A_RaiseSiblings

A_RaiseSiblings [(int flags)]

Usage

Resurrects the calling actor's siblings. Currently the only function that sets the necessary information is A_SpawnItemEx.

Parameters

  • flags: The following flags can be combined using the bit-wise OR operator (|):
    • RF_TRANSFERFRIENDLINESS — the resurrected actors will change their affiliation to match that of the calling actor.
    • RF_NOCHECKPOSITION — resurrect the actors without checking for room.

Monsters spawned with A_SpawnProjectile are not affected by this. A_SpawnProjectile was never designed to spawn monsters.

Examples

The following is a variant of the doom imp, a monster whose sole purpose is to revive its master and siblings through its own death. When killed, its death state triggers A_RaiseSiblings, reviving all of the other monsters who were spawned by its master.

ACTOR SacrificialImp : DoomImp
{
  States
  {
  Death:
    TROO I 8 
    TROO J 8 A_Scream
    TROO K 6 A_RaiseMaster
    TROO K 0 A_RaiseSiblings
    TROO L 6 A_NoBlocking
    TROO M -1
    Stop
  }
}

Children/Master/Siblings relationship codepointers
A_DamageChildrenA_DamageMasterA_DamageSiblingsA_DamageTargetA_DamageTracer
A_KillChildrenA_KillMasterA_KillSiblingsA_KillTargetA_KillTracer
A_RaiseChildrenA_RaiseMasterA_RaiseSiblings
A_RemoveChildrenA_RemoveMasterA_RemoveSiblingsA_RemoveTargetA_RemoveTracer
Note: Raise and damage functions only work with monsters. Kill functions can be used on monsters and missiles.
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