How to switch to dead state?
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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!)
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How to switch to dead state?
I'm trying to implement the use of A_SetPitch in the player death state for a specific effect where the camera tilts up as the player falls. While it partially achieves the desired result, I'm encountering an issue where the pre-defined movement abruptly snaps the camera back to its forward-facing position in an awkward manner. Is there a way to override or disable this movement? I attempted routing the death state into another state that sets the pitch, but that didn't resolve the problem either.
Re: How to switch to dead state?
You will have to override player's DeathThink function in ZScript for that, as it forces the player's pitch to zero no matter what. (Well, if you give the player the ICECORPSE flag then it won't affect the pitch, but that will not have desired behavior)
The function can be found in gzdoom.pk3:zscript/actors/player/player.zs at line 682.
You can mostly just copy that function and change the pitch changing code, it has a comment saying "Fall to ground (if not frozen)".
The function can be found in gzdoom.pk3:zscript/actors/player/player.zs at line 682.
You can mostly just copy that function and change the pitch changing code, it has a comment saying "Fall to ground (if not frozen)".