List of codepointers
This list of codepointers is a list of all the action routines which can be used in EDF frames.
Player Gun Frame Code Pointers
Weapon Maintenance Pointers
Player Attack Pointers
Miscellaneous Weapon Pointers
Parameterized Player Attack Pointers
Weapon Frame Scripting Pointers
These pointers allow a degree of programmatic control over an weapon's behavior, and are therefore termed "frame scripting" codepointers.
Counter fields may have values from -32768 to 32767 (or -2147483648 to 2147483647 in development versions). Values above or below this range will wrap around.
General Code Pointers
Miscellaneous Pointers
- BFGSpray
- BFG11KHit
- BouncingBFG
- BFGBurst
- Mushroom
- Nailbomb
- SetFlags
- UnSetFlags
- Fall
- Die
- BrainScream
- BrainExplode
- SpawnFly
- Fire
- Spawn
- SteamSpawn
- Turn
- Face
- LineEffect
- Stop
Heretic miscellaneous pointers
- PlayerSkull
- SpawnGlitter
- AccelGlitter
- SpawnAbove
- MummySoul
- BlueSpark
- GenWizard
- Sor2DthInit
- Sor2DthLoop
- PodPain
- RemovePod
- MakePod
- DripBlood
Hexen miscellaneous pointers
Not implemented yet.
- SetInvulnerable
- UnSetInvulnerable
- SetReflective
- UnSetReflective
- RaiseFloorClip
- LowerFloorClip
- DropEquipment
- BishopMissileWeave
Miscellaneous / Sound Pointers
Heretic Misc / Sound Pointers
Object sound pointers
Hexen object sound pointers
Not implemented yet.
AI Pointers
Heretic AI pointers
Hexen AI pointers
Not implemented yet.
AI Pointers with Walking Sounds
Blast Radius Attack Pointers
Heretic Blast Radius Attack Pointers
Monster Attack Pointers
- PosAttack
- SPosAttack
- VileTarget
- VileAttack
- SkelFist
- SkelMissile
- FatAttack1
- FatAttack2
- FatAttack3
- CPosAttack
- TroopAttack
- SargAttack
- HeadAttack
- BruisAttack
- SkullAttack
- BspiAttack
- CyberAttack
- PainAttack
- BrainSpit
Parameterized Monster Attacks
Heretic monster attack pointers
- MummyAttack
- MummyAttack2
- ClinkAttack
- WizardAtk1
- WizardAtk2
- WizardAtk3
- Srcr2Decide
- Srcr2Attack
- KnightAttack
- BeastAttack
- BeastPuff
- SnakeAttack
- SnakeAttack2
- Srcr1Attack
- VolcanoBlast
- VolcBallImpact
- MinotaurAtk1
- MinotaurDecide
- MinotaurAtk2
- MinotaurAtk3
- MinotaurCharge
- MntrFloorFire
- LichFire
- LichWhirlwind
- LichAttack
- LichIceImpact
- LichFireGrow
- ImpChargeAtk
- ImpMeleeAtk
- ImpMissileAtk
Hexen monster attack pointers
Not implemented yet.
Homing Missile Maintenance Pointers
Heretic Homing Missile Maintenance Pointers
Line of Sight Checking Pointers
Special Monster Death Effects
Heretic Special Monster Death Effects
Massacre Cheat Specials
Frame scripting pointers
These pointers allow a degree of programmatic control over an object's behavior, and are therefore termed "frame scripting" 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. There are eight counters available for each individual map object, numbered from 0 to 7.
Counter fields may have values from -2147483648 to 2147483647. Values above or below this range will wrap around.
- RandomJump
- HealthJump
- TargetJump
- CounterJump
- CounterSwitch
- SetCounter
- CounterOp
- CopyCounter
- SetTics
- AproxDistance
Hexen frame scripting pointers
Small Scripting System
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.
EDF-Related Pointers
These pointers interact directly with parts of the EDF system. For more information on EDF, see the EDF Documentation.