<aside> ⚡ script "core_ClearUniqueTID" (int tid)

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Usage


This script is intended to be used alongside [core_NewUniqueTID](<https://mm8bdm.notion.site/core_NewUniqueTID-042826a8255e44cd906755cd5f6aed1a>). This script should be called on the same tic as that script to clear out the stored unique TID.

<aside> 🚨 If you call this script too late after using core_NewUniqueTID or if multiple actors have the same TID created by [core_NewUniqueTID](<https://mm8bdm.notion.site/core_NewUniqueTID-042826a8255e44cd906755cd5f6aed1a>), this script will log a warning! Use this script with care!

</aside>

Parameters

Example


The example below emulates SXF_ISTRACER while creating a projectile which is essentially two pellets which orbit around an invisible center piece.

actor MegaShotWithOrbiter : BasicProjectile
{
	+BRIGHT
	damagetype "Buster"
	Obituary "$OB_MEGABUSTER"
	Speed 35
	Damage (0)
	+RIPPER
	renderstyle "None"
	radius 10
	height 5
	States
	{
		Spawn:
			TNT1 A 0
			TNT1 A 0 A_SpawnItemEx("MegaShotOrbiter",30,0,0,0,0,0,90,0,0,CallACS("core_NewUniqueTID"))
			TNT1 A 0 ACS_NamedExecuteWithResult("core_setTIDsPointerToThis", CallACS("core_CurrentUniqueTID"), AAPTR_TRACER)
			TNT1 A 0 ACS_NamedExecuteWithResult("core_ClearUniqueTID", 0)
			TNT1 A 0 A_SpawnItemEx("MegaShotOrbiter",30,0,0,0,0,0,270,0,0,CallACS("core_NewUniqueTID"))
			TNT1 A 0 ACS_NamedExecuteWithResult("core_setTIDsPointerToThis", CallACS("core_CurrentUniqueTID"), AAPTR_TRACER)
			TNT1 A 0 ACS_NamedExecuteWithResult("core_ClearUniqueTID", 0)
			BUST A 1
			wait
	}
}

actor MegaShotOrbiter : MegaShotWithOrbiter
{
	Damage (10)
	-RIPPER
	renderstyle "Normal"
	States
	{
		Spawn:
			BASB E 0
			BASB E 0 A_JumpIf(!CallACS("core_targetexists", true), "Death")
			BASB E 1 A_Warp(AAPTR_TRACER, 30, 0, 0, 10, WARPF_USECALLERANGLE|WARPF_NOCHECKPOSITION)
			loop
		Death:
			TNT1 A 0
			stop
	}
}

See Also


core_NewUniqueTID

core_CurrentUniqueTID

core_uniquetid