by Matt » Wed Feb 14, 2018 8:30 pm
That sounds like a good reason!
Now that I think about it what I'm trying to do could probably be better done by using a custom blood actor that changes its own translation (or sprite) depending on what spawned it.
That said... is there any way for a blood actor spawned by a regular hitscan or ripper (not A_SpawnItemEx) to point to the actor that bled it? Nevermind, found it on the flags wiki page:
[+PUFFGETSOWNER] can also be used on Blood: in that case the actor that is bleeding will be considered the Blood actor's target (by default player is considered any non-friendly actor's target). If A_FaceTarget function is added, the Blood actor will face the bleeding actor.
That sounds like a good reason!
Now that I think about it what I'm trying to do could probably be better done by using a custom blood actor that changes its own translation (or sprite) depending on what spawned it.
[s]That said... [i]is[/i] there any way for a blood actor spawned by a regular hitscan or ripper (not A_SpawnItemEx) to point to the actor that bled it?[/s] Nevermind, found it on the flags wiki page:
[quote][+PUFFGETSOWNER] can also be used on Blood: in that case the actor that is bleeding will be considered the Blood actor's target (by default player is considered any non-friendly actor's target). If A_FaceTarget function is added, the Blood actor will face the bleeding actor.[/quote]