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Added A_RaiseActor(Actor other, int flags = 0)
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3 changed files with 18 additions and 0 deletions
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@ -4564,6 +4564,20 @@ DEFINE_ACTION_FUNCTION(AActor, A_RaiseSelf)
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ACTION_RETURN_BOOL(P_Thing_Raise(self, NULL, (flags & RF_NOCHECKPOSITION)));
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}
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//===========================================================================
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//
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// A_RaiseActor
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//
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// Generalized version that allows passing pointers for ZScript's sake.
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_RaiseActor)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_OBJECT(other, AActor);
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PARAM_INT_DEF(flags);
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ACTION_RETURN_BOOL(P_Thing_Raise(other, self, (flags & RF_NOCHECKPOSITION)));
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}
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//===========================================================================
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//
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// CanRaise
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@ -434,6 +434,9 @@ void P_RemoveThing(AActor * actor)
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bool P_Thing_Raise(AActor *thing, AActor *raiser, int nocheck)
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{
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if (!thing)
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return false;
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FState * RaiseState = thing->GetRaiseState();
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if (RaiseState == NULL)
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{
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@ -1092,6 +1092,7 @@ class Actor : Thinker native
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native void A_RaiseChildren(int flags = 0);
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native void A_RaiseSiblings(int flags = 0);
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native bool A_RaiseSelf(int flags = 0);
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native bool A_RaiseActor(Actor other, int flags = 0);
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native bool CanRaise();
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native void Revive();
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action native bool, Actor A_ThrowGrenade(class<Actor> itemtype, double zheight = 0, double xyvel = 0, double zvel = 0, bool useammo = true);
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