More control over offsets can be gained by using A_WeaponOffset and A_OverlayOffset functions instead. Note that Offset(0, 0) is interpreted as "keep previous offset", not as "reset offset to 0, 0" for compatibility with Hexen, which is the game from which this feature originates. Gives the state a sprite offset, only used for HUD sprites (most relevant for weapons. This is only useful for the first state in an actor's Spawn sequence. See below for further information.įorces the action function associated to the state to be executed during the actor's first tic. This has no effect on actors with the NEVERFAST flag.Īdds a dynamic light to the state. The state has its duration halved in fast mode (if using a skill with the FastMonsters property, or the -fast command-line parameter) and for actors with the ALWAYSFAST flag. Also, if a state with this keyword is reached, a monster is eligible for respawning if respawning is enabled. By default, only states with a -1 (infinite) duration are eligible. Mark the state as allowing A_VileChase to target the actor provided the other conditions are met. The sprite will be displayed as fullbright while the actor is in this state. The existing keywords can be used in a state between the duration and the action function call. POSS A 10 A_SetTics((waterlevel + 10) - (accuracy / 10)) More control can be obtained by using the A_SetTics function and DECORATE expressions. Instead of defining a frame like this:Īnd the state will last a random duration between 10 and 20 tics, inclusive. Jump functions such as A_Jump will ignore normal sequence logic and immediately move to their designated state, without waiting for the duration to run out first.Ī state can have a random duration. Alternatively, flow control keywords (loop, wait, goto, stop) listed after a state can change it. The next state is automatically implied to be the following letter on a frame sequence, or if there aren't any more states on a line, the states defined in the next line. Alternatively, you can use A_SetTics this allows to use full-fledged DECORATE expressions to set any kind of dynamic duration but prevents the state from having another action function. Random durations are possible with the random( min, max) function. The actor, once it enters this state, will never leave it on its own though it can still be moved to a different state by external actions (e.g., suffering damage might put it in the Pain state). Note that setting -1 as a duration means infinite duration. When the duration runs out, the actor moves to the next state in the sequence and runs the new state's action function immediately. The six V states are all entirely identical (except for their successor), but they are nonetheless separate states. Each of A, B, C, and D are different states. Here, four different states are defined on a single line. If several states share the same sprite name, duration, keywords, and action functions, and they follow in sequence, the states can be "collapsed" together by stringing the frame letters in a word. The second state's successor is not defined in this example. Here, the successor for the first state is the second state. The successor is defined implicitly as the next defined state, unless a goto, loop, wait, or stop keyword is used to explicitly change it. Here, STUF is the sprite name, C is the frame letter, 5 the duration, and A_Look the action function. These consist of a sprite name, a frame letter, the duration in tics and optionally additional keywords and an action function name (code pointer). It also might have additional properties which are expressed through special keywords detailed below.
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