Actor Actions

From WinWolf3D/WDC

These actions are used by AddState in the actor block.

Thinking Actions

These are prefixed by "T_" and occur before the tic count is taken into consideration (before any animation).

Name Description
T_Chase Move toward the current destination tile in pursuit of the player. Allows for long distance attacks. Can open doors.
T_Path Move toward current destination tile. Check for turning points and choose next destination tile, if necessary. Enter s_chase state is player is seen or heard.
T_Stand Standing, looking, and listening for the player. Enter s_chase state is player is seen or heard.

Acting Actions

These are prefixed by "A_" and occur after the tic count is taken into consideration (after any animation).

Name Description
A_Bite Perform the short-range attack.
A_Breathing Plays a sound from the as_breath sound group.
A_DeathScream The scream of death.
A_Disappear The actor disappears and becomes invalid.
A_Dormant Returns the actor to the s_stand state when no other actors are close by.
A_LaunchShootLeft Calls A_Shoot and A_Throw with the project going slightly to the left.
A_LaunchShootRight Calls A_Shoot and A_Throw with the project going slightly to the right.
A_Relaunch Goes back to first s_shoot state that has an attack and loop the attack states from there. If the actor has s_tired states, only allow 3 loops. The actor will enter its s_chase state at random.
A_Shoot Fire a long distance shot at the player.
A_Slurpie Plays a sound from the as_slurpie sound group.
A_Step Plays the step sound and also sets the Think action to T_Chase.
A_Throw Throw a projectile at the player.
A_UShoot Same as A_Shoot, but also checks for short-range damage.
A_Victory Ends the game in victory.