Action functions: Difference between revisions

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(→‎Weapon functions: Linked Weapon functions to a separate Weapon functions page)
(Expanded and reworded description at the top, added a note)
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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}}.
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.


Note, however, that this list is not truly exhaustive:
Functions may have a return type (e.g. ''return'' '''A_FunctionName'''). See [[Actor_states#Anonymous_functions|anonymous functions]] for details.
: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 [[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. The majority of functions listed below are, in fact, NOT action functions, but just regular 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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Revision as of 16:20, 2 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 ZScript action is a specific function type that in the majority of cases is only important for Weapon functions. The majority of functions listed below are, in fact, NOT action functions, but just regular functions. Creating a new function that can be executed from an Actor state also doesn't require making it an action function.


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