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- #library "BFGBALL"
- #include "zcommon.acs"
- int currentMasterTID = 0;
- script "NewBFGBallScript_SetMaster" (void)
- {
- currentMasterTID = UniqueTID();
- Thing_ChangeTID(0, currentMasterTID);
- }
- script "NewBFGBallScript_FireRail" (void)
- {
- int currentTID = UniqueTID();
- int oldTID = ActivatorTID();
- Thing_ChangeTID(0, currentTID);
- SetActivator(currentMasterTID);
- // now operating on BFG ball
- SetPointer(AAPTR_TARGET, currentTID);
- SetActorState(0, "FireRail");
- // done, switch back and restore TID
- SetActivator(currentTID);
- Log(s:"monster: ", s:GetActorClass(0));
- Thing_ChangeTID(0, oldTID);
- }
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