Hmm. At least that means I can change it for myself without worrying about it, but what do you think the chances are that it would be changed for factory Zdoom?Graf Zahl wrote: In 1993 it mattered. With today's computers the performance impact is irrelevant.
Also, I havent started this since I have no need yet, but I was thinking about the possibility of another structure that could be used inside custom actors, similar to FState, that could hold chains of code functions which could be called from a single state. For example, I would want to make it definable like this:
Chains
{
AttackChain:
A_Facetarget
A_Scream
A_CustomMissile(x, x,... )
ExplodeChain:
A_XScream
A_TossGib
A_TossGib
A_TossGib
...
}
And then include one new function you could use on a state that could run call these chains by name. How does that sound to you? Mainly it is because I dont like how cluttered Decorate actors get when you start doing complex things, because they become easily breakable when that happens.

