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ACS built-in functions
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===Things=== *[[ActivatorTID]] *[[ChangeActorAngle]] *[[ChangeActorPitch]] *[[CheckActorCeilingTexture]] *[[CheckActorClass]] *[[CheckActorFloorTexture]] *[[CheckActorProperty]] *bool [[CheckFlag]](int tid, str flag) :Returns true if the first thing with the given tid has the given flag enabled. *[[CheckProximity]] *bool CheckSight(int source, int dest, int flags) :Returns true if there's a line of sight between at least one thing tagged as source and one thing tagged as dest. Currently flags is reserved and must be 0. *int [[ClassifyActor]](int tid) :Checks the kind of thing tagged tid. It returns a set of flags, possibly combined: :*ACTOR_PLAYER (2): it's player-controlled :*ACTOR_VOODOODOLL (8): it's a duplicate player start, not controlled by the player but still linked to it. Used in Boom maps for advanced mapping tricks :*ACTOR_MONSTER (16): it's a monster (has COUNTKILL or KILLABLE thing type flag set) :*ACTOR_MISSILE (128): it's a projectile in flight (has MISSILE thing type flag set) :*ACTOR_GENERIC (256): neither a monster, nor a projectile :*ACTOR_ALIVE (32): has positive health :*ACTOR_DEAD (64): has health <= 0 :*ACTOR_NONE (0): no thing found with this TID :*ACTOR_WORLD (1): TID is 0 but activator isn't a thing *[[GetActorAngle]] *[[GetActorCeilingZ]] *[[GetActorFloorZ]] *[[GetActorLightLevel]] *[[GetActorPitch]] *[[GetActorProperty]] *[[GetActorVelX]] *[[GetActorVelY]] *[[GetActorVelZ]] *[[GetActorX]] *[[GetActorY]] *[[GetActorZ]] *[[IsTIDUsed]] *[[SetActivator]] *[[SetActivatorToTarget]] *void SetActorAngle (int tid, fixed angle) *[[SetActorVelocity]] *void SetActorPitch (int tid, int pitch) *[[SetActorPosition]] *void SetThingSpecial (int tid, int special [, int arg0 [, int arg1 [, int arg2 [, int arg3 [, int arg4]]]]]) *int SetActorState(int tid, str statename[, bool exact]); *[[SetActorProperty]] *int Spawn (str classname, fixed x, fixed y, fixed z [, int tid [, int angle]]) *int SpawnForced (str classname, fixed x, fixed y, fixed z [, int tid [, int angle]]) *[[SpawnProjectile]] *[[SpawnSpot]] *int SpawnSpotFacing (str classname, int spottid [, int tid]) *[[SpawnSpotFacingForced]] *[[SpawnSpotForced]] *int ThingCount (int type, int tid) *int ThingCountName (str classname, int tid) *int ThingCountSector (int type, int tid, int tag) *int ThingCountNameSector (str classname, int tid, int tag) *int Thing_Damage2 (int tid, int amount, str type); *void Thing_Projectile2 (int tid, int type, int angle, int speed, int vspeed, int gravity, int newtid) *int UniqueTID ([int tid[, int limit]])
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