Add SetActorFlag ACS function
int SetActorFlag(int tid, str flagname, bool value); - Mimics DECORATE's A_ChangeFlag - Returns number of actors affected (number of things with the flag) - Affects activator if TID is 0 # Conflicts: # src/p_acs.cpp
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4 changed files with 96 additions and 84 deletions
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@ -4451,6 +4451,7 @@ enum EACSFunctions
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ACSF_CheckClass = 200,
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ACSF_DamageActor, // [arookas]
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ACSF_SetActorFlag,
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// ZDaemon
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ACSF_GetTeamScore = 19620, // (int team)
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@ -6046,6 +6047,34 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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return P_DamageMobj(target, inflictor, inflictor, args[4], damagetype);
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}
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case ACSF_SetActorFlag:
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{
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int tid = args[0];
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FString flagname = FBehavior::StaticLookupString(args[1]);
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bool flagvalue = !!args[2];
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int count = 0; // Return value; number of actors affected
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if (tid == 0)
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{
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if (ModActorFlag(activator, flagname, flagvalue))
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{
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++count;
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}
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}
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else
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{
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FActorIterator it(tid);
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while ((actor = it.Next()) != nullptr)
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{
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// Don't log errors when affecting many actors because things might share a TID but not share the flag
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if (ModActorFlag(actor, flagname, flagvalue, false))
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{
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++count;
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}
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}
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}
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return count;
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}
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default:
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break;
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}
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