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Polyobject
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===Translating PolyObjects=== To move a PolyObject in the xy plane, use one of the following line specials: * <code>Polyobj_Move('''polyobj_id''', '''speed''', '''angle''', '''dist''')</code> * <code>Polyobj_OR_Move('''polyobj_id''', '''speed''', '''angle''', '''dist''')</code> Both of these line specials use the same arguments: * ''polyobj_id'' : Specifies which PolyObject to intially move. If the object is already moving, nothing will happen unless the action is Polyobj_OR_Move. If this object has a mirror, the same action will be recursively applied to every mirror PolyObject, reversing the angle of movement for each subsequent mirror. * ''speed'' : Speed of the motion in eighths of a unit per tic. * ''angle'' : Byte angle specifying the direction of motion. To convert from degrees to byte angles, use this formula: byteangle = (degrees * 256) / 360. Round or chop the result to an integer. 0 means East, 64 means North, 128 means West, and 192 means South. * ''dist'' : The total distance to move the object in units. All PolyObjects will inflict thrust on objects which block them with force proportional to the speed of motion. If the PolyObject was spawned with the EEPolyObjSpawnSpotCrush object (DoomEd num 9302), then if the object does not fit at the location it is being pushed toward, it will be damaged 3 hitpoints per tic (105 damage per second).
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