From ZDoom Wiki
Jump to: navigation, search

A_DamageSiblings (int amount [, string damagetype [, int flags [, string filter [, string species [, int src [, int inflict]]]]]])


Damages this actor's siblings by the specified amount. Negative values heal the siblings, instead. Remember that the actor that uses this HAS to be spawned with A_SpawnItemEx with the master/child flag.


  • amount: amount of damage to inflict. Use a negative value to heal.
  • damagetype: the type of damage to inflict. Default is "None".
  • flags: the following flags can be combined using the | character between the constants names:
    • DMSS_FOILINVUL — the actor is damaged even if it is invulnerable.
    • DMSS_AFFECTARMOR — the actor's armor is not ignored when being damaged.
    • DMSS_KILL — kills the actor. For this to have an effect on invulnerable actors, DMSS_FOILINVUL has to be passed, as well.
    • DMSS_NOFACTOR — the affected actor's damage modifiers, if any, are ignored.
    • DMSS_FOILBUDDHA — the buddha effect is ignored when dealing the damage.
    • DMSS_NOPROTECT — the affected actor's protection powerups, if any, are ignored.
    • DMSS_EXFILTER — inverts the case of the class name filter; the calling actor's siblings are only damaged if their class name does not match the value passed to filter.
    • DMSS_EXSPECIES — inverts the case of the species filter; the calling actor's siblings are only damaged if their species does not match the value passed to species.
    • DMSS_EITHER — the calling actor's siblings are damaged if either of their class name or species matches the values passed to filter and species, respectively.
    • DMSS_INFLICTORDMGTYPE — ignores the specified damage type, and instead, uses the damage type of the actor doing the damage (inflictor).
  • filter: the actor class to damage. The calling actor's siblings are only damaged if their class name matches the specified filter class. Default is "None".
  • species: the actor species to damage. The calling actor's siblings are only damaged if their species matches the specified species filter. Default is "None".
  • src: Indicates the actor pointer responsible for dealing the damage. A monster dealing the damage should use AAPTR_DEFAULT, and missiles should use AAPTR_TARGET (so monsters can identify missiles belonging to their owners and infight with them). Default is AAPTR_DEFAULT.
  • inflict: The actor doing the actual damage. By changing this, the actor's flags upon the pointed actor are taken into account instead of the calling actor's own.


This is a monster spawned from a different monster, using the master/child flag. When this monster gets damaged by an attack with the "Curse" damage type, its pain state will trigger A_DamageSiblings, hurting all other monsters of the same type that were spawned by the same master.

ACTOR SoldierImp : DoomImp
    TROO H 2 A_Pain
    TROO H 50
    Goto See
    TROO H 2 A_Pain
    TROO H 2 A_DamageSiblings(15)
    Goto See
    TROO I 8 A_DamageMaster(-25)
    TROO J 8 A_Scream
    TROO K 6
    TROO L 6 A_NoBlocking
    TROO M -1

Children/Master/Siblings relationship codepointers
A_DamageChildren A_DamageMaster A_DamageSiblings A_DamageTarget A_DamageTracer
A_KillChildren A_KillMaster A_KillSiblings A_KillTarget A_KillTracer
A_RaiseChildren A_RaiseMaster A_RaiseSiblings
A_RemoveChildren A_RemoveMaster A_RemoveSiblings A_RemoveTarget A_RemoveTracer
Note: Raise and damage functions only work with monsters. Kill functions can be used on monsters and missiles.