InStateSequence and overlays
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
- Jekyll Grim Payne
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InStateSequence and overlays
How does InStateSequence interact with overlays? I have an overlay with if (invoker.InStateSequence(invoker.curstate,invoker.ResolveState("Ready")) in it, and the check doesn't pass, so I assume it doesn't work that way. Can I check from the overlay which main state the weapon is in?
- Graf Zahl
- Lead GZDoom+Raze Developer
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Re: InStateSequence and overlays
It only checks the actor's own current state. You really shouldn't rely too much on this function anyway, it is mainly meant to verify Dehacked modifications or bad original implementations that might crash without it.