Action functions
From ZDoom Wiki
The following are all the code pointers supported by ZDoom's DECORATE lump as of version 2.1.7. 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. The syntax is A_ActionFunction (param1, param2, ...) if the function requires parameters or A_ActionFunction if it doesn't.
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_DamageMaster (development version only)
- A_DamageChildren (development version only)
- A_SentinelBob
- A_Burst
Generic monster attacks
- A_CustomMissile
- A_CustomBulletAttack
- A_CustomRailgun
- A_CustomMeleeAttack
- A_CustomComboAttack
- A_MeleeAttack
- A_MissileAttack
- 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
- A_PlayWeaponSound
- A_ActiveSound
- A_LoopActiveSound
- A_FLoopActiveSound (deprecated)
- A_StopSound
- A_StopSoundEx
- A_Pain
- A_Scream
- A_XScream
- A_VileStart
- A_BrainPain
- A_BrainAwake
Special actions
- A_BossDeath
- A_KeenDie
- A_BrainDie
- A_GetHurt
- A_KlaxonBlare
- A_CheckTerrain
- A_Print
- A_SetBlend
- A_CheckSight
- A_CheckFloor
- A_CheckPlayerDone
- A_SkullPop
Spawn functions
State jumps
- A_Jump
- A_JumpIf
- A_JumpIfCloser
- A_JumpIfHealthLower
- A_JumpIfInventory
- A_JumpIfInTargetInventory
- A_JumpIfNoAmmo
- A_JumpIfTargetInLOS
Flags and appearance
- 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
Missile movement
- A_SeekerMissile
- A_Tracer
- A_Tracer2
- A_Fire
- A_BishopMissileWeave
- A_CStaffMissileSlither
- A_Countdown
- A_CountdownArg
- A_Stop
Inventory functions
Weapon functions
- A_WeaponReady
- A_Lower
- A_Raise
- A_ReFire
- A_GunFlash
- A_CheckReload
- A_Light
- A_Light0
- A_Light1
- A_Light2
- A_LightInverse
- A_Recoil
Weapon attack functions
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

