[r2256] Death States and Decals

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Demolisher
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[r2256] Death States and Decals

Post by Demolisher »

If you have a 0 tic death state, no decals are spawned.

Code: Select all

Actor "WeaponProj_SmallBullet" : "FastProjectile"
{
   Height 4
   Radius 2
   Speed 64
   Damage (ACS_ExecuteWithResult(800, 3))
   DamageType "None"
   Decal "Bulletchip"
   +BloodSplatter
   States
   {
   Spawn:
      BULL AA 0 A_Jump(256, "Normal")
   Normal:
      BULL A -1 Bright
      Stop
   Tracer:
      BULL B -1 Bright
      Stop
   Death:
      TNT1 A 0 A_SpawnItem("BulletPuff")
      Stop
   XDeath:
      TNT1 A 0
      Stop
   }
}
This example has no decal, but if I change

Code: Select all

Death:
      TNT1 A 0 A_SpawnItem("BulletPuff")
      Stop
To

Code: Select all

Death:
      TNT1 A 1 A_SpawnItem("BulletPuff")
      Stop
It works.
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NeuralStunner
 
 
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Re: [r2256] Death States and Decals

Post by NeuralStunner »

I think it also affects sounds. (Projectiles with a 0-tic Death state don't play a DeathSound.)

The best approach seems to be "don't do that". :P "TNT1 A 1" does the job well enough.
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Demolisher
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Re: [r2256] Death States and Decals

Post by Demolisher »

NeuralStunner wrote:I think it also affects sounds. (Projectiles with a 0-tic Death state don't play a DeathSound.)

The best approach seems to be "don't do that". :P "TNT1 A 1" does the job well enough.
It seems like a "don't do that", but it could be unintended nonetheless, and if it doesn't get changed, (don't do that) it should be on the wiki, so people aren't baffled why it doesn't work.
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NeuralStunner
 
 
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Re: [r2256] Death States and Decals

Post by NeuralStunner »

I know, I was mostly joking.
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randi
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Re: [r2256] Death States and Decals

Post by randi »

When you make the death state instant, that means it's removed before the game has a chance to do any further processing with it after calling SetState.
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