CheckActorProperty
bool CheckActorProperty (int tid, int property, int value)
bool CheckActorProperty (int tid, int property, float value)
bool CheckActorProperty (int tid, int property, str value)
Parameters
- tid: TID of the actor. Use 0 to refer to the activator.
- property: One of the properties listed below.
- value: The value to which the property must be compared.
Actor Properties
| APROP_ActiveSound | Sound played when the actor is walking around, as defined in SNDINFO. | ||||||||||||||
| 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_AttackSound | Sound played when the actor attacks, as defined in SNDINFO. | ||||||||||||||
| 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. | ||||||||||||||
| APROP_DeathSound | Sound played when the actor dies, as defined in SNDINFO. | ||||||||||||||
| APROP_Dormant | Whether or not actor has the DORMANT flag. (development version r3048+ only) | ||||||||||||||
| 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 as a fixed point number. 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_Mass | Actor's mass (development version r3105+ only) | ||||||||||||||
| APROP_MasterTID | The TID of the actor linked to by the actor's master field. (New from 2.5.0) | ||||||||||||||
| APROP_NameTag | Name of the actor. If the actor has not been explicitly named by the Tag property or in a script, its name is by default the same as its class name. | ||||||||||||||
| APROP_NoTrigger | Whether or not actor has the NOTRIGGER flag. | ||||||||||||||
| APROP_NoTarget | Actor cannot be targeted by other monsters | ||||||||||||||
| APROP_PainSound | Sound played when the actor is injured, as defined in SNDINFO. | ||||||||||||||
| APROP_RenderStyle | How the actor is rendered:
| ||||||||||||||
| APROP_ScaleX | Horizontal scaling of the actor's sprite. Does not affect collision box size. (development version r3000+ only) | ||||||||||||||
| APROP_ScaleY | Vertical scaling of the actor's sprite. Does not affect collision box size. (development version r3000+ only) | ||||||||||||||
| APROP_Score | A simple counter. Score items automatically increase it by their amount. | ||||||||||||||
| APROP_SeeSound | Sound played when actor sees the player, as defined in SNDINFO. | ||||||||||||||
| 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_Species | Species the actor belongs to. | ||||||||||||||
| APROP_Speed | Actor's speed (This is a fixed point value).
For monsters, this is the distance they move every time | ||||||||||||||
| APROP_Waterlevel | How "submerged" the actor is (development version r2986+ only)
|
Return value
True if the value given is the same as that used by the actor, false otherwise. This is especially useful for string properties (such as sounds and species) which cannot be obtained by GetActorProperty as ACS does not handle dynamic strings.
Examples
This example checks the species of the thing with the specified tid and destroys it if it is a DoomImp.
script 1 (int tid)
{
if (CheckActorProperty(tid, APROP_Species, "DoomImp"))
{
if (ThingCountName("DoomImp", tid) > 1)
print(s:"These Imps must die!");
else
print(s:"This Imp must die!");
Thing_Destroy(tid, TRUE);
}
}