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- Added A_DamageSelf.
- A_DamageSelf(int amount, name damagetype)
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2 changed files with 28 additions and 4 deletions
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@ -3532,7 +3532,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS)
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//===========================================================================
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//
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// A_DamageMaster (int amount)
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// A_DamageMaster (int amount, str damagetype)
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// Damages the master of this child by the specified amount. Negative values heal.
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//
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//===========================================================================
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@ -3558,7 +3558,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageMaster)
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//===========================================================================
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//
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// A_DamageChildren (amount)
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// A_DamageChildren (amount, str damagetype)
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// Damages the children of this master by the specified amount. Negative values heal.
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//
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//===========================================================================
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@ -3592,7 +3592,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageChildren)
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//===========================================================================
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//
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// A_DamageSiblings (amount)
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// A_DamageSiblings (int amount, str damagetype)
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// Damages the siblings of this master by the specified amount. Negative values heal.
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//
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//===========================================================================
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@ -4993,4 +4993,27 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpeed)
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ACTION_PARAM_FIXED(speed, 0);
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self->Speed = speed;
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}
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}
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//===========================================================================
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//
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// A_DamageSelf (int amount, str damagetype)
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// Damages the calling actor by the specified amount. Negative values heal.
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSelf)
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{
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ACTION_PARAM_START(2);
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ACTION_PARAM_INT(amount, 0);
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ACTION_PARAM_NAME(DamageType, 1);
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if (amount > 0)
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{
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P_DamageMobj(self, self, self, amount, DamageType, DMG_NO_ARMOR);
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}
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else if (amount < 0)
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{
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amount = -amount;
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P_GiveBody(self, amount);
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}
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}
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@ -304,6 +304,7 @@ ACTOR Actor native //: Thinker
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action native A_SetDamageType(name damagetype);
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action native A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);
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action native A_SetSpeed(float speed);
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action native A_DamageSelf(int amount, name damagetype = "none");
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action native A_CheckSightOrRange(float distance, state label);
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action native A_CheckRange(float distance, state label);
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