GetClass
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Class<Actor> GetClass ()
Usage
Returns the class of the calling actor.
Return value
Directly returns the class of the calling actor. This is different from GetClassName() which merely returns the name of the actors' class.
Examples
This friendly version of the Archvile will attack by spawning friendly clones of its' target. It uses Spawn() to create the clones, which only directly accepts classes instead of class names.
Class ArchvileCloner : Archvile Replaces Archvile { Default { Translation "0:255=%[0.00,0.00,0.00]:[0.97,0.00,0.00]"; MinMissileChance 250; //Avoid clone spam. +Friendly; } States { Missile: VILE G 0 BRIGHT A_VileStart(); VILE G 10 BRIGHT A_FaceTarget(); VILE H 8 BRIGHT; VILE IJKLMN 8 BRIGHT A_FaceTarget(); VILE O 8 BRIGHT { Class<Actor> WhoToSpawn; Actor Spawned; Vector3 FinalPos; If (Target) WhoToSpawn = Target.GetClass(); //If the Archvile currently has a target, then get its' class to use in Spawn(); A_StartSound ("Vile/Stop",CHAN_VOICE); //Repeat this code 3 times, to spawn 3 clones. For (Int I; I <= 3; I++) { FinalPos = Vec3Offset (FRandom(160,-160),FRandom (160,-160),0); //Randomly offsets the position of the actor that will be spawned, relative to the Archviles' position. Spawned = Spawn (WhoToSpawn,FinalPos); Spawn ("ArchvileFire",FinalPos); //Spawn effect. Spawned.CopyFriendliness (Self,True); //Make the clone of the Archviles' target share its' allegience. //Remove the clone if it's out of bounds. If (!Level.IsPointInLevel(FinalPos)) Spawned.Destroy(); } } VILE P 20 BRIGHT; Goto See; } }