A_SetAngle

From ZDoom Wiki
Jump to: navigation, search

A_SetAngle (float angle)
A_SetAngle (float angle [, int flags [, int ptr]]) (New from 2.8.1)

Usage

Sets the calling actor's or the pointed to actor's angle to angle. It can be used with the angle DECORATE variable to modify the actor's current angle.

Parameters

  • angle: the actor's new angle, in degrees.
  • flags: (New from 2.8.1)
    • SPF_INTERPOLATE: interpolates the view.
  • ptr: The actor to change its angle. This is an actor pointer. Default is AAPTR_DEFAULT, which corresponds to the calling actor. (New from 2.8.1)

Examples

This zombie spins in circles in his spawn state.

ACTOR SpinningZombieMan:ZombieMan replaces ZombieMan
{
  States
  {  
  Spawn:
    POSS ABCD 4 A_SetAngle(15+angle)
    loop
  }
}

This firing state randomly jumps the view to the left or right using A_SetAngle.

Fire:
  PISG B 0 A_GunFlash
  PISG B 0 A_Jump(128, "SpinLeft")
  PISG B 0 A_SetAngle(angle+((abs(velx)+abs(vely)+abs(velz))/10))
  goto SpinDone
SpinLeft:
  PISG B 0 A_SetAngle(angle-((abs(velx)+abs(vely)+abs(velz))/10))
SpinDone:
  PISG B 0 A_SetPitch(pitch-((abs(velx)+abs(vely)+abs(velz))/6))
  PISG B 0 A_PlaySound("Weapons/Pistol")
  PISG B 3 offset(3, 39) A_FireBullets(1, 1, -1, 12, "BulletPuff")
  PISG C 2 offset(2, 37)
  PISG D 2 offset(1, 35)
  PISG D 0 offset(0, 32)
  Goto Ready