Action functions: Difference between revisions

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The following are all the code pointers supported by ZDoom's [[DECORATE]] lump as of the latest source code. These are placed at the end of an individual frame definition within the actor's [[Actor states|state]] block. You may also use any [[Action Specials|action special]] in place of an action function. See also [[:Category:Action functions|the category]] for a more exhaustive listing.
The following are all the code pointers supported by GZDoom's [[DECORATE]] and [[ZScript]] lumps as of the latest source code. These are placed at the end of an individual frame definition within the actor's [[Actor states|state]] block. You may also use any [[Action Specials|action special]] in place of an action function. See also [[:Category:Action functions|the category]] for a more exhaustive listing.


Functions may have a return type (e.g. ''return'' '''A_FunctionName'''). See [[Actor_states#Anonymous_functions|anonymous functions]] for details.
Functions may have a return type (e.g. ''return'' '''A_FunctionName'''). See [[Actor_states#Anonymous_functions|anonymous functions]] for details.

Revision as of 15:46, 14 June 2020

The following are all the code pointers supported by GZDoom's DECORATE and ZScript lumps as of the latest source code. 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.

Functions may have a return type (e.g. return A_FunctionName). See anonymous functions for details.

Monster AI

Generic monster attacks

Freeze death functions

Sound functions

Print actions

Special actions

Spawn functions

State jumps

Status changes

Dynamic lights

Missile movement

Inventory functions

Weapon functions

Weapon attack functions

Script functions

Original Doom/Strife monster attacks

Miscellaneous functions for Doom

See also