Eventloadactor: Difference between revisions
| No edit summary | TrooperDan (talk | contribs) No edit summary | ||
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| '''eventloadactor''' | '''eventloadactor''' | ||
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| </pre> | </pre> | ||
| Also see [[EVENT_LOADACTOR]]. | |||
| [[Category:EDuke commands]] | [[Category:EDuke commands]] | ||
| [[Category:Sprite manipulation]] | [[Category:Sprite manipulation]] | ||
Latest revision as of 13:52, 23 November 2022
eventloadactor
Blocks run when an actor is loaded into the map — despite the name, it is not a game event but rather an entirely separate type of block ended with enda. It is most often used for moving settings out of a sprite's hitag or lotag and into a gamevar before they have undesirable hardcoded effects.
gamevar ZERO 0 0
gamevar HITAGSAVED 0 2
gamevar LOTAGSAVED 0 2
eventloadactor MYSPRITE
{
    getactor[THISACTOR].hitag HITAGSAVED
    getactor[THISACTOR].lotag LOTAGSAVED
    setactor[THISACTOR].hitag ZERO
    setactor[THISACTOR].lotag ZERO
}
enda
Also see EVENT_LOADACTOR.
