Difference between revisions of "List of codepointers"

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This '''list of codepointers''' is a list of all the action routines which can be used in [[EDF]] [[frame]]s. The Heretic actions ''can'' be used in Doom based modifications.
 
This '''list of codepointers''' is a list of all the action routines which can be used in [[EDF]] [[frame]]s. The Heretic actions ''can'' be used in Doom based modifications.
  
TYVM you've solved all my prbeomls
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=Player guns=
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==Attacks==
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*[[CustomPlayerMelee]]
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*[[FireBFG]]
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*[[FireCGun]]
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*[[FireCustomBullets]]
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*[[FireMissile]]: rocket launcher attack
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*[[FireOldBFG]]: alpha Doom BFG attack
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*[[FirePistol]]
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*[[FirePlasma]]
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*[[FirePlayerMissile]]: custom missile attack
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*[[FireShotgun]]
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*[[FireShotgun2]]: super shotgun attack
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*[[PlayerThunk]] {{deprecated}}
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*[[Punch]]: fist attack
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*[[Saw]]: chainsaw attack
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==Control==
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*[[CheckReload]]: super shotgun reload check
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*[[CheckReloadEx]]: extended version that allows counter comparison
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*[[JumpIfNoAmmo]]: as it says
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*[[Lower]]: "lower" effect & frame
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*[[Raise]]: "raise" effect & frame
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*[[ReFire]]: skip frame if shooting is maintained (plasma gun cooldown effect)
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*[[WeaponReady]]: "bob" effect, ready frame
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==Other==
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*[[EjectCasing]]: throw casing
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*[[PlayerStartScript]]: start map script
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==Muzzle flash effects==
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*[[GunFlash]]: produces gunflash sprite without firing anything
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*[[Light0]]: resets the muzzle light level
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*[[Light1]]: muzzle light level 1
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*[[Light2]]
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==Sound effects==
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*[[BFGSound]]
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*[[CloseShotgun2]]: this one also includes ReFire
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*[[LoadShotgun2]]: ...these two don't
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*[[OpenShotgun2]]
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==Frame scripting==
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*[[WeaponCopyCtr]]
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*[[WeaponCtrOp]]
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*[[WeaponCtrJump]]
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*[[WeaponCtrSwitch]]
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*[[WeaponSetCtr]]
  
 
=Map objects=
 
=Map objects=

Revision as of 12:45, 13 July 2011

This list of codepointers is a list of all the action routines which can be used in EDF frames. The Heretic actions can be used in Doom based modifications.

Player guns

Attacks

Control

Other

Muzzle flash effects

  • GunFlash: produces gunflash sprite without firing anything
  • Light0: resets the muzzle light level
  • Light1: muzzle light level 1
  • Light2

Sound effects

Frame scripting

Map objects

Flashes and booms

Heretic

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

Heretic

Alterations

Heretic

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