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Changed A_RaiseActor to just RaiseActor.
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2 changed files with 3 additions and 3 deletions
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@ -4566,11 +4566,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_RaiseSelf)
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//===========================================================================
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//===========================================================================
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//
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//
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// A_RaiseActor
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// RaiseActor
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//
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//
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// Generalized version that allows passing pointers for ZScript's sake.
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// Generalized version that allows passing pointers for ZScript's sake.
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//===========================================================================
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_RaiseActor)
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DEFINE_ACTION_FUNCTION(AActor, RaiseActor)
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{
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_OBJECT(other, AActor);
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PARAM_OBJECT(other, AActor);
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@ -1092,7 +1092,7 @@ class Actor : Thinker native
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native void A_RaiseChildren(int flags = 0);
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native void A_RaiseChildren(int flags = 0);
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native void A_RaiseSiblings(int flags = 0);
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native void A_RaiseSiblings(int flags = 0);
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native bool A_RaiseSelf(int flags = 0);
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native bool A_RaiseSelf(int flags = 0);
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native bool A_RaiseActor(Actor other, int flags = 0);
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native bool RaiseActor(Actor other, int flags = 0);
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native bool CanRaise();
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native bool CanRaise();
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native void Revive();
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native void Revive();
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action native bool, Actor A_ThrowGrenade(class<Actor> itemtype, double zheight = 0, double xyvel = 0, double zvel = 0, bool useammo = true);
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action native bool, Actor A_ThrowGrenade(class<Actor> itemtype, double zheight = 0, double xyvel = 0, double zvel = 0, bool useammo = true);
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