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- Added A_SetPainThreshold for the calling actor('s pointer).
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2 changed files with 23 additions and 0 deletions
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@ -5111,6 +5111,28 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetFloatSpeed)
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ref->FloatSpeed = speed;
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}
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//==========================================================================
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//
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// A_SetPainThreshold
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPainThreshold)
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{
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ACTION_PARAM_START(2);
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ACTION_PARAM_INT(threshold, 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->PainThreshold = threshold;
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}
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//===========================================================================
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//
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// Common A_Damage handler
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@ -305,6 +305,7 @@ ACTOR Actor native //: Thinker
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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_SetFloatSpeed(float speed, int ptr = AAPTR_DEFAULT);
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action native A_SetPainThreshold(int threshold, 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_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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