Reaper_Man, on 28 September 2022 - 06:42 AM, said:
This did the trick. Thanks for the help.
Reaper_Man, on 28 September 2022 - 06:42 AM, said:
auto &deleteSpriteNum = SpriteDeletionQueue[g_spriteDeleteQueuePos]; if (deleteSpriteNum >= 0 && actor[deleteSpriteNum].flags & SFLAG_QUEUEDFORDELETE) A_DeleteSprite(deleteSpriteNum); deleteSpriteNum = spriteNum; actor[spriteNum].flags |= SFLAG_QUEUEDFORDELETE; g_spriteDeleteQueuePos = (g_spriteDeleteQueuePos+1)%g_deleteQueueSize;
This post has been edited by Reaper_Man: 28 September 2022 - 03:31 PM
This post has been edited by VGames: 29 September 2022 - 06:00 AM
Danukem, on 07 October 2022 - 08:27 PM, said:
onevent EVENT_USE ifn player[screenpeek].somethingonplayer -1 { seta[player[screenpeek].somethingonplayer].htextra 1 seta[player[screenpeek].somethingonplayer].htg_t 0 0 setp[screenpeek].somethingonplayer -1 } endevent
Doom64hunter, on 08 October 2022 - 12:20 PM, said:
onevent EVENT_USE ifn player[screenpeek].somethingonplayer -1 { seta[player[screenpeek].somethingonplayer].htextra 1 seta[player[screenpeek].somethingonplayer].htg_t 0 0 setp[screenpeek].somethingonplayer -1 } endevent
state suckzone { findnearactor SC_BLACKHOLE 100000 TEMP ifvarn TEMP -1 { getactor[TEMP].x mx getactor[TEMP].y my getactor[THISACTOR].x x getactor[THISACTOR].y y subvarvar mx x subvarvar my y getangle ANGVAR mx my setactor[THISACTOR].ang ANGVAR seta[].xvel 500 } findnearactor SC_BLACKHOLE 1000 TEMP ifvarn TEMP -1 { ifstrength 100 { ifrnd 128 sound BODYEXPLODE1 else sound BODYEXPLODE2 guts JIBS6 15 killit } } } ends
Danukem, on 09 October 2022 - 11:10 AM, said:
Reaper_Man, on 08 October 2022 - 03:29 PM, said:
actor MYACTORSPAWNER spawn MYACTOR2 enda event_egs ifactor MYACTOR2 sizeat 32 32 getactor[THISACTOR].x TEMP addvar TEMP 1430 setactor[THISACTOR].x TEMP endevent --- actor MYACTORSPAWNER espawn MYACTOR2 enda event_egs ifactor MYACTOR2 sizeat 32 32 getactor[RETURN].x TEMP addvar TEMP 1430 setactor[RETURN].x TEMP endevent
actor MYACTORSPAWNER espawn MYACTOR2 getactor[RETURN].x TEMP addvar TEMP 1430 setactor[RETURN].x TEMP enda
This post has been edited by lllllllllllllll: 17 October 2022 - 10:31 PM
lllllllllllllll, on 17 October 2022 - 10:29 PM, said:
event_egs ifactor MYACTOR2 sizeat 32 32 getactor[THISACTOR].x TEMP addvar TEMP 1430 setactor[THISACTOR].x TEMP endevent
event_egs ifactor MYACTOR2 { sizeat 32 32 getactor[THISACTOR].x TEMP addvar TEMP 1430 setactor[THISACTOR].x TEMP } endevent
Danukem, on 17 October 2022 - 10:38 PM, said:
event_egs ifactor MYACTOR2 { sizeat 32 32 getactor[THISACTOR].x TEMP addvar TEMP 1430 setactor[THISACTOR].x TEMP } endevent
This post has been edited by Reaper_Man: 18 October 2022 - 10:09 AM
Reaper_Man, on 18 October 2022 - 10:08 AM, said:
This post has been edited by VGames: 18 October 2022 - 11:45 AM
VGames, on 18 October 2022 - 11:34 AM, said:
lllllllllllllll, on 18 October 2022 - 05:39 PM, said:
espawn ORBITSPRITE setav[RETURN].PARENT THISACTOR
geta[PARENT].x TEMP sub TEMP sprite[PARENT].htbposx
Reaper_Man, on 19 October 2022 - 03:50 AM, said:
espawn ORBITSPRITE setav[RETURN].PARENT THISACTOR
Reaper_Man, on 19 October 2022 - 03:50 AM, said:
geta[PARENT].x TEMP
This post has been edited by lllllllllllllll: 19 October 2022 - 10:41 AM
getav[PARENT].TEMP2 TEMP // where TEMP and TEMP2 are per-actor vars, retrieve PARENT's current value of TEMP2 to the sprite making the call's value of TEMP geta[PARENT].extra TEMP // Retrieve PARENT's extra value, IE their current HP seta[PARENT].xrepeat 0 // Force xrepeat to 0... seta[PARENT].statnum STAT_ACTOR // ... and statnum to STAT_ACTOR, essentially doing a remote killit on PARENT
Reaper_Man, on 19 October 2022 - 11:07 AM, said:
getav[PARENT].TEMP2 TEMP // where TEMP and TEMP2 are per-actor vars, retrieve PARENT's current value of TEMP2 to the sprite making the call's value of TEMP geta[PARENT].extra TEMP // Retrieve PARENT's extra value, IE their current HP seta[PARENT].xrepeat 0 // Force xrepeat to 0... seta[PARENT].statnum STAT_ACTOR // ... and statnum to STAT_ACTOR, essentially doing a remote killit on PARENT
actor orbitsprite getav[TEMP1].TEMP2 TEMP2 //getav[enemy].enemy'sTEMP2 orbitsprite'sTEMP2 enda actor enemy espawn orbitsprite setav[RETURN].TEMP1 THISACTOR enda