Hmm... I think I got most of that, thanks for explaining it.
But I don't understand the example zombieman - he seems to both resurrect things and be resurrected.
And what about giving the resurectee a custom inventory item that makes it behave in a particular way? As far as I can see, the zombieman is giving it to himself, rather than the resurrectee. What have I got wrong here?
I also am not sure how to just search for corpses without chasing any other actors. Again, it's been a long time since I delved into the code, but IIRC, specifying "" for a melee and missile state would cause the actor to enter their default melee and missile state, rather than ignoring potential targets
(I would try using the example zombieman, but without more explanation I fear I would misinterpret what I see him do!)
EDIT: Would it be possible for us to see the full version of the code modification, instead of a "simplified" one?
EDIT:
I have thought of a clean way to do some of what I wanted (or even all of it, with a bit of work). Being resurrected makes the resurrectee an "unofficial" minion of the ArchVile (or whoever called the codepointer). So why not have an extra flag that says to make the resurrectee an
official minion of the resurrecter? In other words, the resurrectee gets their MASTER pointer set to the resurrecter.
In my original idea, using the TARGET pointer was logical because I was thinking of the resurrection as a form of attack, but making him a minion would also suffice - there are "give to children" and "give to master" codepointers, which allows remote manipulation between children and master. Actually, there should really be two such flags - one to make the resurrectee a minion when they are raised, and another one to make them a minion before the raise takes place, so that some processing can be done before the resurrectee enters their Raise state.
EDIT EDIT:
OK, this idea works up to a point - for example I made a customised hellhound (from the beastiary) and configured it this way (I called it the RESF_EARLYMINION flag in my code) and put in the Heal.complete state A_RemoveChildren(1). The monster makes corpses disappear completely! It's as if he is eating them

I did
make something like this years ago but have lost the blasted source code!!!
The problem is that there appears to be no action function for giving inventory items to master or children; must be an ACS function only

Have to have another look later.
Hmm... I think I got most of that, thanks for explaining it.
But I don't understand the example zombieman - he seems to both resurrect things and be resurrected.
And what about giving the resurectee a custom inventory item that makes it behave in a particular way? As far as I can see, the zombieman is giving it to himself, rather than the resurrectee. What have I got wrong here?
I also am not sure how to just search for corpses without chasing any other actors. Again, it's been a long time since I delved into the code, but IIRC, specifying "" for a melee and missile state would cause the actor to enter their default melee and missile state, rather than ignoring potential targets :?
(I would try using the example zombieman, but without more explanation I fear I would misinterpret what I see him do!)
EDIT: Would it be possible for us to see the full version of the code modification, instead of a "simplified" one?
[b]EDIT:[/b]
I have thought of a clean way to do some of what I wanted (or even all of it, with a bit of work). Being resurrected makes the resurrectee an "unofficial" minion of the ArchVile (or whoever called the codepointer). So why not have an extra flag that says to make the resurrectee an [i]official[/i] minion of the resurrecter? In other words, the resurrectee gets their MASTER pointer set to the resurrecter.
In my original idea, using the TARGET pointer was logical because I was thinking of the resurrection as a form of attack, but making him a minion would also suffice - there are "give to children" and "give to master" codepointers, which allows remote manipulation between children and master. Actually, there should really be two such flags - one to make the resurrectee a minion when they are raised, and another one to make them a minion before the raise takes place, so that some processing can be done before the resurrectee enters their Raise state.
EDIT EDIT:
OK, this idea works up to a point - for example I made a customised hellhound (from the beastiary) and configured it this way (I called it the RESF_EARLYMINION flag in my code) and put in the Heal.complete state A_RemoveChildren(1). The monster makes corpses disappear completely! It's as if he is eating them :) I did [url=http://forum.zdoom.org/viewtopic.php?f=3&t=17038]make something like this years ago[/url] but have lost the blasted source code!!!
The problem is that there appears to be no action function for giving inventory items to master or children; must be an ACS function only :( Have to have another look later.