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class ModName_BaseActor : actor
{
stuff;
}
class ModName_PlayerActor : ModName_BaseActor
{
playerpawn stuff;
}
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class ModName_BaseActor : actor
{
stuff;
}
class ModName_PlayerActor : ModName_BaseActor
{
playerpawn stuff;
}
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for (let i = index, a = borderAngle / 45.; a < 180.; i--, a += 45.)
{
}
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double ang = angle;
if (ang < 0) ang = 360.0-(ang % 360);
else ang = ang % 360;Code: Select all
while (ang < 0) ang+=360; while(ang >= 360) ang-=360;Code: Select all
double pa = CPlayer.mo.Angle % 360;
Migrating the question to this topic. Is it possible (yet)?Sorry to interrupt the backend talk, but does anyone know if an EventHandler has a function that can check a thing's state? I want to check to see if the currently dead actor has entered its xdeath state. In this context, e.thing.health < -e.thing.GetSpawnHealth() doesn't necessarily do the job since an actor's gibhealth property could change depending on its own gibhealth property or the gameinfo property. I apologize if this question has been asked already, I'm not sure what to search for in exact terms.
Not that I know an eventhandler from a hole in the ground at this point, but would something likeDenisBelmondo wrote:does anyone know if an EventHandler has a function that can check a thing's state? I want to check to see if the currently dead actor has entered its xdeath state. In this context, e.thing.health < -e.thing.GetSpawnHealth() doesn't necessarily do the job since an actor's gibhealth property could change depending on its own gibhealth property or the gameinfo property. I apologize if this question has been asked already, I'm not sure what to search for in exact terms.
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if(thing.instatesequence(thing.curstate,thing.resolvestate("xdeath")))