Code pointers are entered in the frame table. They make a frame call a particular set of instructions and execute them for the thing using the frame. This can be a simple wait to wake up (look and listen for the player) or it could be the instruction to fire a weapon or let out a death scream.
The table below lays out the code pointer to be entered when asked for a codepointer in the frame table editor, a description of the function associated with that code pointer and the BEX alias that can be used in a bex file to get the same result. Additional BEX and Zdoom code pointers are listed at the bottom. The first table just lists the player weapon code pointers. These can only be used for player weapon frames. Similarly, monster code pointers can not be used for player weapon frames. Pointers 3 and 4 have a description in the document I used to generate this table which seems to contradict the team TNT bex documentation. Personally I would trust the TNT version.
Player Weapon Codepointers
Code pointer | Description | BEX Alias |
1 | Light restore (after flash) | Light0 |
2 | Weapon bobbing pointer | WeaponReady |
3 | Weapon select pointer | Lower |
4 | Weapon deselect pointer | Raise |
6 | Payer Punch | Punch |
9 | button still held, jump back to first shooting frame instead of frame with this pointer) | ReFire |
14 | Player Pistol shot | FirePistol |
17 | Light flash (dim) | Light1 |
22 | Player Shotgun blast | FireShotgun |
31 | Light flash (bright) | Light2 |
36 | Player Double-Barrel Shotgun blast | FireShotgun2 |
38 | Check ammo (If 1 or 0 shells left, skip reloading frames and select different weapon) | CheckReload |
39 | Play sound "dbopn" | OpenShotgun2 |
41 | Play sound "dbload" | LoadShotgun2 |
43 | Play sound "dbcls" | CloseShotgun2 |
52 | Player Chaingun shot (check ammo; don't go to -1 ammo, change weapon) | FireCGun |
60 | Display firing frame | GunFlash |
61 | Player launch rocket | FireMissile |
71 | Player use chainsaw | Saw |
77 | Player fire plasma bullet | FirePlasma |
84 | Play sound "bfg" | BFGsound |
86 | Player fire BFG shot | FireBFG |
NA | Player fires Railgun centrally (Zdoom) | FireRailgun |
NA | Player fires Railgun from the left (Zdoom) | FireRailgunLeft |
NA | Player fires Railgun from the right (Zdoom) | FireRailgunRight |
NA | Effectively a null pointer for player weapons (Zdoom) | RailWait |
Monster / thing code pointers
Code Pointer | Description | BEX Alias |
119 | BFG blast effect | BFGSpray |
127 | Radius explosion | Explode |
157 | Play pain sound | Pain |
159 | Plays "PLDETH" | PlayerScream |
160 | Dead body mode | Fall |
166 | Play sound "slop" | XScream |
174 | Wait to wake up | Look |
176 | Standard walking code pointer | Chase |
184 | Turn to face the player's direction | FaceTarget |
185 | Trooper pistol shot | PosAttack |
190 | Play death sound | Scream |
243 | Archvile walking code pointer (check to resurrect monster) | VileChase |
255 | Play sound "vilatk" | VileStart |
257 | Create archvile flame at target, enable radius explosion for #264 | VileTarget |
264 | Target jumps in air, takes 10% -20% damage | VileAttack |
281 | Play sound "flamest" | StartFire |
282 | Reposition an object continuously on a target (such as Archvile flames) | Fire |
285 | Play sound "flame" | FireCrackle |
316 | Revenant fireball homing (and smoke trail) code pointer | Tracer |
336 | Play sound "skeswg" | SkelWhoosh |
338 | Revenant punch - play sound "skepch" if hit | SkelFist |
341 | Launch revenant fireball with possible homing (and smoke trail) effect | SkelMissile |
376 | Play sound "manatk" | FatRaise |
377 | Mancubus shoot 2 fireballs: one straight, one left | FatAttack1 |
380 | Mancubus shoot 2 fireballs: one straight, one right | FatAttack2 |
383 | Mancubus shoot 2 fireballs: one left, one right | FatAttack3 |
397 | Check for special sector lowering (666/667) | BossDeath |
417 | Chaingun guy or SS nazi shoot chaingun | CPosAttack |
419 | Check line of sight to stop firing | CPosRefire |
454 | Imp shoot fireball or scratch at close range | TroopAttack |
487 | Demon bite | SargAttack |
506 | Cacodemon shoot fireball or bite at close range | HeadAttack |
539 | Baron of Hell or Hell Knight shoot fireball or scratch at close range | BruisAttack |
590 | Lost soul attack - attack sound REQUIRED or game will crash | SkullAttack |
603 | Play sound "metal" + standard walking pointer | Metal |
616 | Spiderdemon shoot chaingun | SPosAttack - Same as shotgun guy attack |
618 | Check line of sight to stop firing | SpidRefire - same function as CPosRefire |
635 | Play sound "bspwlk" + standard walking pointer | BabyMetal |
648 | Arachnotron shoot plasma bullet | BspiAttack |
676 | Play sound "hoof" + standard walking pointer | Hoof |
685 | Cyberdemon launch rocket | CyberAttack |
711 | Spawn lost soul | PainAttack |
718 | Spawn 3 or 4 lost souls + set body to dead | PainDie |
774 | Check for special sector lowering (666/667) and Dead Body mode | KeenDie |
779 | Play sound "bospn" | BrainPain |
780 | Play sound "bosdth" and make explosions (frames 799 - 801) about 320 units south of object | BrainScream |
783 | End level | BrainDie |
785 | Play sound "bossit" | BrainAwake |
786 | Fire spawn cube - Landing REQUIRED on level or game will crash | BrainSpit |
787 | Play sound "boscub" | SpawnSound |
788 | Check for spawn point (spawn monster) | SpawnFly |
801 | Create explosion (frames 127 - 129) | BrainExplode |
NA | Cancel an existing pointer (BEX) | Null |
NA | Monster fire rail gun (set thing's missile damage to railgun damage required). (Zdoom) | MonsterRail |
Credits: DEH code pointers from a document by Andy Shawaluk who also gives credit to Francesco Orsenigo, "Shadow Lord" and Jjukil. The BEX stuff is taken from BOOMDEH.TXT, a text file distributed with most BOOM compatible source ports (including boom). The Zdoom stuff comes from the Zdoom editing docs.