Action functions: Difference between revisions
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(→Status changes: Added links to all model functions (including undocumented) and moved them under a separate subheader) |
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The list below covers all functions available to the {{class|Actor}} class that were originally intended to be executed from [[Actor states]]. All of these functions are available in GZDoom both in [[ZScript]] and in [[DECORATE]] {{deprecated}}. |
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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. |
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Note, however, that this list is not truly exhaustive: |
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Functions may have a return type (e.g. ''return'' '''A_FunctionName'''). See [[Actor_states#Anonymous_functions|anonymous functions]] for details. |
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:1. [[Action specials]] can be executed from states as well. |
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:2. In [[ZScript]], the absolute majority of [[ZScript actor functions]] can ''also'' be called in Actor states without any limitations. |
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{{note|The word "action" in the title if this page is largely here for historical reasons. In [[DECORATE]] all of these functions were action, but in [[ZScript]] <code>action</code> is a specific [[ZScript_functions#Function_types|'''function type''']] that in the majority of cases is only important for {{class|Weapon}} functions. Most of the functions listed below are, in fact, NOT action functions, but just regular functions without a type. [[ZScript_functions|Creating a new function]] that can be executed from an Actor state also doesn't require making it an action function.}} |
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* [[A_ChangeCountFlags]] |
* [[A_ChangeCountFlags]] |
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* [[A_ChangeFlag]] {{deprecated}} |
* [[A_ChangeFlag]] {{deprecated}} |
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* [[A_ChangeVelocity]] |
* [[A_ChangeVelocity]] |
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* [[A_ClearShadow]] |
* [[A_ClearShadow]] |
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* [[A_UnSetShootable]] |
* [[A_UnSetShootable]] |
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* [[A_UnsetSolid]] |
* [[A_UnsetSolid]] |
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== Model changes == |
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* [[SetAnimation]] |
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* [[SetAnimationUI]] |
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* [[SetAnimationFrameRate]] |
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* [[SetAnimationFrameRateUI]] |
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* [[SetModelFlag]] |
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* [[ClearModelFlag]] |
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* [[ResetModelFlags]] |
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== Dynamic lights == |
== Dynamic lights == |
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Latest revision as of 12:25, 14 April 2024
The list below covers all functions available to the Actor class that were originally intended to be executed from Actor states. All of these functions are available in GZDoom both in ZScript and in DECORATE (deprecated).
Note, however, that this list is not truly exhaustive:
- 1. Action specials can be executed from states as well.
- 2. In ZScript, the absolute majority of ZScript actor functions can also be called in Actor states without any limitations.
Note: The word "action" in the title if this page is largely here for historical reasons. In DECORATE all of these functions were action, but in ZScript action is a specific function type that in the majority of cases is only important for Weapon functions. Most of the functions listed below are, in fact, NOT action functions, but just regular functions without a type. Creating a new function that can be executed from an Actor state also doesn't require making it an action function.
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Monster AI
- A_AlertMonsters
- A_Burst
- A_CentaurDefend
- A_Chase
- A_CheckForResurrection
- A_ClearLastHeard
- A_ClearSoundTarget
- A_ClearTarget
- A_DamageChildren
- A_DamageMaster
- A_DamageSelf
- A_DamageSiblings
- A_DamageTarget
- A_DamageTracer
- A_Die
- A_ExtChase (deprecated)
- A_FaceMaster
- A_FaceTarget
- A_FaceTracer
- A_FastChase
- A_KillChildren
- A_KillMaster
- A_KillSiblings
- A_KillTarget
- A_KillTracer
- A_Look
- A_Look2
- A_LookEx
- A_RaiseChildren
- A_RaiseMaster
- A_RaiseSelf
- A_RaiseSiblings
- A_RemoveChildren
- A_RemoveMaster
- A_RemoveSiblings
- A_RemoveTarget
- A_RemoveTracer
- A_Remove
- A_SentinelBob
- A_Teleport
- A_TurretLook
- A_VileChase
- A_Wander
Generic monster attacks
- A_BasicAttack
- A_BulletAttack
- A_ComboAttack (deprecated)
- A_CustomMissile (deprecated)
- A_CustomBulletAttack
- A_CustomRailgun
- A_CustomMeleeAttack
- A_CustomComboAttack
- A_Detonate
- A_Explode
- A_MeleeAttack (deprecated)
- A_MissileAttack (deprecated)
- A_MonsterRefire
- A_MonsterRail
- A_RadiusDamageSelf
- A_RadiusThrust
- A_SpawnProjectile
- A_ThrowGrenade
- A_WolfAttack
Freeze death functions
Sound functions
- A_StartSound
- A_StartSoundIfNotSame
- A_PlaySound (deprecated)
- A_PlaySoundEx (deprecated)
- A_PlayWeaponSound (deprecated)
- A_ActiveSound
- A_LoopActiveSound
- A_FLoopActiveSound
- A_StopSound
- A_StopSounds
- A_StopAllSounds
- A_StopSoundEx (deprecated)
- A_SoundPitch
- A_SoundVolume
- A_Pain
- A_Scream
- A_XScream
- A_PlayerScream
- A_VileStart
- A_BrainPain
- A_BrainAwake
- A_BFGSound
Print actions
Special actions
- A_BossDeath
- A_KeenDie
- A_BrainDie
- A_GetHurt
- A_KlaxonBlare
- A_CheckTerrain
- A_SetBlend
- A_CheckPlayerDone
- A_PlayerSkinCheck
- A_SkullPop
- A_SprayDecal
- A_Quake
- A_QuakeEx
- A_CopySpriteFrame
- A_SetSpriteAngle
- A_SetSpriteRotation
- A_SpriteOffset
Spawn functions
State jumps
- A_CheckBlock
- A_CheckCeiling
- A_CheckFloor
- A_CheckFlag (deprecated)
- A_CheckLOF
- A_CheckProximity
- A_CheckRange
- A_CheckSight
- A_CheckSightOrRange
- A_CheckSpecies
- A_Jump
- A_JumpIf
- A_JumpIfArmorType
- A_JumpIfCloser
- A_JumpIfHealthLower
- A_JumpIfHigherOrLower
- A_JumpIfInventory
- A_JumpIfInTargetInventory
- A_JumpIfInTargetLOS
- A_JumpIfMasterCloser
- A_JumpIfNoAmmo
- A_JumpIfTargetInLOS
- A_JumpIfTargetInsideMeleeRange
- A_JumpIfTargetOutsideMeleeRange
- A_JumpIfTracerCloser
Status changes
- A_ActiveAndUnblock
- A_ChangeCountFlags
- A_ChangeFlag (deprecated)
- A_ChangeVelocity
- A_ClearShadow
- A_CopyFriendliness
- A_DeQueueCorpse
- A_FadeIn
- A_FadeOut
- A_FadeTo
- A_FaceMovementDirection
- A_Fall
- A_Gravity
- A_HideThing
- A_LowGravity
- A_Morph
- A_NoBlocking
- A_NoGravity
- A_QueueCorpse
- A_RearrangePointers
- A_ResetHealth
- A_Respawn
- A_ScaleVelocity
- A_ScreamAndUnblock
- A_SetAngle
- A_SetArg
- A_SetChaseThreshold
- A_SetDamageType
- A_SetFloat
- A_SetFloatSpeed
- A_SetFloatBobPhase
- A_SetFloorClip
- A_SetFriendly
- A_SetGravity
- A_SetHealth
- A_SetInvulnerable
- A_SetMass
- A_SetMugshotState
- A_SetPainThreshold
- A_SetPitch
- A_SetReflective
- A_SetReflectiveInvulnerable
- A_SetRenderStyle
- A_SetRipperLevel
- A_SetRipMin
- A_SetRipMax
- A_SetRoll
- A_SetScale
- A_SetShadow
- A_SetShootable
- A_SetSize
- A_SetSolid
- A_SetSpecial
- A_SetSpecies
- A_SetSpeed
- A_SetTeleFog
- A_SetTics
- A_SetTranslucent
- A_SetUserArray
- A_SetUserArrayFloat
- A_SetUserVar
- A_SetUserVarFloat
- A_SetViewAngle
- A_SetViewPitch
- A_SetViewRoll
- A_SetTranslation
- A_SetVisibleRotation
- A_SwapTeleFog
- A_TransferPointer
- A_UnHideThing
- A_UnsetFloat
- A_UnSetFloorClip
- A_UnSetInvulnerable
- A_UnSetReflective
- A_UnSetReflectiveInvulnerable
- A_UnSetShootable
- A_UnsetSolid
Model changes
- A_ChangeModel
- SetAnimation
- SetAnimationUI
- SetAnimationFrameRate
- SetAnimationFrameRateUI
- SetModelFlag
- ClearModelFlag
- ResetModelFlags
Dynamic lights
Missile movement
- A_SeekerMissile
- A_Tracer
- A_Tracer2
- A_FaceTracer
- A_Fire
- A_BishopMissileWeave
- A_CStaffMissileSlither
- A_Weave
- A_Warp
- A_Countdown
- A_CountdownArg
- A_Stop
Inventory functions
- A_DropInventory
- A_DropItem
- A_GiveInventory
- A_GiveToChildren
- A_GiveToSiblings
- A_GiveToTarget
- A_TakeInventory
- A_TakeFromChildren
- A_TakeFromSiblings
- A_TakeFromTarget
- A_SelectWeapon
- A_SetInventory
- A_RadiusGive
Weapon functions
- A_WeaponReady
- A_WeaponOffset
- 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_ClearOverlays
- A_Overlay
- A_OverlayAlpha
- A_OverlayFlags
- A_OverlayOffset
- A_OverlayPivot
- A_OverlayPivotAlign
- A_OverlayRenderstyle
- A_OverlayRotate
- A_OverlayScale
- A_OverlayTranslation
- A_OverlayVertexOffset
- ResetPSprite
- A_Recoil
- A_ZoomFactor
- A_SetCrosshair
Weapon attack functions
- A_CustomPunch
- A_FireBullets
- A_FireCustomMissile (deprecated)
- A_FireProjectile
- A_FireAssaultGun
- A_FireBFG
- A_FireOldBFG
- A_FirePistol
- A_FireShotgun
- A_FireShotgun2
- A_FireCGun
- A_FireMissile
- A_FirePlasma
- A_FireSTGrenade (deprecated)
- A_Punch
- A_RailAttack
- A_Saw
Script functions
- ACS_NamedExecute
- ACS_NamedSuspend
- ACS_NamedTerminate
- ACS_NamedLockedExecute
- ACS_NamedLockedExecuteDoor
- ACS_NamedExecuteWithResult
- ACS_NamedExecuteAlways
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
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