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Added OverlayID() for retrieving psprite layer numbers.
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2 changed files with 20 additions and 0 deletions
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@ -1049,6 +1049,25 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayFlags)
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return 0;
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return 0;
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC OverlayID
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// Because non-action functions cannot acquire the ID of the overlay...
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//---------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, OverlayID)
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{
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PARAM_ACTION_PROLOGUE;
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if (ACTION_CALL_FROM_PSPRITE())
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{
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ACTION_RETURN_INT(stateinfo->mPSPIndex);
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}
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ACTION_RETURN_INT(0);
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}
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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//
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//
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// PROC A_Lower
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// PROC A_Lower
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@ -57,6 +57,7 @@ ACTOR Actor native //: Thinker
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native float GetSpriteAngle(int ptr = AAPTR_DEFAULT);
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native float GetSpriteAngle(int ptr = AAPTR_DEFAULT);
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native float GetSpriteRotation(int ptr = AAPTR_DEFAULT);
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native float GetSpriteRotation(int ptr = AAPTR_DEFAULT);
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native int GetMissileDamage(int mask, int add, int ptr = AAPTR_DEFAULT);
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native int GetMissileDamage(int mask, int add, int ptr = AAPTR_DEFAULT);
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action native int OverlayID();
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// Action functions
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// Action functions
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// Meh, MBF redundant functions. Only for DeHackEd support.
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// Meh, MBF redundant functions. Only for DeHackEd support.
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