- Added A_SetPainThreshold for the calling actor('s pointer).

This commit is contained in:
MajorCooke 2015-09-17 09:07:13 -05:00
parent fd2c17e5f8
commit 6730525855
2 changed files with 23 additions and 0 deletions

View file

@ -5111,6 +5111,28 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetFloatSpeed)
ref->FloatSpeed = speed; ref->FloatSpeed = speed;
} }
//==========================================================================
//
// A_SetPainThreshold
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPainThreshold)
{
ACTION_PARAM_START(2);
ACTION_PARAM_INT(threshold, 0);
ACTION_PARAM_INT(ptr, 1);
AActor *ref = COPY_AAPTR(self, ptr);
if (!ref)
{
ACTION_SET_RESULT(false);
return;
}
ref->PainThreshold = threshold;
}
//=========================================================================== //===========================================================================
// //
// Common A_Damage handler // Common A_Damage handler

View file

@ -305,6 +305,7 @@ ACTOR Actor native //: Thinker
action native A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256); action native A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);
action native A_SetSpeed(float speed, int ptr = AAPTR_DEFAULT); action native A_SetSpeed(float speed, int ptr = AAPTR_DEFAULT);
action native A_SetFloatSpeed(float speed, int ptr = AAPTR_DEFAULT); action native A_SetFloatSpeed(float speed, int ptr = AAPTR_DEFAULT);
action native A_SetPainThreshold(int threshold, int ptr = AAPTR_DEFAULT);
action native A_DamageSelf(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None"); action native A_DamageSelf(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
action native A_DamageTarget(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None"); action native A_DamageTarget(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
action native A_DamageMaster(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None"); action native A_DamageMaster(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");