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DECORATE state syntax
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===Labels=== Labels are the '''Spawn:''', '''See:''', '''Missile:''' and other lines ended with colons. They designate starting points for special thing states, equivalent to non-DECORATE EDF [[thingtype]] '''spawnstate''', '''seestate''', '''missilestate''' and so on. You can also create your own labels, which will be reachable using keywords like '''goto''', as well as state-jumping [[List of codepointers|codepointers]]. Labels are case-insensitive. The following labels are used natively by Eternity: *'''Spawn''': equivalent of '''spawnstate''': state the thing is spawned at; *'''See''': equivalent of '''seestate''': state the monster goes into after seeing a target; *'''Melee''': equivalent of '''meleestate''': state the monster goes into after getting close to the target; *'''Missile''': equivalent of '''missilestate''': state the monster goes into when deciding to shoot the target; *'''Pain''': equivalent of '''painstate''': state the thing goes into when hit; *'''Death''': equivalent of '''deathstate''': state the thing goes into when killed or otherwise destroyed; *'''XDeath''': equivalent of '''xdeathstate''': optional state the thing goes into when killed with very high damage; *'''Raise''': equivalent of '''raisestate''': optional state the corpse goes into when raised by an archvile; *'''Heal''' (since Feb 21 2016): equivalent of '''healstate''': state to jump to if during [[VileChase]] it encounters a corpse. If not set, it will just go into S_VILE_HEAL1. *'''Crash''': equivalent of '''crashstate''': optional state for a corpse to go into when falling and hitting the floor; *'''Active''': equivalent of '''activestate''': optional state to go into when triggered by [[Detailed parameterized linedef specification#Things|Thing_Activate]]; *'''Inactive''': equivalent of '''inactivestate''': optional state to go into when triggered by [[Detailed parameterized linedef specification#Things|Thing_Deactivate]]; *'''Pickup.Respawn''': state to jump to when the gettable item thing has the '''RAVENRESPAWN''' flag and is picked up, after which it waits to respawn; *'''Pickup.Remove''': state to jump to when the gettable item thing has the '''RAVENRESPAWN''' flag and is picked up, after which it is removed permanently without respawning. This applies for items which for any reasons must not respawn, such as individual dropped items. It's a property of the particular item, not of the entire thingtype class, so be sure to also include a '''Pickup.Respawn''' state. ====Damage type pain and death states==== You can also add labels for means-of-death (damage type) specific pain and death states. They're equivalent to the '''dmg_painstates''' and '''dmg_deathstates''' thingype fields. You formulate them as such: *'''Pain'''.''damage_type'': for non-death pain states to go into when hit by specific kinds of damage; *'''Death'''.''damage_type'': for death states when hit by specific kinds of damage. The built-in damage types are defined in base/things.edf, and you can add your own. Example: define '''Pain.Pistol''', '''Death.Pistol''' states when the thing is hit by player pistol bullets and has to react specifically to this kind of damage.
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