zscript-doc/api-actor-State.md

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# State
Represents a state on an `Actor` or `StateProvider`. Data in `State` is read-only and is copied as needed to its respective locations for modification, as it is merely a look into the global constant state table.
```
struct State
{
readonly uint8 Frame;
readonly State NextState;
readonly int Sprite;
readonly int16 Tics;
readonly int Misc1;
readonly int Misc2;
readonly uint16 TicRange;
readonly uint8 UseFlags;
readonly bool bCANRAISE;
readonly bool bDEHACKED;
readonly bool bFAST;
readonly bool bFULLBRIGHT;
readonly bool bNODELAY;
readonly bool bSAMEFRAME;
readonly bool bSLOW;
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int DistanceTo(State other);
bool InStateSequence(State base);
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bool ValidateSpriteFrame();
textureid, bool, vector2 GetSpriteTexture(int rotation, int skin = 0, vector2 scale = (0, 0));
}
```
- `Frame`
The sprite frame of this state.
- `NextState`
A pointer to the next state in the global state table.
- `Sprite`
The sprite ID of this state.
- `Tics`
The number of game ticks this state lasts.
- `Misc1`
- `Misc2`
Primarily used in DeHackEd compatibility. Don't use this.
- `TicRange`
The maximum amount of tics to add for random tic durations, or `0` if the duration is not random. For example, `TNT1 A random(5, 7)` would have a `Tics` value of `5` and a `TicRange` of `2`.
- `UseFlags`
The scope of this state. See *Action Scoping*. Can have any of the `DefaultStateUsage` flags.
- `bCANRAISE`
State has the `CANRAISE` flag, allowing `A_VileChase` to target this actor for healing without entering an infinitely long state.
- `bDEHACKED`
`true` if the state has been modified by DeHackEd.
- `bFAST`
State has the `FAST` flag, halving the duration when fast monsters is enabled.
- `bFULLBRIGHT`
State has the `BRIGHT` flag, making it fully bright regardless of other lighting conditions.
- `bNODELAY`
State has the `NODELAY` flag, forcing the associated action function to be run if the actor is in its first tic.
- `bSAMEFRAME`
`true` if the state's frame is to be kept from the last frame used, i.e., is `#`.
- `bSLOW`
State has the `SLOW` flag, doubling the duration when slow monsters is enabled.
- `DistanceTo`
Returns the offset between this state and `other` in the global frame table. Only works if both states are owned by the same actor.
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- `InStateSequence`
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Returns `true` if this state is within a contiguous state sequence beginning with `base`.
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- `ValidateSpriteFrame`
Returns `true` if the sprite frame actually exists.
- `GetSpriteTexture`
Returns the texture, if the texture should be flipped horizontally, and scaling of this state's sprite. Scaling will return `scale` unless `skin` is nonzero. `skin` determines the player skin used.
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