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- Added A_SetFloatSpeed.
- Sets the FloatSpeed of the actor/pointer.
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23cc7da268
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2 changed files with 24 additions and 1 deletions
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@ -5071,7 +5071,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropItem)
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// A_SetSpeed
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// A_SetSpeed
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//
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//
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//==========================================================================
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//==========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpeed)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpeed)
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{
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{
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ACTION_PARAM_START(2);
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ACTION_PARAM_START(2);
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@ -5089,6 +5088,28 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpeed)
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ref->Speed = speed;
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ref->Speed = speed;
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}
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}
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//==========================================================================
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//
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// A_SetFloatSpeed
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetFloatSpeed)
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{
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ACTION_PARAM_START(2);
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ACTION_PARAM_FIXED(speed, 0);
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ACTION_PARAM_INT(ptr, 1);
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AActor *ref = COPY_AAPTR(self, ptr);
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if (!ref)
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{
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ACTION_SET_RESULT(false);
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return;
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}
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ref->FloatSpeed = speed;
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}
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//===========================================================================
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//===========================================================================
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//
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//
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// Common A_Damage handler
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// Common A_Damage handler
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@ -5823,3 +5844,4 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRipMax)
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ACTION_PARAM_INT(max, 0);
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ACTION_PARAM_INT(max, 0);
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self->RipLevelMax = max;
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self->RipLevelMax = max;
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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_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_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);
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action native A_SetSpeed(float speed, int ptr = AAPTR_DEFAULT);
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action native A_SetSpeed(float speed, int ptr = AAPTR_DEFAULT);
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action native A_SetFloatSpeed(float speed, int ptr = AAPTR_DEFAULT);
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action native A_DamageSelf(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
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action native A_DamageSelf(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
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action native A_DamageTarget(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
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action native A_DamageTarget(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
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action native A_DamageMaster(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
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action native A_DamageMaster(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
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