SetActorState:A question about future custom states support

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Nash
 
 
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Post by Nash »

Holy shit, this is like the most awesome thing ever!
skadoomer
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Post by skadoomer »

randy wrote:Note that you should refrain from using this function for any actors that use the monster AI, or unpredictable results could occur.
I'm a little confused by this. Does this mean monsters using any A_chase functions or any part of monster AI like A_facetarget or a_die? Furthermore, is this always going to be the case until say, doomscript or will this be fixed to work in future versions of zdoom?
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Graf Zahl
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Post by Graf Zahl »

Some parts of the monster AI may be confused by forced state jumps. If you are careful you can do it, however. Just don't force a monster to jump directly into states which contain code pointers with monster AI, most importantly Spawn and See. That might cause strange behavior.
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Nash
 
 
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Post by Nash »

Can't use this because it hasn't been added to acc.exe. ;(
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Graf Zahl
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Post by Graf Zahl »

The code needs some reworking anyway. Limited to one sublabel only? Why? This would be the only place in the engine that doesn't allow more complex constructions of state label names.
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Nash
 
 
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Post by Nash »

Oh, that's too bad then. I was hoping that I could use this soon. ;(
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