<aside> ⚡ script "core_CurrentUniqueTID” (void)
</aside>
This script is designed to be used in conjunction with [core_NewUniqueTID](<https://mm8bdm.notion.site/core_NewUniqueTID-042826a8255e44cd906755cd5f6aed1a>)
. It will return the previously stored unique TID created by that script.
Returns the previously stored unique TID.
<aside> 🚨 Note that if no previous unique TID has been stored, this script will log an error! Use this script with care!
</aside>
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
}
}