&gt;
*[[WeaponReady]]&lt;br /&gt;
*[[Lower]]&lt;br /&gt;
*[[Raise]]&lt;br /&gt;
*[[ReFire]]&lt;br /&gt;
*[[CheckReload]]&lt;br /&gt;
*[[GunFlash]]&lt;br /&gt;
&lt;br /&gt;
===Player Attack Pointers===&lt;br /&gt;
*[[Punch]]&lt;br /&gt;
*[[FirePistol]]&lt;br /&gt;
*[[FireShotgun]]&lt;br /&gt;
*[[FireShotgun2]]&lt;br /&gt;
*[[FireCGun]]&lt;br /&gt;
*[[FireMissile]]&lt;br /&gt;
*[[Saw]]&lt;br /&gt;
*[[FirePlasma]]&lt;br /&gt;
*[[FireBFG]]&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Weapon Pointers===&lt;br /&gt;
*[[BFGSound]]&lt;br /&gt;
*[[OpenShotgun2]]&lt;br /&gt;
*[[LoadShotgun2]]&lt;br /&gt;
*[[CloseShotgun2]]&lt;br /&gt;
&lt;br /&gt;
===Parameterized Player Attack Pointers===&lt;br /&gt;
*[[FireCustomBullets]]&lt;br /&gt;
*[[FirePlayerMissile]]&lt;br /&gt;
*[[CustomPlayerMelee]]&lt;br /&gt;
*[[PlayerThunk]]&lt;br /&gt;
&lt;br /&gt;
===Weapon Frame Scripting Pointers===&lt;br /&gt;
&lt;br /&gt;
These pointers allow a degree of programmatic control over an weapon&#039;s behavior, and are therefore termed &amp;quot;frame scripting&amp;quot; codepointers. &lt;br /&gt;
&lt;br /&gt;
Counter fields may have values from -32768 to 32767. Values above or below this range will wrap around.&lt;br /&gt;
&lt;br /&gt;
*[[WeaponCtrJump]]&lt;br /&gt;
*[[WeaponCtrSwitch]]&lt;br /&gt;
*[[WeaponSetCtr]]&lt;br /&gt;
*[[WeaponCtrOp]]&lt;br /&gt;
*[[WeaponCopyCtr]]&lt;br /&gt;
&lt;br /&gt;
==General Code Pointers==&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Pointers===&lt;br /&gt;
*[[BFGSpray]]&lt;br /&gt;
*[[BFG11KHit]]&lt;br /&gt;
*[[BouncingBFG]]&lt;br /&gt;
*[[BFGBurst]]&lt;br /&gt;
*[[Mushroom]]&lt;br /&gt;
*[[Nailbomb]]&lt;br /&gt;
*[[SetFlags]]&lt;br /&gt;
*[[UnSetFlags]]&lt;br /&gt;
*[[Fall]]&lt;br /&gt;
*[[Die]]&lt;br /&gt;
*[[BrainScream]]&lt;br /&gt;
*[[BrainExplode]]&lt;br /&gt;
*[[SpawnFly]]&lt;br /&gt;
*[[Fire]]&lt;br /&gt;
*[[Spawn]]&lt;br /&gt;
*[[SteamSpawn]]&lt;br /&gt;
*[[Turn]]&lt;br /&gt;
*[[Face]]&lt;br /&gt;
*[[LineEffect]]&lt;br /&gt;
*[[Stop]]&lt;br /&gt;
&lt;br /&gt;
===Heretic Miscellaneous Pointers===&lt;br /&gt;
*[[SpawnGlitter]]&lt;br /&gt;
*[[AccelGlitter]]&lt;br /&gt;
*[[SpawnAbove]]&lt;br /&gt;
*[[MummySoul]]&lt;br /&gt;
*[[BlueSpark]]&lt;br /&gt;
*[[GenWizard]]&lt;br /&gt;
*[[Sor2DthInit]]&lt;br /&gt;
*[[Sor2DthLoop]]&lt;br /&gt;
*[[PodPain]]&lt;br /&gt;
*[[RemovePod]]&lt;br /&gt;
*[[MakePod]]&lt;br /&gt;
*[[DripBlood]]&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous / Sound Pointers===&lt;br /&gt;
*[[StartFire]]&lt;br /&gt;
*[[FireCrackle]]&lt;br /&gt;
*[[SkelWhoosh]]&lt;br /&gt;
*[[FatRaise]]&lt;br /&gt;
*[[SpawnSound]]&lt;br /&gt;
&lt;br /&gt;
===Heretic Misc / Sound Pointers===&lt;br /&gt;
*[[Sor1Pain]]&lt;br /&gt;
&lt;br /&gt;
===Object Sound Pointers===&lt;br /&gt;
*[[PlaySound]]&lt;br /&gt;
*[[Pain]]&lt;br /&gt;
*[[Scream]]&lt;br /&gt;
*[[XScream]]&lt;br /&gt;
*[[PlayerScream]]&lt;br /&gt;
*[[BrainPain]]&lt;br /&gt;
*[[BrainAwake]]&lt;br /&gt;
*[[VileStart]]&lt;br /&gt;
&lt;br /&gt;
===AI Pointers===&lt;br /&gt;
*[[Look]]&lt;br /&gt;
*[[Chase]]&lt;br /&gt;
*[[VileChase]]&lt;br /&gt;
*[[FaceTarget]]&lt;br /&gt;
*[[KeepChasing]]&lt;br /&gt;
*[[RandomWalk]]&lt;br /&gt;
&lt;br /&gt;
===Heretic AI Pointers===&lt;br /&gt;
*[[Sor1Chase]]&lt;br /&gt;
&lt;br /&gt;
===AI Pointers with Walking Sounds===&lt;br /&gt;
*[[Metal]]&lt;br /&gt;
*[[BabyMetal]]&lt;br /&gt;
*[[Hoof]]&lt;br /&gt;
&lt;br /&gt;
===Blast Radius Attack Pointers===&lt;br /&gt;
*[[Explode]]&lt;br /&gt;
*[[Detonate]]&lt;br /&gt;
&lt;br /&gt;
===Heretic Blast Radius Attack Pointers===&lt;br /&gt;
*[[HticExplode]]&lt;br /&gt;
&lt;br /&gt;
===Monster Attack Pointers===&lt;br /&gt;
*[[PosAttack]]&lt;br /&gt;
*[[SPosAttack]]&lt;br /&gt;
*[[VileTarget]]&lt;br /&gt;
*[[VileAttack]]&lt;br /&gt;
*[[SkelFist]]&lt;br /&gt;
*[[SkelMissile]]&lt;br /&gt;
*[[FatAttack1]]&lt;br /&gt;
*[[FatAttack2]]&lt;br /&gt;
*[[FatAttack3]]&lt;br /&gt;
*[[CPosAttack]]&lt;br /&gt;
*[[TroopAttack]]&lt;br /&gt;
*[[SargAttack]]&lt;br /&gt;
*[[HeadAttack]]&lt;br /&gt;
*[[BruisAttack]]&lt;br /&gt;
*[[SkullAttack]]&lt;br /&gt;
*[[BspiAttack]]&lt;br /&gt;
*[[CyberAttack]]&lt;br /&gt;
*[[PainAttack]]&lt;br /&gt;
*[[BrainSpit]]&lt;br /&gt;
&lt;br /&gt;
===Parameterized Monster Attacks===&lt;br /&gt;
*[[BetaSkullAttack]]&lt;br /&gt;
*[[Scratch]]&lt;br /&gt;
*[[MissileAttack]]&lt;br /&gt;
*[[MissileSpread]]&lt;br /&gt;
*[[BulletAttack]]&lt;br /&gt;
*[[ThingSummon]]&lt;br /&gt;
&lt;br /&gt;
===Heretic Monster Attack Pointers===&lt;br /&gt;
*[[MummyAttack]]&lt;br /&gt;
*[[MummyAttack2]]&lt;br /&gt;
*[[ClinkAttack]]&lt;br /&gt;
*[[WizardAtk1]]&lt;br /&gt;
*[[WizardAtk2]]&lt;br /&gt;
*[[WizardAtk3]]&lt;br /&gt;
*[[Srcr2Decide]]&lt;br /&gt;
*[[Srcr2Attack]]&lt;br /&gt;
*[[KnightAttack]]&lt;br /&gt;
*[[BeastAttack]]&lt;br /&gt;
*[[BeastPuff]]&lt;br /&gt;
*[[SnakeAttack]]&lt;br /&gt;
*[[SnakeAttack2]]&lt;br /&gt;
*[[Srcr1Attack]]&lt;br /&gt;
*[[VolcanoBlast]]&lt;br /&gt;
*[[VolcBallImpact]]&lt;br /&gt;
*[[MinotaurAtk1]]&lt;br /&gt;
*[[MinotaurDecide]]&lt;br /&gt;
*[[MinotaurAtk2]]&lt;br /&gt;
*[[MinotaurAtk3]]&lt;br /&gt;
*[[MinotaurCharge]]&lt;br /&gt;
*[[MntrFloorFire]]&lt;br /&gt;
*[[LichFire]]&lt;br /&gt;
*[[LichWhirlwind]]&lt;br /&gt;
*[[LichAttack]]&lt;br /&gt;
*[[LichIceImpact]]&lt;br /&gt;
*[[LichFireGrow]]&lt;br /&gt;
*[[ImpChargeAtk]]&lt;br /&gt;
*[[ImpMeleeAtk]]&lt;br /&gt;
*[[ImpMissileAtk]]&lt;br /&gt;
&lt;br /&gt;
===Homing Missile Maintenance Pointers===&lt;br /&gt;
*[[Tracer]]&lt;br /&gt;
*[[GenTracer]]&lt;br /&gt;
&lt;br /&gt;
===Heretic Homing Missile Maintenance Pointers===&lt;br /&gt;
*[[HticTracer]]&lt;br /&gt;
*[[WhirlwindSeek]]&lt;br /&gt;
&lt;br /&gt;
===Line of Sight Checking Pointers===&lt;br /&gt;
*[[CPosRefire]]&lt;br /&gt;
*[[SpidRefire]]&lt;br /&gt;
&lt;br /&gt;
===Special Monster Death Effects===&lt;br /&gt;
*[[PainDie]]&lt;br /&gt;
*[[KeenDie]]&lt;br /&gt;
*[[BossDeath]]&lt;br /&gt;
*[[BrainDie]]&lt;br /&gt;
*[[KillChildren]]&lt;br /&gt;
&lt;br /&gt;
===Heretic Special Monster Death Effects===&lt;br /&gt;
*[[HticBossDeath]]&lt;br /&gt;
*[[SorcererRise]]&lt;br /&gt;
*[[ImpDeath]]&lt;br /&gt;
*[[ImpXDeath1]]&lt;br /&gt;
*[[ImpXDeath2]]&lt;br /&gt;
*[[ImpExplode]]&lt;br /&gt;
&lt;br /&gt;
===Massacre Cheat Specials===&lt;br /&gt;
*[[PainNukeSpec]]&lt;br /&gt;
*[[SorcNukeSpec]]&lt;br /&gt;
&lt;br /&gt;
===Frame Scripting Pointers===&lt;br /&gt;
&lt;br /&gt;
These pointers allow a degree of programmatic control over an object&#039;s behavior, and are therefore termed &amp;quot;frame scripting&amp;quot; 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. &lt;br /&gt;
&lt;br /&gt;
Counter fields may have values from -32768 to 32767. Values above or below this range will wrap around.&lt;br /&gt;
&lt;br /&gt;
*[[RandomJump]]&lt;br /&gt;
*[[HealthJump]]&lt;br /&gt;
*[[TargetJump]]&lt;br /&gt;
*[[CounterJump]]&lt;br /&gt;
*[[CounterSwitch]]&lt;br /&gt;
*[[SetCounter]]&lt;br /&gt;
*[[CounterOp]]&lt;br /&gt;
*[[CopyCounter]]&lt;br /&gt;
*[[SetTics]]&lt;br /&gt;
*[[AproxDistance]]&lt;br /&gt;
&lt;br /&gt;
===Small Scripting System===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
*[[StartScript]]&lt;br /&gt;
*[[PlayerStartScript]]&lt;br /&gt;
&lt;br /&gt;
===EDF-Related Pointers===&lt;br /&gt;
&lt;br /&gt;
These pointers interact directly with parts of the EDF system. For more information on EDF, see the [[EDF]] Documentation. &lt;br /&gt;
&lt;br /&gt;
*[[ShowMessage]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers|*]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=FireMissile&amp;diff=1925</id>
		<title>FireMissile</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=FireMissile&amp;diff=1925"/>
		<updated>2009-04-22T02:09:45Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;FireMissile&#039;&#039;&#039; (void)&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
FireMissile is a player weapon codepointer. This codepointer implements the DOOM player&#039;s rocket launcher attack, which fires a single RocketShot projectile.&lt;br /&gt;
&lt;br /&gt;
For a customizable version of this codepointer, see [[FirePlayerMissile]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=CheckReload&amp;diff=1924</id>
		<title>CheckReload</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=CheckReload&amp;diff=1924"/>
		<updated>2009-04-22T02:09:23Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;CheckReload&#039;&#039;&#039; (void)&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
CheckReload is a player weapon codepointer. This codepointer is used to cause a weapon to skip post-firing reload animations when the player does not have enough ammo with which to reload the weapon (by default, only the DOOM II Super Shotgun uses this codepointer).&lt;br /&gt;
&lt;br /&gt;
====Special Notes====&lt;br /&gt;
This codepointer did not function correctly in BOOM, MBF, SMMU, or early versions of the Eternity Engine due to an oversight made during changes to the weapon system. This error would cause the Super Shotgun to appear to reload even when the player had less than two shells. This behavior will still occur in old demos, but is otherwise repaired.&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=CloseShotgun2&amp;diff=1923</id>
		<title>CloseShotgun2</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=CloseShotgun2&amp;diff=1923"/>
		<updated>2009-04-22T02:09:14Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;CloseShotgun2&#039;&#039;&#039; (void)&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
CloseShotgun2 is a miscellaneous player weapon codepointer. This codepointer causes the player object to emit the &#039;&#039;&#039;dbcls&#039;&#039;&#039; sound effect, and then control will transfer to the ReFire code pointer, which will check for weapon refire.&lt;br /&gt;
&lt;br /&gt;
For a customizable version of this codepointer, see [[PlaySoundEx]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=FireBFG&amp;diff=1922</id>
		<title>FireBFG</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=FireBFG&amp;diff=1922"/>
		<updated>2009-04-22T02:08:57Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;FireBFG&#039;&#039;&#039; (void)&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
FireBFG is a player weapon codepointer. This codepointer implements the DOOM player&#039;s BFG9000 attack, which fires a single BFGShot projectile.&lt;br /&gt;
&lt;br /&gt;
For a customizable version of this codepointer, see [[FirePlayerMissile]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=FireCGun&amp;diff=1920</id>
		<title>FireCGun</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=FireCGun&amp;diff=1920"/>
		<updated>2009-04-22T02:07:58Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;FireCGun&#039;&#039;&#039; (void)&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
FireCGun is a player weapon codepointer. This codepointer implements the DOOM player&#039;s chaingun attack, which consists of a single missile-range tracer. Accuracy will be perfect on the first shot, but will use &amp;quot;never&amp;quot; accuracy on subsequent shots.  The tracer does standard player tracer damage determined by this formula:&lt;br /&gt;
&lt;br /&gt;
 damage = (random % 3 + 1) * 5&lt;br /&gt;
&lt;br /&gt;
If no &#039;&#039;&#039;DSCHGUN&#039;&#039;&#039; sound lump is present amongst all WAD files, the &amp;quot;chgun&amp;quot; sound effect will be dynamically remapped to &#039;&#039;&#039;DSPISTOL&#039;&#039;&#039;. This behavior allows the chaingun&#039;s default sound to be easily replaced without affecting the pistol, and is new as of SMMU.&lt;br /&gt;
&lt;br /&gt;
For a customizable player bullet attack, see [[FireCustomBullets]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=FirePistol&amp;diff=1919</id>
		<title>FirePistol</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=FirePistol&amp;diff=1919"/>
		<updated>2009-04-22T02:07:38Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;FirePistol&#039;&#039;&#039; (void)&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
FirePistol is a player weapon codepointer. This codepointer implements the DOOM player&#039;s pistol attack, which consists of a single missile-range tracer. If the player is refiring the weapon, a random angle between -5 and 5 degrees will be added to the player&#039;s angle. The tracer does standard player tracer damage determined by this formula:&lt;br /&gt;
&lt;br /&gt;
 damage = (random % 3 + 1) * 5&lt;br /&gt;
&lt;br /&gt;
The player object is transfered to its second attack frame when this pointer is used, and the player will emit the &#039;&#039;&#039;pistol&#039;&#039;&#039; sound effect.&lt;br /&gt;
&lt;br /&gt;
For a customizable player bullet attack, see [[FireCustomBullets]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=FirePlasma&amp;diff=1918</id>
		<title>FirePlasma</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=FirePlasma&amp;diff=1918"/>
		<updated>2009-04-22T02:07:16Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;FirePlasma&#039;&#039;&#039; (void)&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
FirePlasma is a player weapon codepointer. This codepointer implements the DOOM player&#039;s plasma rifle attack, which fires a single PlasmaShot projectile. Has a 50% chance of causing the weapon to stall by entering its reload state after firing.&lt;br /&gt;
&lt;br /&gt;
For a customizable version of this codepointer, see [[FirePlayerMissile]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=GunFlash&amp;diff=1917</id>
		<title>GunFlash</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=GunFlash&amp;diff=1917"/>
		<updated>2009-04-22T02:07:06Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;GunFlash&#039;&#039;&#039; (void)&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
GunFlash is a player weapon codepointer. This codepointer sets the player to his second attack state, starts the display of the weapon&#039;s flash state, and causes weapon kickback to occur if it is enabled. This codepointer is new to BOOM, and was added to allow kickback to be synchronized with a weapon&#039;s muzzle flash instead of with the press of the trigger. Weapons such as the BFG require this behavior. Note that kickback will eventually be made a property of weapons via [[EDF]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=Light0&amp;diff=1916</id>
		<title>Light0</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=Light0&amp;diff=1916"/>
		<updated>2009-04-22T02:05:56Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Light0&#039;&#039;&#039; (void)&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Light0 is a player weapon codepointer. This codepointer is used to reset player weapon light flashes to normal. Most DOOM weapons call this pointer by transfering to frame S_LIGHTDONE (DeHackEd number 1) after their last firing frame.&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=Light1&amp;diff=1915</id>
		<title>Light1</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=Light1&amp;diff=1915"/>
		<updated>2009-04-22T02:05:48Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Light1&#039;&#039;&#039; (void)&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Light1 is a player weapon codepointer. This codepointer sets the player gun light flash effect to its first level of added brightness. Unless [[Light0]] is subsequently called, the player&#039;s view will remain permanently brighter than normal. This codepointer is called from the first firing frame of most DOOM weapons. This codepointer does nothing if the [[MapInfo]] variable &#039;&#039;&#039;fullbright&#039;&#039;&#039; is set to false.&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=Light2&amp;diff=1914</id>
		<title>Light2</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=Light2&amp;diff=1914"/>
		<updated>2009-04-22T02:05:39Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Light2&#039;&#039;&#039; (void)&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Light2 is a player weapon codepointer. This codepointer sets the player gun light flash effect to its second level of brightness. Unless the [[Light0]] codepointer is subsequently called, the player&#039;s view will remain permanently brighter than normal. This codepointer does nothing if the [[MapInfo]] variable &#039;&#039;&#039;fullbright&#039;&#039;&#039; is set to false.&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=LoadShotgun2&amp;diff=1913</id>
		<title>LoadShotgun2</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=LoadShotgun2&amp;diff=1913"/>
		<updated>2009-04-22T02:05:32Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;LoadShotgun2&#039;&#039;&#039; (void)&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
LoadShotgun2 is a miscellaneous player weapon codepointer. This codepointer causes the player object to emit the &#039;&#039;&#039;dbload&#039;&#039;&#039; sound effect.&lt;br /&gt;
&lt;br /&gt;
For a customizable version of this codepointer, see [[PlaySoundEx]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=Lower&amp;diff=1911</id>
		<title>Lower</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=Lower&amp;diff=1911"/>
		<updated>2009-04-22T02:05:20Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Lower&#039;&#039;&#039; (void)&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Lower is a player weapon codepointer. This codepointer lowers the player&#039;s weapon to the bottom of the screen, and if the player is not dead, will change to a new weapon. This pointer should be called from any weapon&#039;s lowering state.&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=OpenShotgun2&amp;diff=1910</id>
		<title>OpenShotgun2</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=OpenShotgun2&amp;diff=1910"/>
		<updated>2009-04-22T02:05:13Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;OpenShotgun2&#039;&#039;&#039; (void)&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
OpenShotgun2 is a miscellaneous player weapon codepointer. This codepointer causes the player object to emit the &#039;&#039;&#039;dbopn&#039;&#039;&#039; sound effect.&lt;br /&gt;
&lt;br /&gt;
For a customizable version of this codepointer, see [[PlaySoundEx]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=Punch&amp;diff=1909</id>
		<title>Punch</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=Punch&amp;diff=1909"/>
		<updated>2009-04-22T02:05:01Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Punch&#039;&#039;&#039; (void)&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Punch is a player weapon codepointer. This codepointer implements the DOOM player&#039;s fist attack. The punch attack is a melee-range tracer attack fired at the player&#039;s angle plus or minus a random angle between 0 and 5 degrees. If an object is hit by the attack, the player will emit the &#039;&#039;&#039;punch&#039;&#039;&#039; sound effect and turn toward the target. Damage done by the punch attack is given by this formula:&lt;br /&gt;
&lt;br /&gt;
 damage = (random % 10 + 1) * 2&lt;br /&gt;
&lt;br /&gt;
When the player is berserk, the damage value obtained from this formula is multiplied by 10.&lt;br /&gt;
&lt;br /&gt;
For a customizable player melee attack, see [[CustomPlayerMelee]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=Raise&amp;diff=1908</id>
		<title>Raise</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=Raise&amp;diff=1908"/>
		<updated>2009-04-22T02:04:48Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Raise&#039;&#039;&#039; (void)&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Raise is a player weapon codepointer. This codepointer raises the player&#039;s current weapon to its normal position, starting from the bottom of the screen. This is done whenever the player initially switches to the weapon by entering its raise state.&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=ReFire&amp;diff=1907</id>
		<title>ReFire</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=ReFire&amp;diff=1907"/>
		<updated>2009-04-22T02:04:39Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;ReFire&#039;&#039;&#039; (void)&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
ReFire is a player weapon codepointer used to check for refiring at the end of a weapon&#039;s attack sequence. If the player is holding down the fire key, the weapon will try to fire again without entering the weapon&#039;s ready state first. This pointer increments or clears the player&#039;s refire counter, which when positive, causes the player&#039;s aim to become less accurate with some weapons. Remaining ammo is also checked, and if the player does not have enough ammo to fire another shot, the weapon will be lowered.&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=Saw&amp;diff=1906</id>
		<title>Saw</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=Saw&amp;diff=1906"/>
		<updated>2009-04-22T02:04:31Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Saw&#039;&#039;&#039; (void)&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Saw is a player weapon codepointer. This codepointer implements the DOOM player&#039;s chainsaw attack. The saw attack is a melee-range tracer attack. Player must be within melee range + 1 unit (65 units) in order to hit with this attack.&lt;br /&gt;
&lt;br /&gt;
If the attack misses, the player will emit the &#039;&#039;&#039;sawful&#039;&#039;&#039; sound effect. If the attack hits, the player will emit the &#039;&#039;&#039;sawhit&#039;&#039;&#039; sound effect, turn directly towards the target, and then be randomly deflected 4.5 degrees to the right or left. Damage done by the saw attack is given by this formula:&lt;br /&gt;
&lt;br /&gt;
 damage = (random % 10 + 1) * 2&lt;br /&gt;
&lt;br /&gt;
The JUSTATTACKED [[Thingtype Flags|flag]] will be set for the player object, causing slight forward movement.&lt;br /&gt;
&lt;br /&gt;
For a customizable player melee attack, see [[CustomPlayerMelee]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=Stop&amp;diff=1905</id>
		<title>Stop</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=Stop&amp;diff=1905"/>
		<updated>2009-04-22T02:04:20Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Stop&#039;&#039;&#039; (void)&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Stop is a miscellaneous codepointer. This codepointer causes an object to completely stop all movement.&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=WeaponReady&amp;diff=1904</id>
		<title>WeaponReady</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=WeaponReady&amp;diff=1904"/>
		<updated>2009-04-22T02:03:57Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;WeaponReady&#039;&#039;&#039; (void)&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
WeaponReady is a player weapon codepointer. This codepointer readies the player&#039;s gun to fire or to change to another weapon. It should be called from any weapon&#039;s ready state. This pointer also currently plays the chainsaw&#039;s idle sound, though this behavior will soon be determined by a new weapon property via [[EDF]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=HticExplode&amp;diff=1900</id>
		<title>HticExplode</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=HticExplode&amp;diff=1900"/>
		<updated>2009-04-21T22:51:45Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: New page: &amp;#039;&amp;#039;&amp;#039;HticExplode&amp;#039;&amp;#039;&amp;#039; (int &amp;#039;&amp;#039;effect&amp;#039;&amp;#039;)&amp;lt;br&amp;gt;  ==Usage==  HticExplode performs various Heretic explosion effects, as selected by its first argument. Higher argument values are reserved for additi...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;HticExplode&#039;&#039;&#039; (int &#039;&#039;effect&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
HticExplode performs various Heretic explosion effects, as selected by its first argument. Higher argument values are reserved for addition of more effects and should not be used. If the blast radius is damage units or less above the floor, a TerrainTypes hit will occur.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
&lt;br /&gt;
*effect: Select special explosion effect. (Default of 0)&lt;br /&gt;
**0 = Blast with radius and max damage of 128&lt;br /&gt;
**1 = D&#039;Sparil blue spark effect&lt;br /&gt;
***Radius and max damage = 80 + (rnd % 32)&lt;br /&gt;
**2 = Maulotaur floor fire effect&lt;br /&gt;
***Radius and max damage = 24&lt;br /&gt;
**3 = Timebomb of the Ancients effect&lt;br /&gt;
***Object z increases 32 units; object translucency is disabled; Radius and max damage = 128 &lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=SpawnAbove&amp;diff=1899</id>
		<title>SpawnAbove</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=SpawnAbove&amp;diff=1899"/>
		<updated>2009-04-21T22:48:21Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: New page: &amp;#039;&amp;#039;&amp;#039;SpawnAbove&amp;#039;&amp;#039;&amp;#039; (string &amp;#039;&amp;#039;type&amp;#039;&amp;#039;, string &amp;#039;&amp;#039;frametransfer&amp;#039;&amp;#039; [, int &amp;#039;&amp;#039;height&amp;#039;&amp;#039;])&amp;lt;br&amp;gt;  ==Usage==  SpawnAbove is a special spawning function to spawn an object above the source object.  ===Pa...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;SpawnAbove&#039;&#039;&#039; (string &#039;&#039;type&#039;&#039;, string &#039;&#039;frametransfer&#039;&#039; [, int &#039;&#039;height&#039;&#039;])&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
SpawnAbove is a special spawning function to spawn an object above the source object.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
&lt;br /&gt;
*type: The thing type to spawn.&lt;br /&gt;
*frametransfer: Name or dehackednum of a frame to transfer the spawned object to. Negative values indicate no frame transfer. (Default of 0 = frame 0)&lt;br /&gt;
*height: Integer amount to add to the spawned object&#039;s height above the spawner. (Default of 0 = 0 units)&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=SpawnGlitter&amp;diff=1898</id>
		<title>SpawnGlitter</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=SpawnGlitter&amp;diff=1898"/>
		<updated>2009-04-21T22:44:16Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: New page: &amp;#039;&amp;#039;&amp;#039;SpawnGlitter&amp;#039;&amp;#039;&amp;#039; (string &amp;#039;&amp;#039;type&amp;#039;&amp;#039; [, int &amp;#039;&amp;#039;momentum&amp;#039;&amp;#039; [, int &amp;#039;&amp;#039;mode&amp;#039;&amp;#039; [, int &amp;#039;&amp;#039;radius&amp;#039;&amp;#039;]]])&amp;lt;br&amp;gt;  ==Usage==  SpawnGlitter is a glitter spawning function, similar to the teleporters from H...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;SpawnGlitter&#039;&#039;&#039; (string &#039;&#039;type&#039;&#039; [, int &#039;&#039;momentum&#039;&#039; [, int &#039;&#039;mode&#039;&#039; [, int &#039;&#039;radius&#039;&#039;]]])&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
SpawnGlitter is a glitter spawning function, similar to the teleporters from Heretic. It can be used to make a fountain of any type of object. One object will be spawned at a randomized coordinate within a square around the source object, and will be given z momentum specified in Args2. If the thing type given in Args1 is invalid, this codepointer will do nothing.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
&lt;br /&gt;
*type: The thing type to spawn.&lt;br /&gt;
*momentum: Fixed-point amount of z momentum to apply to the object. (Default of 0 = +1/4 unit)&lt;br /&gt;
*mode: Mode select: (Default of 0 = Normal)&lt;br /&gt;
**0 = Normal (spawn at floor z, apply z momentum)&lt;br /&gt;
**1 = Spawn at floor z, do not apply z momentum&lt;br /&gt;
**2 = Spawn at random z within thing&#039;s height, apply z momentum&lt;br /&gt;
**3 = Spawn at random z within thing&#039;s height, do not apply z momentum &lt;br /&gt;
*radius: Optional radius of effect (default of 0 = 32 units) &lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=AccelGlitter&amp;diff=1897</id>
		<title>AccelGlitter</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=AccelGlitter&amp;diff=1897"/>
		<updated>2009-04-21T22:40:20Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: New page: &amp;#039;&amp;#039;&amp;#039;AccelGlitter&amp;#039;&amp;#039;&amp;#039; is a miscellaneous normal codepointer which accelerates the object upward by increasing its z momentum by 50%.  Category:Codepointers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;AccelGlitter&#039;&#039;&#039; is a miscellaneous normal codepointer which accelerates the object upward by increasing its z momentum by 50%.&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=SteamSpawn&amp;diff=1896</id>
		<title>SteamSpawn</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=SteamSpawn&amp;diff=1896"/>
		<updated>2009-04-21T22:37:35Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: New page: &amp;#039;&amp;#039;&amp;#039;SteamSpawn&amp;#039;&amp;#039;&amp;#039; (string &amp;#039;&amp;#039;type&amp;#039;&amp;#039;, int &amp;#039;&amp;#039;range_horiz&amp;#039;&amp;#039;, int &amp;#039;&amp;#039;angle_vert&amp;#039;&amp;#039;, int &amp;#039;&amp;#039;range_vert&amp;#039;&amp;#039;, int &amp;#039;&amp;#039;speed&amp;#039;&amp;#039;)&amp;lt;br&amp;gt;  ==Usage==  Spawns and thrusts objects within randomized horizontal and v...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;SteamSpawn&#039;&#039;&#039; (string &#039;&#039;type&#039;&#039;, int &#039;&#039;range_horiz&#039;&#039;, int &#039;&#039;angle_vert&#039;&#039;, int &#039;&#039;range_vert&#039;&#039;, int &#039;&#039;speed&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
Spawns and thrusts objects within randomized horizontal and vertical angular sweeps. Angular ranges should be values between 0 and 359.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
&lt;br /&gt;
*type: Name of the thingtype to spawn.&lt;br /&gt;
*range_horiz: Horizontal angular range, centered on thing&#039;s angle.&lt;br /&gt;
*angle_vert: Vertical angle.&lt;br /&gt;
*range_vert: Vertical angular range, centered on angle_vert.&lt;br /&gt;
*speed: Speed at which to thrust the spawned objects.&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=Stop&amp;diff=1895</id>
		<title>Stop</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=Stop&amp;diff=1895"/>
		<updated>2009-04-21T22:34:58Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: New page: &amp;#039;&amp;#039;&amp;#039;Stop&amp;#039;&amp;#039;&amp;#039; is a miscellaneous codepointer. This codepointer causes an object to completely stop all movement.  Category:Codepointers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Stop&#039;&#039;&#039; is a miscellaneous codepointer. This codepointer causes an object to completely stop all movement.&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=BFGSpray&amp;diff=1894</id>
		<title>BFGSpray</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=BFGSpray&amp;diff=1894"/>
		<updated>2009-04-21T22:33:19Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: New page: &amp;#039;&amp;#039;&amp;#039;BFGSpray&amp;#039;&amp;#039;&amp;#039; is a miscellaneous normal codepointer. This codepointer causes BFG explosion effects, which differ depending on the player&amp;#039;s selected type of BFG:  *Normal BFG: 40 tracers w...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;BFGSpray&#039;&#039;&#039; is a miscellaneous normal codepointer. This codepointer causes BFG explosion effects, which differ depending on the player&#039;s selected type of BFG:&lt;br /&gt;
&lt;br /&gt;
*Normal BFG: 40 tracers will emanate from the object which fired the projectile in the general direction in which the projectile was fired, each doing damage that is the sum of 15 rolls of an 8-sided die (Absolute damage range per tracer is 15 to 120, absolute damage range of ALL tracers is 600 to 4800).&lt;br /&gt;
&lt;br /&gt;
*BFG 11K: Control is transferred to the [[BFG11KHit]] codepointer.&lt;br /&gt;
&lt;br /&gt;
*Bouncing BFG: Control is transferred to the [[BouncingBFG]] codepointer.&lt;br /&gt;
&lt;br /&gt;
*Plasma Burst BFG: Control is transferred to the [[BFGBurst]] codepointer.&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=A_CustomPlayerMelee&amp;diff=1893</id>
		<title>A CustomPlayerMelee</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=A_CustomPlayerMelee&amp;diff=1893"/>
		<updated>2009-04-21T22:29:29Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: New page: &amp;#039;&amp;#039;&amp;#039;CustomPlayerMelee&amp;#039;&amp;#039;&amp;#039; (int &amp;#039;&amp;#039;dmgfactor&amp;#039;&amp;#039;, int &amp;#039;&amp;#039;dmgmod&amp;#039;&amp;#039; [, int &amp;#039;&amp;#039;berserk&amp;#039;&amp;#039; [, int &amp;#039;&amp;#039;deflection&amp;#039;&amp;#039; [, string &amp;#039;&amp;#039;soundname&amp;#039;&amp;#039;]]])&amp;lt;br&amp;gt;  ==Usage==  CustomPlayerMelee is a parameterized player ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;CustomPlayerMelee&#039;&#039;&#039; (int &#039;&#039;dmgfactor&#039;&#039;, int &#039;&#039;dmgmod&#039;&#039; [, int &#039;&#039;berserk&#039;&#039; [, int &#039;&#039;deflection&#039;&#039; [, string &#039;&#039;soundname&#039;&#039;]]])&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
CustomPlayerMelee is a parameterized player weapon codepointer. This codepointer allows construction of custom player melee attacks. Two major classes of attacks are possible: punch-style and chainsaw-style, depending on the parameters given.&lt;br /&gt;
&lt;br /&gt;
Note that the Berserk multiplier can be applied to any attack, but that if it is 0, you will do zero damage when berserk! The Berserk multiplier should be 1 when no berserk bonus is desired.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
&lt;br /&gt;
*dmgfactor: Damage factor. Damage formula is: dmgfactor * ((rnd%dmgmod) + 1)&lt;br /&gt;
*dmgmod: Damage modulus. (Clamped into range of 1 to 256)&lt;br /&gt;
*berserk: Berserk multiplier. (Default 0, x*damage when player is berserk)&lt;br /&gt;
*deflection: Select angle deflection type. (Default None)&lt;br /&gt;
**1 = None&lt;br /&gt;
**2 = Punch (player will face object on hit)&lt;br /&gt;
**3 = Chainsaw (player will face object and be wiggled around)&lt;br /&gt;
*soundname: The &amp;quot;nice name&amp;quot; of the sound to play.  See [[ESOUNDS]] for how to define this.&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=FirePlayerMissile&amp;diff=1892</id>
		<title>FirePlayerMissile</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=FirePlayerMissile&amp;diff=1892"/>
		<updated>2009-04-21T22:24:30Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: New page: &amp;#039;&amp;#039;&amp;#039;FirePlayerMissile&amp;#039;&amp;#039;&amp;#039; (string &amp;#039;&amp;#039;type&amp;#039;&amp;#039; [, bool &amp;#039;&amp;#039;homing&amp;#039;&amp;#039;])&amp;lt;br&amp;gt;  ==Usage==  FirePlayerMissile is a parameterized player weapon codepointer. This codepointer allows a custom player projec...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;FirePlayerMissile&#039;&#039;&#039; (string &#039;&#039;type&#039;&#039; [, bool &#039;&#039;homing&#039;&#039;])&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
FirePlayerMissile is a parameterized player weapon codepointer. This codepointer allows a custom player projectile attack.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
&lt;br /&gt;
*type: Thing type to shoot.&lt;br /&gt;
*homing: Select homing property:&lt;br /&gt;
**0: will not home&lt;br /&gt;
**1: may home&lt;br /&gt;
&lt;br /&gt;
If homing is set to 1 and the missile fired has a homing maintenance codepointer in its frames, the missile will home on the player&#039;s current autoaiming target, if one exists. These homing maintenance pointers include [[Tracer]], [[GenTracer]], [[HticTracer]], and [[WhirlwindSeek]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=A_FireCustomBullets&amp;diff=1891</id>
		<title>A FireCustomBullets</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=A_FireCustomBullets&amp;diff=1891"/>
		<updated>2009-04-21T22:20:39Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: New page: &amp;#039;&amp;#039;&amp;#039;FireCustomBullets&amp;#039;&amp;#039;&amp;#039; (string &amp;#039;&amp;#039;soundname&amp;#039;&amp;#039;, int &amp;#039;&amp;#039;accuracy&amp;#039;&amp;#039;, int &amp;#039;&amp;#039;tracers&amp;#039;&amp;#039;, int &amp;#039;&amp;#039;dmgfactor&amp;#039;&amp;#039;, int &amp;#039;&amp;#039;dmgmod&amp;#039;&amp;#039;)&amp;lt;br&amp;gt;  ==Usage==  FireCustomBullets is a parameterized player weapon code...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;FireCustomBullets&#039;&#039;&#039; (string &#039;&#039;soundname&#039;&#039;, int &#039;&#039;accuracy&#039;&#039;, int &#039;&#039;tracers&#039;&#039;, int &#039;&#039;dmgfactor&#039;&#039;, int &#039;&#039;dmgmod&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
FireCustomBullets is a parameterized player weapon codepointer. This codepointer can be used for the construction of custom player bullet weapons. The sound, accuracy, number of tracers, and randomized damage range of the tracers are all selectable via the argument fields. It is possible to recreate any of the other bullet attacks in the game using this pointer, as well as create many totally new ones.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
&lt;br /&gt;
*soundname: The &amp;quot;nice name&amp;quot; of the sound to play.  See [[ESOUNDS]] for how to define this.&lt;br /&gt;
*accuracy: Select accuracy type:&lt;br /&gt;
**1: Always accurate&lt;br /&gt;
**2: Accurate on first fire only (&amp;quot;never&amp;quot; accurate afterward)&lt;br /&gt;
**3: Never accurate (moderate horizontal spread with no vertical error)&lt;br /&gt;
**4: Super Shotgun accuracy (wide horizontal spread with moderate vertical error)&lt;br /&gt;
**5: Monster accuracy (very wide horizontal spread)&lt;br /&gt;
*tracers: Number of bullet tracers to fire.&lt;br /&gt;
*dmgfactor: Damage factor. Damage formula is: dmgfactor * ((rnd%dmgmod) + 1))&lt;br /&gt;
*dmgmod: Damage modulus (Clamped into range of 1 to 256)&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=CloseShotgun2&amp;diff=1890</id>
		<title>CloseShotgun2</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=CloseShotgun2&amp;diff=1890"/>
		<updated>2009-04-21T22:10:42Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: New page: &amp;#039;&amp;#039;&amp;#039;CloseShotgun2&amp;#039;&amp;#039;&amp;#039; is a miscellaneous player weapon codepointer. This codepointer causes the player object to emit the &amp;#039;&amp;#039;&amp;#039;dbcls&amp;#039;&amp;#039;&amp;#039; sound effect, and then control will transfer to the ReFi...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;CloseShotgun2&#039;&#039;&#039; is a miscellaneous player weapon codepointer. This codepointer causes the player object to emit the &#039;&#039;&#039;dbcls&#039;&#039;&#039; sound effect, and then control will transfer to the ReFire code pointer, which will check for weapon refire.&lt;br /&gt;
&lt;br /&gt;
For a customizable version of this codepointer, see [[PlaySoundEx]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=LoadShotgun2&amp;diff=1889</id>
		<title>LoadShotgun2</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=LoadShotgun2&amp;diff=1889"/>
		<updated>2009-04-21T22:10:11Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: New page: &amp;#039;&amp;#039;&amp;#039;LoadShotgun2&amp;#039;&amp;#039;&amp;#039; is a miscellaneous player weapon codepointer. This codepointer causes the player object to emit the &amp;#039;&amp;#039;&amp;#039;dbload&amp;#039;&amp;#039;&amp;#039; sound effect.  For a customizable version of this codepo...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;LoadShotgun2&#039;&#039;&#039; is a miscellaneous player weapon codepointer. This codepointer causes the player object to emit the &#039;&#039;&#039;dbload&#039;&#039;&#039; sound effect.&lt;br /&gt;
&lt;br /&gt;
For a customizable version of this codepointer, see [[PlaySoundEx]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=OpenShotgun2&amp;diff=1888</id>
		<title>OpenShotgun2</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=OpenShotgun2&amp;diff=1888"/>
		<updated>2009-04-21T22:09:37Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: New page: &amp;#039;&amp;#039;&amp;#039;OpenShotgun2&amp;#039;&amp;#039;&amp;#039; is a miscellaneous player weapon codepointer. This codepointer causes the player object to emit the &amp;#039;&amp;#039;&amp;#039;dbopn&amp;#039;&amp;#039;&amp;#039; sound effect.  For a customizable version of this codepoi...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;OpenShotgun2&#039;&#039;&#039; is a miscellaneous player weapon codepointer. This codepointer causes the player object to emit the &#039;&#039;&#039;dbopn&#039;&#039;&#039; sound effect.&lt;br /&gt;
&lt;br /&gt;
For a customizable version of this codepointer, see [[PlaySoundEx]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=BFGsound&amp;diff=1887</id>
		<title>BFGsound</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=BFGsound&amp;diff=1887"/>
		<updated>2009-04-21T22:09:14Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: New page: &amp;#039;&amp;#039;&amp;#039;BFGSound&amp;#039;&amp;#039;&amp;#039; is a miscellaneous player weapon codepointer. This codepointer causes the player object to emit the &amp;#039;&amp;#039;&amp;#039;bfg&amp;#039;&amp;#039;&amp;#039; sound effect.  For a customizable version of this codepointer, ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;BFGSound&#039;&#039;&#039; is a miscellaneous player weapon codepointer. This codepointer causes the player object to emit the &#039;&#039;&#039;bfg&#039;&#039;&#039; sound effect.&lt;br /&gt;
&lt;br /&gt;
For a customizable version of this codepointer, see [[PlaySoundEx]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=FireBFG&amp;diff=1886</id>
		<title>FireBFG</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=FireBFG&amp;diff=1886"/>
		<updated>2009-04-21T22:07:53Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: New page: &amp;#039;&amp;#039;&amp;#039;FireBFG&amp;#039;&amp;#039;&amp;#039; is a player weapon codepointer. This codepointer implements the DOOM player&amp;#039;s BFG9000 attack, which fires a single BFGShot projectile.  For a customizable version of this cod...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;FireBFG&#039;&#039;&#039; is a player weapon codepointer. This codepointer implements the DOOM player&#039;s BFG9000 attack, which fires a single BFGShot projectile.&lt;br /&gt;
&lt;br /&gt;
For a customizable version of this codepointer, see [[FirePlayerMissile]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=FirePlasma&amp;diff=1885</id>
		<title>FirePlasma</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=FirePlasma&amp;diff=1885"/>
		<updated>2009-04-21T22:07:14Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: New page: &amp;#039;&amp;#039;&amp;#039;FirePlasma&amp;#039;&amp;#039;&amp;#039; is a player weapon codepointer. This codepointer implements the DOOM player&amp;#039;s plasma rifle attack, which fires a single PlasmaShot projectile. Has a 50% chance of causing ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;FirePlasma&#039;&#039;&#039; is a player weapon codepointer. This codepointer implements the DOOM player&#039;s plasma rifle attack, which fires a single PlasmaShot projectile. Has a 50% chance of causing the weapon to stall by entering its reload state after firing.&lt;br /&gt;
&lt;br /&gt;
For a customizable version of this codepointer, see [[FirePlayerMissile]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=Saw&amp;diff=1884</id>
		<title>Saw</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=Saw&amp;diff=1884"/>
		<updated>2009-04-21T22:05:42Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: New page: &amp;#039;&amp;#039;&amp;#039;Saw&amp;#039;&amp;#039;&amp;#039; is a player weapon codepointer. This codepointer implements the DOOM player&amp;#039;s chainsaw attack. The saw attack is a melee-range tracer attack. Player must be within melee range + ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Saw&#039;&#039;&#039; is a player weapon codepointer. This codepointer implements the DOOM player&#039;s chainsaw attack. The saw attack is a melee-range tracer attack. Player must be within melee range + 1 unit (65 units) in order to hit with this attack.&lt;br /&gt;
&lt;br /&gt;
If the attack misses, the player will emit the &#039;&#039;&#039;sawful&#039;&#039;&#039; sound effect. If the attack hits, the player will emit the &#039;&#039;&#039;sawhit&#039;&#039;&#039; sound effect, turn directly towards the target, and then be randomly deflected 4.5 degrees to the right or left. Damage done by the saw attack is given by this formula:&lt;br /&gt;
&lt;br /&gt;
 damage = (random % 10 + 1) * 2&lt;br /&gt;
&lt;br /&gt;
The JUSTATTACKED [[Thingtype Flags|flag]] will be set for the player object, causing slight forward movement.&lt;br /&gt;
&lt;br /&gt;
For a customizable player melee attack, see [[CustomPlayerMelee]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=Punch&amp;diff=1883</id>
		<title>Punch</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=Punch&amp;diff=1883"/>
		<updated>2009-04-21T22:05:39Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Punch&#039;&#039;&#039; is a player weapon codepointer. This codepointer implements the DOOM player&#039;s fist attack. The punch attack is a melee-range tracer attack fired at the player&#039;s angle plus or minus a random angle between 0 and 5 degrees. If an object is hit by the attack, the player will emit the &#039;&#039;&#039;punch&#039;&#039;&#039; sound effect and turn toward the target. Damage done by the punch attack is given by this formula:&lt;br /&gt;
&lt;br /&gt;
 damage = (random % 10 + 1) * 2&lt;br /&gt;
&lt;br /&gt;
When the player is berserk, the damage value obtained from this formula is multiplied by 10.&lt;br /&gt;
&lt;br /&gt;
For a customizable player melee attack, see [[CustomPlayerMelee]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=FirePistol&amp;diff=1882</id>
		<title>FirePistol</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=FirePistol&amp;diff=1882"/>
		<updated>2009-04-21T22:00:41Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;FirePistol&#039;&#039;&#039; is a player weapon codepointer. This codepointer implements the DOOM player&#039;s pistol attack, which consists of a single missile-range tracer. If the player is refiring the weapon, a random angle between -5 and 5 degrees will be added to the player&#039;s angle. The tracer does standard player tracer damage determined by this formula:&lt;br /&gt;
&lt;br /&gt;
 damage = (random % 3 + 1) * 5&lt;br /&gt;
&lt;br /&gt;
The player object is transfered to its second attack frame when this pointer is used, and the player will emit the &#039;&#039;&#039;pistol&#039;&#039;&#039; sound effect.&lt;br /&gt;
&lt;br /&gt;
For a customizable player bullet attack, see [[FireCustomBullets]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=FireCGun&amp;diff=1881</id>
		<title>FireCGun</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=FireCGun&amp;diff=1881"/>
		<updated>2009-04-21T22:00:33Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;FireCGun&#039;&#039;&#039; is a player weapon codepointer. This codepointer implements the DOOM player&#039;s chaingun attack, which consists of a single missile-range tracer. Accuracy will be perfect on the first shot, but will use &amp;quot;never&amp;quot; accuracy on subsequent shots.  The tracer does standard player tracer damage determined by this formula:&lt;br /&gt;
&lt;br /&gt;
 damage = (random % 3 + 1) * 5&lt;br /&gt;
&lt;br /&gt;
If no &#039;&#039;&#039;DSCHGUN&#039;&#039;&#039; sound lump is present amongst all WAD files, the &amp;quot;chgun&amp;quot; sound effect will be dynamically remapped to &#039;&#039;&#039;DSPISTOL&#039;&#039;&#039;. This behavior allows the chaingun&#039;s default sound to be easily replaced without affecting the pistol, and is new as of SMMU.&lt;br /&gt;
&lt;br /&gt;
For a customizable player bullet attack, see [[FireCustomBullets]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=FireMissile&amp;diff=1880</id>
		<title>FireMissile</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=FireMissile&amp;diff=1880"/>
		<updated>2009-04-21T21:59:48Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: New page: &amp;#039;&amp;#039;&amp;#039;FireMissile&amp;#039;&amp;#039;&amp;#039; is a player weapon codepointer. This codepointer implements the DOOM player&amp;#039;s rocket launcher attack, which fires a single RocketShot projectile.  For a customizable vers...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;FireMissile&#039;&#039;&#039; is a player weapon codepointer. This codepointer implements the DOOM player&#039;s rocket launcher attack, which fires a single RocketShot projectile.&lt;br /&gt;
&lt;br /&gt;
For a customizable version of this codepointer, see [[FirePlayerMissile]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=FireCGun&amp;diff=1879</id>
		<title>FireCGun</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=FireCGun&amp;diff=1879"/>
		<updated>2009-04-21T21:58:19Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: New page: &amp;#039;&amp;#039;&amp;#039;FireCGun&amp;#039;&amp;#039;&amp;#039; is a player weapon codepointer. This codepointer implements the DOOM player&amp;#039;s chaingun attack, which consists of a single missile-range tracer. Accuracy will be perfect on t...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;FireCGun&#039;&#039;&#039; is a player weapon codepointer. This codepointer implements the DOOM player&#039;s chaingun attack, which consists of a single missile-range tracer. Accuracy will be perfect on the first shot, but will use &amp;quot;never&amp;quot; accuracy on subsequent shots.  The tracer does standard player tracer damage determined by this formula:&lt;br /&gt;
&lt;br /&gt;
 damage = (random % 3 + 1) * 5&lt;br /&gt;
&lt;br /&gt;
If no &#039;&#039;&#039;DSCHGUN&#039;&#039;&#039; sound lump is present amongst all WAD files, the &amp;quot;chgun&amp;quot; sound effect will be dynamically remapped to &#039;&#039;&#039;DSPISTOL&#039;&#039;&#039;. This behavior allows the chaingun&#039;s default sound to be easily replaced without affecting the pistol, and is new as of SMMU.&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=Creating_a_simple_decoration&amp;diff=1878</id>
		<title>Creating a simple decoration</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=Creating_a_simple_decoration&amp;diff=1878"/>
		<updated>2009-04-21T07:27:00Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creating a simple decoration in [[EDF]] is a relatively basic task. In this tutorial, we will define a simple floor lamp.&lt;br /&gt;
&lt;br /&gt;
For the sake of simplicity, we will (for now) assume that this lamp is using one of the sprites that already exists within Doom.wad, to create a stylish Cacodemon lamp decoration. We can change that later.&lt;br /&gt;
&lt;br /&gt;
To start, create a text lump named EDFROOT in your lump editor of choice. Later on, you can learn to use [[includes]] to better organize your definitions, but for our purposes we can just put everything directly into EDFROOT.&lt;br /&gt;
&lt;br /&gt;
 thingtype CacoLamp&lt;br /&gt;
 {&lt;br /&gt;
    doomednum = 30000                        // This is the thing number used to place the&lt;br /&gt;
                                             // object in a map.&lt;br /&gt;
 &lt;br /&gt;
    radius = 32                              // The radius and height set the physical size&lt;br /&gt;
    height = 56                              // of the object, for collision detection.&lt;br /&gt;
 &lt;br /&gt;
    basictype = SolidDecor                   // The SolidDecor basictype sets the &amp;quot;Solid&amp;quot;&lt;br /&gt;
                                             // flag for the thing.&lt;br /&gt;
                                             // You could alternatively set this flag directly,&lt;br /&gt;
                                             // by replacing this line with &amp;quot;cflags = SOLID&amp;quot;.&lt;br /&gt;
 &lt;br /&gt;
    spawnstate = CACOLAMP_A                  // This sets the lamp&#039;s spawn state to the frame&lt;br /&gt;
                                             // &amp;quot;CACOLAMP_A&amp;quot;, which is a name I arbitrarily&lt;br /&gt;
                                             // picked and could have been anything else&lt;br /&gt;
                                             // (as long as no spaces are used in its name).&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 frame CACOLAMP_A   { cmp = &amp;quot;HEAD|D|T|-1&amp;quot; }  // This defines the frame itself, as a Compressed&lt;br /&gt;
                                             // Frame Definition:&lt;br /&gt;
 &lt;br /&gt;
                                             // HEAD is the sprite name, and D is the sprite&lt;br /&gt;
                                             // frame.&lt;br /&gt;
 &lt;br /&gt;
                                             // T specifies that this frame will be drawn&lt;br /&gt;
                                             // with full brightness (fullbright).&lt;br /&gt;
                                             // (Replacing T with either F or * will leave the&lt;br /&gt;
                                             // fullbright field at its default of &amp;quot;off&amp;quot;.)&lt;br /&gt;
 &lt;br /&gt;
                                             // -1 is the duration of this frame in tics,&lt;br /&gt;
                                             // with &amp;quot;-1&amp;quot; meaning forever.&lt;br /&gt;
&lt;br /&gt;
Now, you can either create a map and place thingtype 30000 in it, or just open your wad in Eternity and enter &amp;quot;summon CacoLamp&amp;quot; into the console. You should now see your very own domesticated Cacodemon floor lamp!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Let&#039;s say, though, that we feel this Cacodemon lamp is just not interesting enough yet and want to make it animate. Leaving the thingtype definition alone, we can modify its frames to put it into a looping animation sequence. I&#039;ve added a commented header line at the top, for clarity. The spacing is just for the sake of matching up the commented header with the fields, and is not actually necessary to the code.&lt;br /&gt;
&lt;br /&gt;
                        // Sprite | Frame | Bright | Duration | Action | Next Frame&lt;br /&gt;
 frame CACOLAMP_A   { cmp = &amp;quot;HEAD |     A |      * |        6 |      * |      @next&amp;quot; }&lt;br /&gt;
 frame CACOLAMP_B   { cmp = &amp;quot;HEAD |     B |      * |        6 |      * |      @next&amp;quot; }&lt;br /&gt;
 frame CACOLAMP_C   { cmp = &amp;quot;HEAD |     C |      T |        6 |      * |      @next&amp;quot; }&lt;br /&gt;
 frame CACOLAMP_D   { cmp = &amp;quot;HEAD |     D |      T |       12 |      * |      @next&amp;quot; }&lt;br /&gt;
 frame CACOLAMP_E   { cmp = &amp;quot;HEAD |     C |      T |        6 |      * |      @next&amp;quot; }&lt;br /&gt;
 frame CACOLAMP_F   { cmp = &amp;quot;HEAD |     B |      * |        6 |      * | CACOLAMP_A&amp;quot; }&lt;br /&gt;
&lt;br /&gt;
This frame sequence will cause our CacoLamp to cycle through its sprite frames A through D and back again, looping back to the original frame, CACOLAMP_A, when it&#039;s done.&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=PlaySoundEx&amp;diff=1877</id>
		<title>PlaySoundEx</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=PlaySoundEx&amp;diff=1877"/>
		<updated>2009-04-21T07:22:04Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;PlaySoundEx&#039;&#039;&#039; (string &#039;&#039;soundname&#039;&#039;, string &#039;&#039;channel&#039;&#039; [, bool &#039;&#039;loop&#039;&#039; [, int &#039;&#039;attenuation&#039;&#039; [, int &#039;&#039;volume&#039;&#039;]]])&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
Plays the a sound on the specified channel.  Each actor has its own set of channels to play sounds on, so sounds played by different actors will not affect each other.  This function allows sounds to be played on a specific channel, which can allow for multiple sounds generated from one actor simultaneously that would normally cut each other off, or other special effects.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
&lt;br /&gt;
*soundname: The &amp;quot;nice name&amp;quot; of the sound to play.  See [[ESOUNDS]] for how to define this.&lt;br /&gt;
*channel: The channel to play the sound on.  Sound played on separate channels will not interfere with each other.  Valid values are:&lt;br /&gt;
**chan_auto, 0&lt;br /&gt;
**chan_weapon, 1&lt;br /&gt;
**chan_voice, 2&lt;br /&gt;
**chan_item, 3&lt;br /&gt;
**chan_body, 4&lt;br /&gt;
**5&lt;br /&gt;
**6&lt;br /&gt;
**7&lt;br /&gt;
*loop: If true, the sound will play in a continuous loop.&lt;br /&gt;
*attenuation: Controls how the sound falls off with distance. Legal values are:&lt;br /&gt;
**attn_normal: Use the close_dist and clipping_dist fields defined in the sound definition.&lt;br /&gt;
**attn_idle: Use DOOM&#039;s normal default sound attenuation behavior.&lt;br /&gt;
**attn_static: Fades quickly (inaudible from 512 units).&lt;br /&gt;
**attn_none: Plays at this ambience definition&#039;s volume level regardless of distance.&lt;br /&gt;
*volume: The volume to play the sound at, this can be a value from 0-127. 0, being the default, is equivalent to 127.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
 frame DEMOFRAME   { cmp = &amp;quot;TROO | A | * | -1 | PlaySoundEx(Cow_Moo, chan_body, 0, attn_idle) | @next&amp;quot; }&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=PlaySoundEx&amp;diff=1876</id>
		<title>PlaySoundEx</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=PlaySoundEx&amp;diff=1876"/>
		<updated>2009-04-21T07:21:45Z</updated>

		<summary type="html">&lt;p&gt;Esselfortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;PlaySoundEx&#039;&#039;&#039; (string &#039;&#039;soundname&#039;&#039;, string &#039;&#039;channel&#039;&#039; [, bool &#039;&#039;loop&#039;&#039; [, int &#039;&#039;attenuation&#039;&#039; [, int &#039;&#039;volume&#039;&#039;]]])&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
Plays the a sound on the specified channel.  Each actor has its own set of channels to play sounds on, so sounds played by different actors will not affect each other.  This function allows sounds to be played on a specific channel, which can allow for multiple sounds generated from one actor simultaneously that would normally cut each other off, or other special effects.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
&lt;br /&gt;
*soundname: The &amp;quot;nice name&amp;quot; of the sound to play.  See [[ESOUNDS]] for how to define this.&lt;br /&gt;
*channel: The channel to play the sound on.  Sound played on separate channels will not interfere with each other.  Valid values are:&lt;br /&gt;
**chan_auto, 0&lt;br /&gt;
**chan_weapon, 1&lt;br /&gt;
**chan_voice, 2&lt;br /&gt;
**chan_item, 3&lt;br /&gt;
**chan_body, 4&lt;br /&gt;
**5&lt;br /&gt;
**6&lt;br /&gt;
**7&lt;br /&gt;
*loop: If true, the sound will play in a continuous loop.&lt;br /&gt;
*attenuation: Controls how the sound falls off with distance. Legal values are:&lt;br /&gt;
**attn_normal: Use the close_dist and clipping_dist fields defined in the sound definition.&lt;br /&gt;
**attn_idle: Use DOOM&#039;s normal default sound attenuation behavior.&lt;br /&gt;
**attn_static: Fades quickly (inaudible from 512 units).&lt;br /&gt;
**attn_none: Plays at this ambience definition&#039;s volume level regardless of distance.&lt;br /&gt;
*volume: The volume to play the sound at, this can be a value from 0-127. 0, being the default, is equivalent to 127.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
 frame DEMOFRAME   { cmp = &amp;quot;TROO | A | * | -1 | PlaySoundEx(Cow_Moo, chan_body, 0, idle) | @next&amp;quot; }&lt;/div&gt;</summary>
		<author><name>Esselfortium</name></author>
	</entry>
</feed>