A great many of the features suggested in this dusty old thread have made their way into ZDoom over the years. There was even a feature suggestion made about this very feature in 2012 but it never seemed to get any further discussion.Graf Zahl on May 04, 2004 wrote:As above, add a GetThingArg(int tid, int index).HotWax wrote: // tid = 0 for activator
int GetThingSpecial(int tid)
So I'm curious to know what the development team thinks about this today. Would it be non-trivial to add?
Here's my example usage. Say you've got an add-on mod which assigns specials to monsters for the purpose of collecting kill statistics. To do so you might assign a script execution special to all your monsters in some programmatic way. This would be fine and dandy for any monsters which did not already have a special assigned, but potentially game breaking if it blindly overwrites the monster's pre-existing special. If you're able to detect whether or not a given monster already has a special assigned you could handle it differently or ignore it and avoid breaking a map.