Action functions
From ZDoom Wiki
The following are all the code pointers supported by ZDoom's DECORATE lump as of version 2.4.1. These are placed at the end of an individual frame definition within the actor's state block. You may also use any action special in place of an action function. See also the category for a more exhaustive listing.
Monster AI
- A_Look
- A_Look2
- A_LookEx
- A_TurretLook
- A_Wander
- A_Chase
- A_FastChase
- A_VileChase
- A_ExtChase
- A_FaceTarget
- A_Die
- A_CentaurDefend
- A_AlertMonsters
- A_ClearTarget
- A_ClearSoundTarget
- A_KillMaster
- A_KillChildren
- A_KillSiblings
- A_DamageMaster
- A_DamageChildren
- A_DamageSiblings
- A_RaiseMaster (New from 2.4.1)
- A_RaiseChildren (New from 2.4.1)
- A_RaiseSiblings (New from 2.4.1)
- A_RemoveMaster
- A_RemoveChildren
- A_RemoveSiblings (New from 2.4.1)
- A_SentinelBob
- A_Burst
Generic monster attacks
- A_CustomMissile
- A_CustomBulletAttack
- A_CustomRailgun
- A_CustomMeleeAttack
- A_CustomComboAttack
- A_MeleeAttack
- A_MissileAttack
- A_MonsterRefire (New from 2.4.1)
- A_ComboAttack
- A_BasicAttack
- A_BulletAttack
- A_MonsterRail
- A_Explode
- A_RadiusThrust
- A_Detonate
- A_ThrowGrenade
Freeze death functions
Sound functions
- A_PlaySound
- A_PlaySoundEx (deprecated)
- A_PlayWeaponSound
- A_ActiveSound
- A_LoopActiveSound
- A_FLoopActiveSound
- A_StopSound
- A_StopSoundEx
- A_Pain
- A_Scream
- A_XScream
- A_PlayerScream
- A_VileStart
- A_BrainPain
- A_BrainAwake
- A_BFGSound
Special actions
- A_BossDeath
- A_KeenDie
- A_BrainDie
- A_GetHurt
- A_KlaxonBlare
- A_CheckTerrain
- A_Print
- A_SetBlend
- A_CheckPlayerDone
- A_PlayerSkinCheck
- A_SkullPop
Spawn functions
State jumps
- A_CheckCeiling (New from 2.4.1)
- A_CheckFloor
- A_CheckSight
- A_CheckSightOrRange (development version r2179+ only)
- A_Jump
- A_JumpIf
- A_JumpIfArmorType (New from 2.4.1)
- A_JumpIfCloser
- A_JumpIfHealthLower
- A_JumpIfInventory
- A_JumpIfInTargetInventory
- A_JumpIfNoAmmo
- A_JumpIfTargetInLOS
Status changes
- A_ChangeFlag
- A_SetFloorClip
- A_UnSetFloorClip
- A_HideThing
- A_UnHideThing
- A_SetInvulnerable
- A_UnSetInvulnerable
- A_SetReflective
- A_UnSetReflective
- A_SetReflectiveInvulnerable
- A_UnSetReflectiveInvulnerable
- A_SetShootable
- A_UnSetShootable
- A_NoGravity
- A_Gravity
- A_LowGravity
- A_NoBlocking
- A_Fall
- A_SetSolid
- A_UnsetSolid
- A_SetFloat
- A_UnsetFloat
- A_ScreamAndUnblock
- A_ActiveAndUnblock
- A_SetShadow
- A_ClearShadow
- A_SetTranslucent
- A_FadeIn
- A_FadeOut
- A_QueueCorpse
- A_DeQueueCorpse
- A_Respawn
- A_SetAngle
- A_SetArg (New from 2.4.1)
- A_SetPitch
- A_SetSpecial (New from 2.4.1)
- A_SetUserVar (New from 2.4.1)
- A_ScaleVelocity
- A_ChangeVelocity
Missile movement
- A_SeekerMissile
- A_Tracer
- A_Tracer2
- A_Fire
- A_BishopMissileWeave
- A_CStaffMissileSlither
- A_Weave
- A_Countdown
- A_CountdownArg
- A_Stop
Inventory functions
Weapon functions
- A_WeaponReady
- A_Lower
- A_Raise
- A_ReFire
- A_ClearReFire
- A_GunFlash
- A_CheckReload
- A_CheckForReload
- A_CheckRailReload
(Skulltag only: not supported by ZDoom) (deprecated)
- A_ResetReloadCounter
- A_Light
- A_Light0
- A_Light1
- A_Light2
- A_LightInverse
- A_Recoil
- A_ZoomFactor
- A_SetCrosshair (New from 2.4.1)
Weapon attack functions
- A_Punch
- A_Saw
- A_CustomPunch
- A_FireBullets
- A_FireCustomMissile
- A_RailAttack
- A_FireAssaultGun
- A_FireBFG
- A_FireOldBFG (New from 2.4.1)
- A_FireShotgun
- A_FireShotgun2
- A_FireCGun
- A_FireMissile
- A_FirePlasma
- A_FireSTGrenade (deprecated)
Original Doom/Strife monster attacks
- A_PosAttack
- A_SPosAttack
- A_CPosAttack
- A_CPosRefire
- A_SpidRefire
- A_TroopAttack
- A_SargAttack
- A_HeadAttack
- A_BruisAttack
- A_SkullAttack
- A_BspiAttack
- A_CyberAttack
- A_PainAttack
- A_DualPainAttack
- A_PainDie
- A_SkelFist
- A_SkelMissile
- A_FatAttack1
- A_FatAttack2
- A_FatAttack3
- A_VileTarget
- A_VileAttack
- A_BrainSpit
- A_SpawnFly
- A_SpawnSound
- A_BrainScream
- A_BrainExplode
- A_Mushroom
- A_M_Saw
- A_SentinelRefire
- A_BetaSkullAttack (New from 2.4.1)
Miscellaneous functions for Doom
- A_Hoof
- A_Metal
- A_BabyMetal
- A_FatRaise
- A_SkelWhoosh
- A_StartFire
- A_FireCrackle
- A_BFGSpray
- A_BarrelDestroy
See also
- DECORATE expressions - expressions that can be used as arguments to code pointers

