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	<id>https://eternity.youfailit.net/index.php?action=history&amp;feed=atom&amp;title=PlayerThunk</id>
	<title>PlayerThunk - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://eternity.youfailit.net/index.php?action=history&amp;feed=atom&amp;title=PlayerThunk"/>
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	<updated>2026-04-18T15:26:50Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.39.2</generator>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=PlayerThunk&amp;diff=2568&amp;oldid=prev</id>
		<title>Printz: Deprecated notice</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=PlayerThunk&amp;diff=2568&amp;oldid=prev"/>
		<updated>2011-05-06T20:41:13Z</updated>

		<summary type="html">&lt;p&gt;Deprecated notice&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 16:41, 6 May 2011&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{Deprecatednotice |reason=Map object specific states can now be called &#039;&#039;directly&#039;&#039; from the player gun sprites.}}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Codepointer |&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Codepointer |&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;description=Allows the player&amp;#039;s weapons to use a certain class of monster codepointers that are deemed safe.|&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;description=Allows the player&amp;#039;s weapons to use a certain class of monster codepointers that are deemed safe.|&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Printz</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=PlayerThunk&amp;diff=2558&amp;oldid=prev</id>
		<title>Printz: Added info about state</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=PlayerThunk&amp;diff=2558&amp;oldid=prev"/>
		<updated>2011-05-06T06:29:22Z</updated>

		<summary type="html">&lt;p&gt;Added info about state&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 02:29, 6 May 2011&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l16&quot;&gt;Line 16:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 16:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;notes=Normally map object codepointers can be called directly, but &amp;#039;&amp;#039;&amp;#039;PlayerThunk&amp;#039;&amp;#039;&amp;#039; allows further flexibility by controlling whether to use ammo, among other features.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;notes=Normally map object codepointers can be called directly, but &amp;#039;&amp;#039;&amp;#039;PlayerThunk&amp;#039;&amp;#039;&amp;#039; allows further flexibility by controlling whether to use ammo, among other features.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For &amp;#039;&amp;#039;state&amp;#039;&amp;#039; to mean &amp;quot;no state change&amp;quot;, it should be set to -1. A value of 0 means S_NULL.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For &amp;#039;&amp;#039;state&amp;#039;&amp;#039; to mean &amp;quot;no state change&amp;quot;, it should be set to -1. A value of 0 means S_NULL&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. If set, the state change will not be visible as it will be returned to previous state instantly (usually back to the player &amp;quot;point the gun&amp;quot; frame). Its purpose is to allow the player map object to call another function described by the frame, besides the one designated in &amp;#039;&amp;#039;&amp;#039;PlayerThunk&amp;#039;&amp;#039;&amp;#039;. It will also use the same target based on the &amp;#039;&amp;#039;maketarget&amp;#039;&amp;#039; setting&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If &amp;#039;&amp;#039;useammo&amp;#039;&amp;#039; is set and &amp;#039;&amp;#039;function&amp;#039;&amp;#039; is valid, ammo consumption may only be canceled when &amp;#039;&amp;#039;maketarget&amp;#039;&amp;#039; is set and no object is currently in sight of player, in which case no call to the function will be made. No such check is made if &amp;#039;&amp;#039;maketarget&amp;#039;&amp;#039; is cleared and the player hasn&amp;#039;t been attacked.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If &amp;#039;&amp;#039;useammo&amp;#039;&amp;#039; is set and &amp;#039;&amp;#039;function&amp;#039;&amp;#039; is valid, ammo consumption may only be canceled when &amp;#039;&amp;#039;maketarget&amp;#039;&amp;#039; is set and no object is currently in sight of player, in which case no call to the function will be made. No such check is made if &amp;#039;&amp;#039;maketarget&amp;#039;&amp;#039; is cleared and the player hasn&amp;#039;t been attacked.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Printz</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=PlayerThunk&amp;diff=2557&amp;oldid=prev</id>
		<title>Printz: Created.</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=PlayerThunk&amp;diff=2557&amp;oldid=prev"/>
		<updated>2011-05-06T06:16:36Z</updated>

		<summary type="html">&lt;p&gt;Created.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Codepointer |&lt;br /&gt;
description=Allows the player&amp;#039;s weapons to use a certain class of monster codepointers that are deemed safe.|&lt;br /&gt;
usage=&amp;#039;&amp;#039;&amp;#039;PlayerThunk&amp;#039;&amp;#039;&amp;#039;(&amp;#039;&amp;#039;function&amp;#039;&amp;#039;, &amp;#039;&amp;#039;facetarget&amp;#039;&amp;#039;, &amp;#039;&amp;#039;state&amp;#039;&amp;#039;, &amp;#039;&amp;#039;maketarget&amp;#039;&amp;#039;, &amp;#039;&amp;#039;useammo&amp;#039;&amp;#039;)|&lt;br /&gt;
parameters=The parameters are as follows:&lt;br /&gt;
*&amp;#039;&amp;#039;function&amp;#039;&amp;#039;: The function (codepointer) to call&lt;br /&gt;
*&amp;#039;&amp;#039;facetarget&amp;#039;&amp;#039;: Whether to change the view angle in relation to the targeted object. Possible values:&lt;br /&gt;
**0 or &amp;#039;&amp;#039;&amp;#039;noface&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**1 or &amp;#039;&amp;#039;&amp;#039;face&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;state&amp;#039;&amp;#039;: Frame to which the player avatar is to switch just as long as the &amp;#039;&amp;#039;function&amp;#039;&amp;#039; is called, in order to make use of any potential parameterized functions applied there.&lt;br /&gt;
*&amp;#039;&amp;#039;maketarget&amp;#039;&amp;#039;: Whether to define the target of the called monster-specific attack as the object in the view sight, or the last attacker.&lt;br /&gt;
**0 or &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;: last attacker (if any) of player becomes target of &amp;#039;&amp;#039;&amp;#039;PlayerThunk&amp;#039;&amp;#039;&amp;#039; attack.&lt;br /&gt;
**1 or &amp;#039;&amp;#039;&amp;#039;aimtarget&amp;#039;&amp;#039;&amp;#039;: the object in aim sight of player becomes target.&lt;br /&gt;
*&amp;#039;&amp;#039;useammo&amp;#039;&amp;#039;: Whether to consume ammo.&lt;br /&gt;
**0 or &amp;#039;&amp;#039;&amp;#039;nouseammo&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**1 or &amp;#039;&amp;#039;&amp;#039;useammo&amp;#039;&amp;#039;&amp;#039;|&lt;br /&gt;
notes=Normally map object codepointers can be called directly, but &amp;#039;&amp;#039;&amp;#039;PlayerThunk&amp;#039;&amp;#039;&amp;#039; allows further flexibility by controlling whether to use ammo, among other features.&lt;br /&gt;
&lt;br /&gt;
For &amp;#039;&amp;#039;state&amp;#039;&amp;#039; to mean &amp;quot;no state change&amp;quot;, it should be set to -1. A value of 0 means S_NULL.&lt;br /&gt;
&lt;br /&gt;
If &amp;#039;&amp;#039;useammo&amp;#039;&amp;#039; is set and &amp;#039;&amp;#039;function&amp;#039;&amp;#039; is valid, ammo consumption may only be canceled when &amp;#039;&amp;#039;maketarget&amp;#039;&amp;#039; is set and no object is currently in sight of player, in which case no call to the function will be made. No such check is made if &amp;#039;&amp;#039;maketarget&amp;#039;&amp;#039; is cleared and the player hasn&amp;#039;t been attacked.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
examples=|&lt;br /&gt;
seealso=&lt;br /&gt;
*[[List_of_codepointers#Attacks|Player attack codepointers]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Printz</name></author>
	</entry>
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