A Explode: Difference between revisions
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{{codepointer|Generic Attack}} |
__NOTOC__{{codepointer|Generic Attack}} |
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'''A_Explode''' [(int ''explosiondamage'' [, int ''explosionradius'' [, int ''flags'' [, bool ''alert''[, int ''fulldamageradius''[, int ''nails''[, int ''naildamage''[, str ''pufftype'']]]]]]])] |
'''A_Explode''' [(int ''explosiondamage'' [, int ''explosionradius'' [, int ''flags'' [, bool ''alert'' [, int ''fulldamageradius'' [, int ''nails'' [, int ''naildamage'' [, str ''pufftype'']]]]]]])]<br> |
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'''A_Explode''' [(int ''explosiondamage'' [, int ''explosionradius'' [, int ''flags'' [, bool ''alert''[, int ''fulldamageradius''[, int ''nails''[, int ''naildamage''[, str ''pufftype'' |
int '''A_Explode''' [(int ''explosiondamage'' [, int ''explosionradius'' [, int ''flags'' [, bool ''alert'' [, int ''fulldamageradius'' [, int ''nails'' [, int ''naildamage'' [, str ''pufftype'']]]]]]])] {{git|ec14dd9}}<br> |
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int '''A_Explode''' [(int ''explosiondamage'' [, int ''explosionradius'' [, int ''flags'' [, bool ''alert'' [, int ''fulldamageradius'' [, int ''nails'' [, int ''naildamage'' [, str ''pufftype'' [, str ''damagetype'']]]]]]]])] {{git|aa2ca77}} |
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== Usage == |
== Usage == |
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Performs an explosive (radius) attack. |
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Performs an explosive (radius) attack. The amount of damage and the attack's radius are specified with ''explosiondamage'' and ''explosionradius'', respectively. If the actor is a missile, you can set ''hurtshooter'' to 0 so that its originator will not be harmed by the attack. If the ''hurtshooter'' parameter is omitted, the shot will assume normal behavior and damage the shooter. |
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=== Parameters === |
=== Parameters === |
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* ''explosiondamage'': How much damage |
* ''explosiondamage'': How much damage is inflicted at the center of the explosion. Default is 128. |
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* ''explosionradius'': The area covered by the damage (damage inflicted drop linearly with distance). Note that a radius larger than 32767 extends beyond ZDoom's map space limitations, and will overflow with undesired results (such as becoming too small and damaging nothing). |
* ''explosionradius'': The area covered by the damage (damage inflicted drop linearly with distance). Note that a radius larger than 32767 extends beyond ZDoom's map space limitations, and will overflow with undesired results (such as becoming too small and damaging nothing). Default is 128. |
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* ''flags'': The following flags can be combined by using the |
* ''flags'': The following flags can be combined by using the {{!}} character between the constant names: |
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** '''XF_HURTSOURCE''' — Hurts the source: if set, the source can be damaged by the explosion. Note that the source is not necessarily the calling actor. This flag is set by default. |
** '''XF_HURTSOURCE''' — Hurts the source: if set, the source can be damaged by the explosion. Note that the source is not necessarily the calling actor. This flag is set by default. |
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** '''XF_NOTMISSILE''' — Not a missile: if set, the calling actor is considered to be the source. By default, the calling actor is assumed to be a projectile, and the source is therefore considered to be the calling actor's [[actor pointer|target]]. |
** '''XF_NOTMISSILE''' — Not a missile: if set, the calling actor is considered to be the source. By default, the calling actor is assumed to be a projectile, and the source is therefore considered to be the calling actor's [[actor pointer|target]]. |
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** ''' |
** '''XF_EXPLICITDAMAGETYPE''' {{git|aa2ca77}} — the damagetype parameter will never change to the actor's damagetype. |
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* ''alert'': Whether the explosion rings the alarm? |
* ''alert'': Whether the explosion rings the alarm? Default is ''false''. |
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* ''fulldamageradius'': The area within which full damage is inflicted. |
* ''fulldamageradius'': The area within which full damage is inflicted. Default is 0. |
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* ''nails'': The number of horizontal hitscan attacks performed in a ring. |
* ''nails'': The number of horizontal hitscan attacks performed in a ring. Default is 0. A value of 30 emulates the A_NailBomb codepointer from [[SMMU]], while still allowing to modify all other parameters from '''A_Explode'''. |
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* ''naildamage'': The amount of damage inflicted by nails, if any. |
* ''naildamage'': The amount of damage inflicted by nails, if any. Default is 10. |
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* ''pufftype'': The name of the puff to use upon calling the explosion, originating from the actor's center. If nothing is supplied, {{Class|BulletPuff}} is used. |
* ''pufftype'': The name of the puff to use upon calling the explosion, originating from the actor's center. If nothing is supplied, {{Class|BulletPuff}} is used. |
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* ''damagetype'': The damagetype to use for the damage of this function rather than the actor's damagetype. Defaults to none. If left as is without |
* ''damagetype'': The damagetype to use for the damage of this function rather than the actor's damagetype. Defaults to none. If left as is without XF_EXPLICITDAMAGETYPE, will use the actor's damagetype instead. {{git|aa2ca77}} |
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'''Do not use the old actor property method of passing the parameters. Only use the parameters of '''A_Explode''' directly.''' |
'''Do not use the old actor property method of passing the parameters. Only use the parameters of '''A_Explode''' directly.''' |
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=== Return value === |
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The return value of the function is the number of damaged actors. |
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== Examples == |
== Examples == |
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Stop |
Stop |
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} |
} |
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} |
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Whenever this rocket explodes, it logs the number of actors which got damaged by its splash effect. |
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ACTOR SmartRocket : {{Class|Rocket}} |
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{ |
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States |
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{ |
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Death: |
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MISL B 8 Bright [[A_LogInt]]([[A_Explode]]) |
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Goto Super::Death+1 |
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} |
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} |
} |
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Revision as of 12:39, 16 August 2016
A_Explode [(int explosiondamage [, int explosionradius [, int flags [, bool alert [, int fulldamageradius [, int nails [, int naildamage [, str pufftype]]]]]]])]
int A_Explode [(int explosiondamage [, int explosionradius [, int flags [, bool alert [, int fulldamageradius [, int nails [, int naildamage [, str pufftype]]]]]]])] (development version ec14dd9 only)
int A_Explode [(int explosiondamage [, int explosionradius [, int flags [, bool alert [, int fulldamageradius [, int nails [, int naildamage [, str pufftype [, str damagetype]]]]]]]])] (development version aa2ca77 only)
Usage
Performs an explosive (radius) attack.
Parameters
- explosiondamage: How much damage is inflicted at the center of the explosion. Default is 128.
- explosionradius: The area covered by the damage (damage inflicted drop linearly with distance). Note that a radius larger than 32767 extends beyond ZDoom's map space limitations, and will overflow with undesired results (such as becoming too small and damaging nothing). Default is 128.
- flags: The following flags can be combined by using the | character between the constant names:
- XF_HURTSOURCE — Hurts the source: if set, the source can be damaged by the explosion. Note that the source is not necessarily the calling actor. This flag is set by default.
- XF_NOTMISSILE — Not a missile: if set, the calling actor is considered to be the source. By default, the calling actor is assumed to be a projectile, and the source is therefore considered to be the calling actor's target.
- XF_EXPLICITDAMAGETYPE (development version aa2ca77 only) — the damagetype parameter will never change to the actor's damagetype.
- alert: Whether the explosion rings the alarm? Default is false.
- fulldamageradius: The area within which full damage is inflicted. Default is 0.
- nails: The number of horizontal hitscan attacks performed in a ring. Default is 0. A value of 30 emulates the A_NailBomb codepointer from SMMU, while still allowing to modify all other parameters from A_Explode.
- naildamage: The amount of damage inflicted by nails, if any. Default is 10.
- pufftype: The name of the puff to use upon calling the explosion, originating from the actor's center. If nothing is supplied, BulletPuff is used.
- damagetype: The damagetype to use for the damage of this function rather than the actor's damagetype. Defaults to none. If left as is without XF_EXPLICITDAMAGETYPE, will use the actor's damagetype instead. (development version aa2ca77 only)
Do not use the old actor property method of passing the parameters. Only use the parameters of A_Explode directly.
Return value
The return value of the function is the number of damaged actors.
Examples
Actor MyGrenade : Grenade { Speed 17 BounceFactor 0.4 BounceCount 6 States { Death: QEX1 A 0 A_PlaySound("Weapon/GenericExplode", CHAN_WEAPON) QEX1 A 5 A_Explode(100, 128) QEX1 BCDE 5 Stop } }
Whenever this rocket explodes, it logs the number of actors which got damaged by its splash effect.
ACTOR SmartRocket : Rocket { States { Death: MISL B 8 Bright A_LogInt(A_Explode) Goto Super::Death+1 } }