Merge pull request #390 from MajorCooke/SetPainThreshold

- Added A_SetPainThreshold for the calling actor('s pointer).
This commit is contained in:
coelckers 2015-10-11 15:55:32 +02:00
commit c1496ea1bf
2 changed files with 23 additions and 0 deletions

View file

@ -5113,6 +5113,28 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetFloatSpeed)
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

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_SetSpeed(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_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");