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EDF weapon reference
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====States==== *'''firstdecoratestate''' :Sets the first frame in a sequential list of dummy frames that use the internal Decorate-style defined '''states''' of this actor for [[EDF delta structures|framedelta]] compatibility. It's not required unless the intention is to make the Decorate states of this weapon accessible from other weapon info. Default games' (Doom, Heretic) weapon info use externalized frames for all weapon info, for compatibility. *'''states''' {{see|DECORATE state syntax}} :Default = nothing :Defines frames using [http://zdoom.org/wiki/DECORATE DECORATE]-style state definitions. This means it won't be necessary to define separate [[frame]] blocks for each individual frame. See the DECORATE reference at the ZDoom wiki for documentation on its syntax. Using the '''states''' field instead of any of the ones below results in more concise text, but also the newly created frames won't be accessible from outside (other weaponinfo, Dehacked patches or delta structures), unless you use the '''firstdecoratestate''' field as well. Like normally, [[List of codepointers|codepointers]] may or may not be preceded by '''A_'''. The DECORATE code has to be implemented via a heredoc: a text string that spans on multiple lines. Unlike a regular string which uses quotation marks, the heredoc is marked by @" and "@ respectively. Example on an shotgun-like weapon (the '=' sign is optional): states = @" Ready: SHTG A 1 A_WeaponReady loop Deselect: SHTG A 1 A_Lower loop Select: SHTG A 1 A_Raise loop Fire: SHTG A 3 SHTG A 7 A_FireShotgun SHTG BC 5 SHTG D 4 SHTG CB 5 SHTG A 3 SHTG A 7 A_ReFire goto Ready Flash: SHTF A 4 Bright A_Light1 SHTF B 3 Bright A_Light2 goto LightDone "@ *'''upstate''' :Default = S_NULL :Sets the frame which a weapon starts in when it is raised. If the object is supposed to have any dynamic purpose or be visible, do not leave the '''upstate''' at S_NULL. Equivalent to the '''Select''' Decorate state. *'''downstate''' :Default = S_NULL :Sets the frame which a weapon starts in when it is being lowered. If the object is supposed to have any dynamic purpose or be visible, do not leave the '''downstate''' at S_NULL. Equivalent to the '''Deselect''' Decorate state. *'''readystate''' :Default = S_NULL :Sets the frame which a weapon starts in when it is ready to be fired. If the object is supposed to have any dynamic purpose or be visible, do not leave the '''readystate''' at S_NULL. Equivalent to the '''Ready''' Decorate state. *'''attackstate''' :Default = S_NULL :Sets the frame which a weapon goes to if the user tries to perform a primary attack. Though not necessary, it is suggested for weapons to have an attackstate for primary firing purposes. Equivalent to the '''Fire''' Decorate state. *'''flashstate''' :Default = S_NULL :Sets the frame which a weapon jumps to if a [[List of codepointers|codepointer]] causes a weapon to flash. Equivalent to the '''Flash''' Decorate state. *'''holdstate''' :Default = S_NULL :Sets the frame jumped to by [[ReFire|A_ReFire]] if the player is still holding the primary attack button. Equivalent to the '''Hold''' Decorate state. New to Heretic. *'''attackstate2''', '''flashstate2''', '''holdstate2''' :Default = S_NULL : The equivalent of '''attackstate''', '''flashstate''', and '''holdstate''', but for alternate fire. Equivalent to '''AltFire''', '''AltFLash''', '''AltHold''' respectively from the Decorate syntax. *'''fullscreenoffset''' : Amount to move weapon when going fullscreen, without status bar. Needed by some Heretic weapons.
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