A_KillTracer
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A_KillTracer [(string damagetype [, int flags [, string filter [, string species [, int src [, int inflict]]]]])]
Usage
Kills the calling actor's tracer. Optionally, a damage type can be given. Note that damage inflicted by this codepointer is not affected by damage factors.
Parameters
- damagetype: if the actor dies, the actor will enter a death state based on the specified damage type if present (or pain state if using NODAMAGE). Default is "None".
- flags: the following flags can be combined using the | character between name constants:
- KILS_FOILINVUL - kills monsters and/or missiles that have the INVULNERABLE flag.
- KILS_KILLMISSILES - causes missiles that are affected to enter their death state. Note that this follows the INVULNERABLE and NODAMAGE rules for monsters.
- KILS_NOMONSTERS - do not target monsters with this function. Alone, it makes the function do nothing, but can be combined with KILS_KILLMISSILES to only affect missiles.
- KILS_FOILBUDDHA — the buddha effect is ignored when attempting to kill the actor.
- KILS_EXFILTER — inverts the case of the class name filter; the calling actor's tracer is only killed if its class name does not match the value passed to filter.
- KILS_EXSPECIES — inverts the case of the species filter; the calling actor's tracer is only killed if its species does not match the value passed to species.
- KILS_EITHER — the calling actor's tracer is killed if either of its class name or species matches the values passed to filter and species, respectively.
- filter: the actor class to kill. The calling actor's tracer is only killed if its class name matches the specified filter class. Default is "None".
- species: the actor species to kill. The calling actor's tracer is only killed if its 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 give proper credit for the kill). 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.
Examples
This is a modified revenant, whos projectile will instantly freeze the player to death if it flies for around 5 seconds, using A_KillTracer, with the "Ice" damage type.
ACTOR Petriphant : Revenant { Translation "Ice" HitObituary "%o was punched by a Petriphant." Obituary "%o was petrified by a Petriphant's fireball." States { Missile: SKEL J 0 Bright A_FaceTarget SKEL J 10 Bright A_FaceTarget SKEL K 10 A_SpawnProjectile ("StoneTracer", 40) SKEL K 10 A_FaceTarget Goto See } } ACTOR StoneTracer : RevenantTracer { Translation "Ice" DamageType Ice States { Spawn: FATB ABABABABA 4 Bright A_SeekerMissile (45, 90, SMF_PRECISE) FATB ABABABABA 4 Bright A_SeekerMissile (45, 90, SMF_PRECISE) FATB ABABABABA 4 Bright A_SeekerMissile (45, 90, SMF_PRECISE) FATB ABABABABA 4 Bright A_SeekerMissile (45, 90, SMF_PRECISE) FATB ABABABABA 4 Bright A_SeekerMissile (45, 90, SMF_PRECISE) FATB A 3 Bright A_KillTracer ("Ice") Loop Death: FBXP A 8 Bright FBXP B 6 Bright FBXP C 4 Bright Stop } }