Actor Actions
From WinWolf3D/WDC
These actions are used by AddState in the actor block.
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Thinking Actions
These are prefixed by "T_" and occur before the tic count is taken into consideration (before any animation).
Name | Description |
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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. |
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Acting Actions
These are prefixed by "A_" and occur after the tic count is taken into consideration (after any animation).
Name | Description |
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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. |