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A_JumpIfFlag

Postby Kizoky » Fri Nov 17, 2017 6:44 pm

A_JumpIfFlag could be used on actors to read their own flag, so you could constantly change the flag and check it (would be useful to check if the actor is a friendly monster or not)

A_JumpIfFlag("State to jump", "Which flag")
If the given flag is not existing then it would just skip it
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Mysteries becomes when one forgets about it
 
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Re: A_JumpIfFlag

Postby Blue Shadow » Fri Nov 17, 2017 7:37 pm

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Re: A_JumpIfFlag

Postby Major Cooke » Fri Nov 17, 2017 7:37 pm

In DECORATE, there's already A_CheckFlag.

In ZScript all you have to do is <pointer>.b<flagname>.
Code: Select allExpand view
if (target && target.bSHOOTABLE)
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Re: A_JumpIfFlag

Postby Kizoky » Fri Nov 17, 2017 7:50 pm

Is it really possible to do that? Last time I tried using A_CheckFlag it didn't work for some reason
what I wanted to achieve is to check if the resurrected monster is a friendly monster or not, and if it is it would replace itself with an another monster that has translation (whole monster is blue)
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Kizoky
Mysteries becomes when one forgets about it
 
Joined: 14 Nov 2011
Location: Around weirdos, I'm the biggest weirdo among them
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Re: A_JumpIfFlag

Postby ZzZombo » Sat Nov 18, 2017 5:40 am

It might have failed simply because after resurrection, the resurrected monster copies friendliness of the one that did the resurrection.
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