A_SetArg
Examples
This health bonus will have a float bobbing movement (like Heretic's and Hexen's powerups and items) if its first argument (Args[0]) is higher than 0. It won't enter the FloatBobMovement state more than once because Args[0] will be changed to 0 if the actor enters this state.
ACTOR FloatBobHealthBonus : HealthBonus { States { Spawn: BON1 A 0 A_JumpIf(Args[0]>0, "FloatBobMovement") BON1 ABCDCB 6 Loop FloatBobMovement: BON1 A 0 A_SetArg(0, 0) BON1 A 0 A_ChangeFlag("FLOATBOB", 1) Goto Spawn } }
This actor will have the same behavior as D'Sparil
ACTOR NewSorcerer2 : Sorcerer2 { States { Death: SDTH A 8 A_SetArg(4, 7) //Replicates A_Sor2DthInit Goto Super::Death+2 DeathLoop: SDTH DE 7 SDTH F 7 A_SetArg(4, Args[4]-1) SDTH F 0 A_JumpIf(Args[4]>0,"DeathLoop") //Replicates A_Sor2DthLoop Goto Super::DeathLoop +4 } }
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