DECORATE). Then you can use: * Bounce * Bounce.Floor * Bounce.Ceiling * Bounce.Wall * Bounce.Actor * Bounce.Actor.Creature Partial matches work just like Pain states, so if an actor bounces off a floor and you don't have a Bounce.Floor state, but you do have a Bounce state, it will use the Bounce state. Conversely, if you only have a Bounce.Floor state but no Bounce state, then the actor will only enter the Bounce.Floor state when it bounces on a floor; bouncing off anything else will not cause it to change state. SVN r4250 (trunk) |
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|---|---|---|
| .. | ||
| olddecorations.cpp | ||
| thingdef.cpp | ||
| thingdef.h | ||
| thingdef_codeptr.cpp | ||
| thingdef_data.cpp | ||
| thingdef_exp.cpp | ||
| thingdef_exp.h | ||
| thingdef_expression.cpp | ||
| thingdef_function.cpp | ||
| thingdef_parse.cpp | ||
| thingdef_properties.cpp | ||
| thingdef_states.cpp | ||
| thingdef_type.h | ||