GetActorProperty

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int GetActorProperty (int tid, int property)

Parameters

  • tid: TID of the actor. Use 0 to refer to the activator.
  • property: One of the properties listed below.

Actor Properties

APROP_Alpha Alpha value for STYLE_Translucent. Range is [0.0, 1.0]
APROP_Ambush Whether the actor's AMBUSH flag is set or not.
APROP_ChaseGoal Walks to goal instead of target if a valid goal is set
APROP_Damage Actor's missile damage
APROP_DamageFactor Generic damage factor for the actor. It is applied before any specific DamageFactor. (New from 2.4.1)
APROP_Dropped Whether or not actor has the DROPPED flag. Dropped items are destroyed by closing doors and crushers while non-dropped items are not; and in games with the “Weapons Stay” option of DMFlags turned on, only weapons with the DROPPED flag set to 0 stay. By default, any item not placed originally on the map has the DROPPED flag set to 1.
APROP_Friendly Actor is friendly to the player and hostile to enemies.
APROP_Frightened Monster runs away from player
APROP_Gravity Current gravity factor of actor
APROP_Health Actor's current health
APROP_Invulnerable Actor will not lose any health
APROP_JumpZ Player's jump height. The formula for jumping distance is (JumpZ**2)/2+MaxStepHeight, and to get a specific JumpZ from a jumping height you want to achieve, use sqrt((jump height-MaxStepHeight)/2)*2.
APROP_MasterTID The TID of the actor linked to by the actor's master field. (development version r2456+ only)
APROP_NoTrigger Whether or not actor has the NOTRIGGER flag. (New from 2.4.1)
APROP_NoTarget Actor cannot be targeted by other monsters
APROP_RenderStyle How the actor is rendered:
STYLE_None Do not draw
STYLE_Normal Normal; just copy the image to the screen
STYLE_Fuzzy Draw silhouette using “fuzz” effect
STYLE_SoulTrans Draw translucent with amount in transsouls CVAR
STYLE_OptFuzzy Draw as fuzzy or translucent, based on user preference
STYLE_Translucent Draw translucent
STYLE_Add Draw additive
APROP_Score A simple counter. Score items automatically increase it by their amount. (New from 2.4.1)
APROP_SpawnHealth The current max health of the actor. Only players may have their max health set this way. Note that for them the default value is 0, which is interpreted as "100 unless modified by DeHackEd. The Player.MaxHealth property can change the default value.
APROP_Speed Actor's speed (This is a fixed point value).

For monsters, this is the distance they move every time A_Chase is called. For projectiles, this is the distance they move each tic. For players, this is multiplied by the player's class speed to determine the final speed the player will move for each tic that they have a movement key held down. Consequently, the standard APROP_Speed for a player is always 1.0, not what their actual speed is.

Return value

The value of the specified property of the actor. Since ACS does not handle dynamic strings, this function cannot be used with certain properties and CheckActorProperty can be used instead.

Examples

This script checks for a few different properties and prints helpful messages about them.

script 1 (int tid)
{
    if (GetActorProperty (tid, APROP_Health) <= 25)
        print (s:"Thing ", d:tid, " has less than 26 health!!");

    if (GetActorProperty (12, APROP_RenderStyle) == STYLE_OptFuzzy)
        print (s:"Thing 12 is probably a spectre!");
}

See also

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