A_RaiseDead(actor corpse, int flags)

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A_RaiseDead(actor corpse, int flags)

Postby Matt » Mon Apr 23, 2018 12:27 am

Like A_RaiseMaster but for any ZScript actor pointer.
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Re: A_RaiseDead(actor corpse, int flags)

Postby Mikk- » Mon Apr 23, 2018 10:42 am

Potential DIY? I mean, you can use <actor pointer>.Thing_Raise(0) - unless a dedicated function would be more robust.
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Re: A_RaiseDead(actor corpse, int flags)

Postby Matt » Mon Apr 23, 2018 1:43 pm

Won't work in ZScript, or at least without some circumlocution I can't remember off the top of my head.

EDIT: Temporarily setting a TID for the pointer. Which would require backing up the pointer's current TID, resulting in about the same number of lines of code as temporarily setting a master.
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Putting the XD into *xdeath since 2007
 
 
 
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Re: A_RaiseDead(actor corpse, int flags)

Postby Matt » Wed May 23, 2018 12:13 am

So I just had to fix a really screwy bug that would have been totally avoidable had I not had to temporarily set an actor's master.

Meanwhile, trying to do the same thing with Thing_Raise lets me do this with one less line (since I can say "Thing_Raise(pointer.tid)", but friendliness cannot be transferred.
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