GetActorProperty

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int GetActorProperty (int tid, int property)

Usage

Returns the value of the specified property of the actor.

Parameters

  • tid
TID of the actor. Use 0 to refer to the activator.
  • property
The property to get, one of:
  • APROP_Health
Actor's current health.
  • APROP_Speed
Actor's speed (not the current speed).
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.
  • APROP_Damage
Actor's missile damage.
  • APROP_Alpha
Alpha value for the translucent render styles.
  • 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" (spectre) effect)
  • STYLE_SoulTrans (draw translucent with alpha amount in r_transsouls)
  • STYLE_OptFuzzy (draw as fuzzy or translucent, based on user preference)
  • STYLE_Translucent (draw translucent)
  • STYLE_Add (draw additive translucent)
  • APROP_Ambush
Whether the actor's Ambush flag is set or not.
  • APROP_Invulnerable
Actor will not lose any health.
  • APROP_JumpZ
Player's jump speed as an fixed point value.
  • APROP_ChaseGoal
Walks to goal instead of target if a valid goal is set.
  • APROP_Frightened
Monster runs away from player.
  • APROP_SpawnHealth
The current max health of the actor.

Return value

The value of the specified property of the actor.

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!");
}
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