A_RaiseChildren
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A_RaiseChildren [(int flags)]
Usage
Resurrects the calling actor's children. Currently the only function that sets the necessary information is A_SpawnItemEx.
Parameters
- flags: The following flags can be combined using the bit-wise OR operator (|):
- RF_TRANSFERFRIENDLINESS — the resurrected actors will change their affiliation to match that of the calling actor.
- RF_NOCHECKPOSITION — resurrect the actor without checking for room.
Monsters spawned with A_SpawnProjectile are not affected by this. A_SpawnProjectile was never designed to spawn monsters.
Examples
The following is a variant of the doom imp, a monster that spawns clones of itself. Its missile state uses A_Jump to decide on using one of two different attacks. Either spawning a clone, or triggering A_RaiseChildren, reviving all clones that were already spawned and had died.
ACTOR VoodooLeaderImp : DoomImp { Game Doom SpawnID 5 Health 100 Mass 1000 PainChance 255 States { Missile: TROO G 0 A_Jump(256, "Missile1", "Missile2") Missile1: TROO EF 8 A_FaceTarget TROO G 6 A_SpawnItemEx("SoldierImp", 50, 50, 60, 0, 0, 0, 0, SXF_SETMASTER) Goto See Missile2: TROO EF 8 A_FaceTarget TROO G 6 A_RaiseChildren Goto See } }
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. |