Actor states – zdoom wiki electricity 2pm mp3

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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, flow control keywords (loop, wait, goto, stop) listed after a state can change it. Jump functions such as A_Jump will ignore normal electricity definition sequence logic and immediately move to their designated state, without waiting for the duration to run out first.

This defines 8 states. Each one of them uses the sprite POSS, has a duration of 4 and uses the code pointer A_Chase which is the standard walk function for monsters. Of these 8 states the first 2 will use the sprite frame ‘A’, the next 2 the frame ‘B’ and so on. The length of the frame sequence can be up to 256 characters. Valid frames are electricity examples ‘A’-‘Z’, ‘[‘, ‘\’ and ‘]’. Different sprites can be freely mixed in an actor definition; however, each separate line of a state definition is limited to one sprite only.

for (A_SetUserVar(user_i, 0); user_i  -1 the actor will be removed. Note that if a state contains only the stop instruction, the actor will behave as if it doesn’t have that state. This can be useful, for example, to remove a state that an actor has inherited from its parent. wait Loops the last defined state. This is useful if a code pointer is used that waits a given time or for a certain event. Currently useful code pointers include A_WeaponReady, A_Raise, A_FreezeDeathChunks, and similar code pointer functionality. fail Used with custom inventory items, means that the state sequence failed to succeed. goto label [+ offset] Jumps to an arbitrary state in the current actor. With this, you can also jump to a base class state, i.e. one that was inherited by a parent. The statement goto See jumps to the walking animation that has been overriden in the current actor class, or if such does not exist, to the inherited class’s state. goto is however static, i.e. will not do virtual jumps — for that, see A_Jump. Offset specifies the number of frames to skip after the specified label. That is, using goto Spawn+2 will jump to this frame: Spawn:

Spawn Defines the state that is displayed when gas in back relief an actor is spawned. For monsters this is normally also the idle loop. Note: An actor that has just been spawned does not run the codepointer from its first “Spawn” frame. An example of this behavior in the original games is ArchvileFire. It will be called, however, if the actor loops or returns to its Spawn state later. An easy workaround to have actors call a codepointer immediately after spawning consists in having the very first frame have a duration of 0 tics, followed by another frame in which the codepointer instruction is given. Another solution is to use the NoDelay keyword. Idle Defines an alternate idle state for a monster to return to when it has run out of targets. If this state is not present, the monster will return to the Spawn state instead. See Defines the walking animation for a monster. Note that this state must be present for actors gas national average which are able to chase and attack other actors. Melee Defines the melee (near) attack. Missile Defines the missile (far) attack. Pain Defines the pain action. Multiple Pain states can be used depending on the type of damage inflicted. See custom damage types. Death Defines the normal death sequence. Multiple Death states can be used depending on the type of damage that kills the actor. See custom damage types. Also entered by projectiles when hitting a wall (or an actor as well gas kush if the Crash and/or XDeath states are not defined). Death.Sky Defines an alternate death sequence for projectiles and spawn sequence for puffs (New from 3.7.2). This is entered when hitting a sky plane while having the SKYEXPLODE flag set. For projectiles, they also require to be non- fast.

Burn Defines the burn ( Fire) death sequence. Ice Defines the freeze ( Ice) death sequence. Disintegrate Defines the disintegration death sequence. Raise Defines the resurrection sequence. note: This is when a monster is being resurrected (ie: by an Arch-Vile), not when its resurrecting another monster. Heal Define the healing sequence. This is entered when this monster is resurrecting another one. Note that by the time this monster enters this state gas oil, the resurrection process has already started. The process is usually started either by A_Chase, with the CHF_RESURRECT flag passed to it, A_VileChase, or A_CheckForResurrection. Crash Defines the crash sequence. Multiple Crash states can be used depending on the type of damage that kills the actor. This is entered when the actor is a corpse and hits the floor. Also entered by projectiles when hitting a non-bleeding actor (if no Crash state is defined, they enter their Death state instead).

Crash.Extreme Defines the extreme (splatter) crash sequence. Multiple Crash.Extreme states can be used depending on the type of damage that kills the actor. This is entered when the actor is a corpse and hits the floor after being gibbed. Crush Defines the crush sequence. This is entered when the actor is crushed by ceiling/door/etc. Wound This state is entered when the actor’s health is lower than its WoundHealth but greater than 0. Multiple Wound states can be used depending on what type of damage is inflicted upon the actor. See custom damage types. Greetings This is used by the i have electricity in my body Strife dialog system. It is entered when a conversation is about to start. Yes This is used by the Strife dialog system. It is entered when the actor reacts positively to the player’s choice. No This is used by the Strife dialog system. It is entered when the actor reacts negatively to the player’s choice. Active This is used by Hexen-style switchable decorations. It is entered when the actor is activated. Inactive This is used by Hexen-style switchable decorations. It is entered when the actor is deactivated. Bounce This is used by bouncers with the USEBOUNCESTATE flag. It is entered when the actor bounces. Multiple bounce states can be used depending on what gas density problems the actor bounced off:

Partial matches work just like Pain states, so if an actor bounces off a floor and you don’t have a Bounce.Floor state, but you do have a Bounce state, it will use the Bounce state. Conversely, if you only have a Bounce.Floor state but no Bounce state, then the actor will only enter the Bounce.Floor state when it bounces on a floor; bouncing off anything else will not cause it to change state. The Bounce.Actor.Creature state is used for bouncing over a shootable actor without the NOBLOOD flag.

Note: The first frame of the “Spawn” state, “POSS A 10”, contains a codepointer, A_Look. This codepointer is not called the very first time the zombie is spawned in the map, so it has to wait 10 tics to get into its second frame, “POSS B 10”. From then on, it will call all its codepointers reliably. If it runs out of targets, and since it has no “Idle” state, it will return to its Spawn state where it will gas x ultra strength during pregnancy call A_Look immediately, even in the A frame.