A_RaiseMaster
Jump to navigation
Jump to search
A_RaiseMaster [(int flags)]
Usage
Resurrects the calling actor's master. 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 whose sole purpose is to revive its master through its death. Upon dying, its death state triggers A_RaiseMaster, reviving the monster who spawned it with the master/child flag.
ACTOR SacrificialImp : DoomImp { States { Death: TROO I 8 TROO J 8 A_Scream TROO K 6 A_RaiseMaster TROO L 6 A_NoBlocking TROO M -1 Stop } }
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. |