Code: Select all
actor inheritance
{
states:
spawn:
TNT1 A 4 A_Blah
goto see
See:
TNT1 A 4 A_BlahBlah
goto spawn
}
}
actor newactor : inheritance
{
states:
See:
TNT1 A 8 A_DifferentBlahBlah
goto spawn
}
}
Put simply, "newactor"'s see state will be ignored when it goes to spawn because of the goto see statement in "inheritance". Actually, this works both ways. Sometimes it does, and sometimes it does not. Check the wad I've included as a sample.
It includes 2 chainsaw marines. They're basically identical. They inherit from the same parent.
The first marine, "gmcs", doesn't have any states which goes to idle defined, but it does have it's own idle state defined.
The second one, "gmcs2", has every state which goes to idle defined.
For the second marine, everything works as it should.
For the first marine, the goto statements will randomly (so it seems) jump to either the newly defined states or to the states of the parent. Try to push the marine around. If the idle sounds stop playing, it has jumped to the parent's state.