"Keep previous duration" exp + SXF_TRANSFERSPRITETIC

Remember, just because you request it, that doesn't mean you'll get it.

Moderator: GZDoom Developers

"Keep previous duration" exp + SXF_TRANSFERSPRITETIC

Postby Void Weaver » Mon Jul 15, 2019 11:25 pm

Sprites current special names allow to mimic sprite and letter of frame via "####" "#", it's really awesome and helpful.
I guess that a next suggested expansion will be refused but nonetheless. So, would be cool if a some special name allows to mimic tic duration of previous frame also, smth like:

If original actor have the next set of frames lines:
See:
ABCD ABC 3
ABCD DE 2
ABCD FGH 5
Loop

then other actor with:
See:
"####" "#" "#"
Loop
will also replicate tic duration, if was spawned via A_SpawnItemEx with SXF_TRANSFERSPRITE(TIC\DURATION) flag. Well, an one dude said that similar can be achieved via ZScript for ex.:
Code: Select allExpand view
class DoomImp2: DoomImp replaces DoomImp
{
    State oldState;

    override void Tick()
    {
        if ( self.CurState != oldState )
        {
            if ( self.InStateSequence( CurState, ResolveState( "Pain" ) ) )
                A_SetTics( oldState.Tics );
            oldState = self.CurState;
        }
        Super.Tick();
    }
}
But it's real code, which must be written personally for each class, while sprite name expansion + the new flag can allow open door to generalized mechanics.
User avatar
Void Weaver
Keeper of the Diablo bestiary storage Also amateur DECORATE-spaghetti weaver ಠ_ಠ
 
Joined: 18 Dec 2014

Return to Feature Suggestions

Who is online

Users browsing this forum: No registered users and 0 guests