List of codepointers: Difference between revisions
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The | 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. | ||
=Player guns= | |||
==Attacks== | |||
*[[CustomPlayerMelee]] | |||
*[[FireBFG]] | |||
*[[FireCGun]] | |||
*[[FireCustomBullets]] | |||
*[[FireMissile]]: rocket launcher attack | |||
*[[FireOldBFG]]: alpha Doom BFG attack | |||
*[[FirePistol]] | |||
*[[FirePlasma]] | |||
*[[FirePlayerMissile]]: custom missile attack | |||
*[[FireShotgun]] | |||
*[[FireShotgun2]]: super shotgun attack | |||
*[[PlayerThunk]] {{deprecated}} | |||
*[[Punch]]: fist attack | |||
*[[Saw]]: chainsaw attack | |||
==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 | |||
==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== | |||
*[[PlayerStartScript]]: start map script | |||
*[[WeaponCopyCtr]] | |||
*[[WeaponCtrOp]] | |||
*[[WeaponCtrJump]] | |||
*[[WeaponCtrSwitch]] | |||
*[[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 | |||
*[[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 | |||
*[[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]]: set frame duration | |||
*[[StartScript]]: run map script | |||
*[[TargetJump]]: go to designated frame if having a target | |||
[[Category:Codepointers|*]] |
Revision as of 14:23, 16 November 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
- CustomPlayerMelee
- FireBFG
- FireCGun
- FireCustomBullets
- FireMissile: rocket launcher attack
- FireOldBFG: alpha Doom BFG attack
- FirePistol
- FirePlasma
- FirePlayerMissile: custom missile attack
- FireShotgun
- FireShotgun2: super shotgun attack
- PlayerThunk (deprecated)
- Punch: fist attack
- Saw: chainsaw attack
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
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
- PlayerStartScript: start map script
- WeaponCopyCtr
- WeaponCtrOp
- WeaponCtrJump
- WeaponCtrSwitch
- 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
- 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
- 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: set frame duration
- StartScript: run map script
- TargetJump: go to designated frame if having a target