# GetActorAngle

fixed GetActorAngle (int tid)

## Usage

Returns the actor's angle. If tid is 0, the function uses the activator.

### Parameters

• tid: TID of the actor.

### Return value

The actor's angle as a fixed point angle.

## Examples

This script will thrust an actor in the direction the player is facing when executed. This could be used to simulating pushing an actor away from you. The `>> 8` function is used to convert fixed point angles to byte angles (see Definitions for more information).

```script 10 ENTER
{
ThrustThing(GetActorAngle(0) >> 8, 50, 1, 0);
}
```

This script prints reversed actor's angle.

```script 15 (int monsterid)
{
//this will obtain current actor's angle and convert to byte angle.
int angle = GetActorAngle(monsterid) >> 8;

/*Looking at Byte Angle table we know that we can't turn an actor
180 degrees with negative value*/

//This function is easiest way to do it.
if (angle < 128)
angle = angle + 128;
else angle = angle - 128;

/*E.g. if actor is facing north, it's byte angle is 64, we want it's reverted angle.
So 64 < 128 , 64 + 128 = 192 which is south.*/

//prints reversed angle.
Print(d:angle);
}
```