[No] Decorate : A_JumpIfTargetState

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Decorate : A_JumpIfTargetState

Postby amv2k9 » Fri May 11, 2012 5:32 pm

A_JumpIfTargetState(str targetstate, str jumpstate, var chance, int actorpointers)
A_JumpIfTargetState(str targetstate, str jumpoffset, var chance, int actorpointers)

The calling actor will jump to the specified state or offset it its current target is in the specified targetstate. If actorpointers is provided, instead of looking at its current target, it will check the specified actor pointer.
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amv2k9
Satanic Redux, Order & Chaos, Mutation, and Weapons of Rebellion Series Dev
 
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Re: Decorate : A_JumpIfTargetState

Postby Graf Zahl » Fri May 11, 2012 5:41 pm

amv2k9 wrote: it its current target is in the specified targetstate.




This isn't tracked so this suggestion inevitably gets a 'no'.
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Re: Decorate : A_JumpIfTargetState

Postby Ghastly_dragon » Sat May 12, 2012 7:07 am

If you really need to do something like this, you can fake it with A_JumpIfInTargetInventory, by having the actor you're checking give itself a fake inventory item during the state you're looking for.
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Re: Decorate : A_JumpIfTargetState

Postby amv2k9 » Sun May 13, 2012 2:10 pm

Graf Zahl wrote:
amv2k9 wrote: it its current target is in the specified targetstate.

This isn't tracked so this suggestion inevitably gets a 'no'.

Ah.
Ghastly_dragon wrote:If you really need to do something like this, you can fake it with A_JumpIfInTargetInventory, by having the actor you're checking give itself a fake inventory item during the state you're looking for.

Yeah, I suppose.
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Satanic Redux, Order & Chaos, Mutation, and Weapons of Rebellion Series Dev
 
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