A_KillSiblings
A_KillSiblings [(string damagetype [, int flags [, string filter [, string species [, int src [, int inflict]]]]])]
Usage
Called by monsters to kill the monsters that were spawned by the same master (other than the caller). Currently the only function that sets the necessary information is A_SpawnItemEx. Optionally, a damagetype parameter can be given. Note that damage inflicted by this codepointer is not affected by damage factors.
Monsters spawned with A_SpawnProjectile are not affected by this. A_SpawnProjectile was never designed to spawn monsters.
Parameters
- damagetype - If the actor dies, the actor will enter a death state based on damagetype if present (or pain state if using NODAMAGE).
- flags - The following flags can be combined using the | character between name constants:
- KILS_FOILINVUL - Kills monsters and/or missiles that have the INVULNERABLE flag.
- KILS_KILLMISSILES - Causes missiles that are affected to enter their death state. Note that this follows the INVULNERABLE and NODAMAGE rules for monsters.
- KILS_NOMONSTERS - Don't target monsters with this function. Alone, it makes the function do nothing, but can be combined with KILS_KILLMISSILES to only affect missiles.
- KILS_FOILBUDDHA — the buddha effect is ignored when attempting to kill the actor.
- KILS_EXFILTER — inverts the case of the class name filter; the calling actor's siblings are only killed if their class name does not match the value passed to filter.
- KILS_EXSPECIES — inverts the case of the species filter; the calling actor's siblings are only killed if their species does not match the value passed to species.
- KILS_EITHER — the calling actor's siblings are killed if either of their class name or species matches the values passed to filter and species, respectively.
- filter: the actor class to kill. The calling actor's siblings are only killed if their class name matches the specified filter class. Default is "None".
- species: the actor species to kill. The calling actor's siblings are only killed if their species matches the specified species filter. Default is "None".
- src: Indicates the actor pointer responsible for dealing the damage. A monster dealing the damage should use AAPTR_DEFAULT, and missiles should use AAPTR_TARGET (so monsters can identify missiles belonging to their owners and give proper credit for the kill). Default is AAPTR_DEFAULT.
- inflict: The actor doing the actual damage. By changing this, the actor's flags upon the pointed actor are taken into account instead of the calling actor's own.
Examples
The following is a variant of the doom imp, a monster spawned by a different monster using the master/child flag. If it gets killed with an attack with the "Curse" damage type, its death state triggers A_KillSiblings, killing all of the other monsters spawned by the same master.
ACTOR SoldierImp : DoomImp { States { Pain.Voodoo: TROO H 2 A_Pain TROO H 50 Goto See Pain.Curse: TROO H 2 A_Pain TROO H 2 A_DamageSiblings(15) Goto See Death: TROO I 8 A_DamageMaster(-25) TROO J 8 A_Scream TROO K 6 TROO L 6 A_NoBlocking TROO M -1 Stop Death.Curse: TROO I 8 A_KillMaster TROO J 8 A_Scream TROO K 6 A_KillSiblings TROO L 6 A_NoBlocking TROO M -1 Stop } }
Children/Master/Siblings relationship codepointers | ||||
---|---|---|---|---|
A_DamageChildren | A_DamageMaster | A_DamageSiblings | A_DamageTarget | A_DamageTracer |
A_KillChildren | A_KillMaster | A_KillSiblings | A_KillTarget | A_KillTracer |
A_RaiseChildren | A_RaiseMaster | A_RaiseSiblings | ||
A_RemoveChildren | A_RemoveMaster | A_RemoveSiblings | A_RemoveTarget | A_RemoveTracer |
Note: Raise and damage functions only work with monsters. Kill functions can be used on monsters and missiles. |