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Add CheckActorState ACS function
bool CheckActorState(int tid, str statename, bool exact = false); - Same parameter order as SetActorState - Returns true if actor has the state; else returns false
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1 changed files with 13 additions and 2 deletions
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@ -4438,8 +4438,7 @@ enum EACSFunctions
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ACSF_SpawnParticle,
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ACSF_SpawnParticle,
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ACSF_SetMusicVolume,
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ACSF_SetMusicVolume,
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ACSF_CheckProximity,
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ACSF_CheckProximity,
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// 1 more left...
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ACSF_CheckActorState, // 99
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/* Zandronum's - these must be skipped when we reach 99!
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/* Zandronum's - these must be skipped when we reach 99!
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-100:ResetMap(0),
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-100:ResetMap(0),
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-101 : PlayerIsSpectator(1),
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-101 : PlayerIsSpectator(1),
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@ -6017,6 +6016,18 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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return P_Thing_CheckProximity(actor, classname, distance, count, flags, ptr);
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return P_Thing_CheckProximity(actor, classname, distance, count, flags, ptr);
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}
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}
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case ACSF_CheckActorState:
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{
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actor = SingleActorFromTID(args[0], activator);
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const char *statename = FBehavior::StaticLookupString(args[1]);
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bool exact = (argCount > 2) ? !!args[2] : false;
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if (actor && statename)
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{
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return (actor->GetClass()->FindStateByString(statename, exact) != nullptr);
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}
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return false;
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}
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default:
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default:
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break;
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break;
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}
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}
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