InStateSequence
clearscope static bool InStateSequence (State newstate, State basestate)
Note: This feature is for ZScript only. |
Usage
Looks for what state sequence the actor is in. Importantly, this function checks an entire sequence of states (from one label to the next). For example, CurState == ResolveState("Pain") will only return true if the actor is in the first state of its Pain sequence, whereas InStateSequence(CurState, ResolveState("Pain")) will return true for the entire Pain sequence.
Parameters
- newstate: The state to check. The variable CurState (as above) will return the actor's current frame.
- basestate: The state sequence to compare against.
Examples
This plasma ball will announce when it has gibbed what it hits.
class GibAnnouncer : PlasmaBall replaces PlasmaBall { States { XDeath: PLSX A 0 { if(BlockingMObj && BlockingMObj.InStateSequence(BlockingMObj.CurState, BlockingMObj.ResolveState("XDeath"))) { A_Log("GIBBED!"); } } Goto Death; } }
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