by Gez » Wed Feb 16, 2011 5:06 pm
The idea is that you can decouple damage factors, pain anim and death anims.
When you start using pain states for various effects, have a variety of death animations for various means of death, and use plenty of damage factors to control monsters' friendly fire and the likes, you can obtain silly things as a result. With the proliferation of combinations, you increase the likelihood that you'll forget to give a damage factor to one monster or something like that.
With these things, instead of having DamageType that governs both DamageFactor, PainState and DeathState, you have DamageType <--> DamageFactor, PainType <--> PainState, and DeathType <--> DeathState. (Of course, for backward compatibility reasons, DamageType is still the fallback if the latter two aren't defined.)
The idea is that you can decouple damage factors, pain anim and death anims.
When you start using pain states for various effects, have a variety of death animations for various means of death, and use plenty of damage factors to control monsters' friendly fire and the likes, you can obtain silly things as a result. With the proliferation of combinations, you increase the likelihood that you'll forget to give a damage factor to one monster or something like that.
With these things, instead of having DamageType that governs both DamageFactor, PainState and DeathState, you have DamageType <--> DamageFactor, PainType <--> PainState, and DeathType <--> DeathState. (Of course, for backward compatibility reasons, DamageType is still the fallback if the latter two aren't defined.)