Editing DECORATE state syntax

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           <tics> := [0-9]+
           <tics> := [0-9]+
           <flagslist> := <flag><flagslist>
           <flagslist> := <flag><flagslist>
             <flag> := "bright" | "fast" | "offset" '(' <x> ',' <y> [',' "interpolate"] ')' | nil
             <flag> := "bright" | "fast" | "offset" '(' <x> ',' <y> ')' | nil
           <action> := <name>
           <action> := <name>
                     | <name> '(' <arglist> ')'
                     | <name> '(' <arglist> ')'
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**'''bright''': causes the sprite to be full bright in any place;
**'''bright''': causes the sprite to be full bright in any place;
**'''fast''': makes the frame take half as long on fast skill levels (used in Doom by the demons);
**'''fast''': makes the frame take half as long on fast skill levels (used in Doom by the demons);
**'''offset'''(''x'', ''y''[, '''interpolate''']): useful for weapon HUD sprites, causes the image to be offset by the exact amount of ''x'' and ''y'' from the center-bottom, overriding the current bob amount. Under Doom, ''x'' must be nonzero for both offsets to have effect; under other games, each of them needs to be nonzero for each of them to have effect — otherwise the offset will be preserved from the previous frame. You can override the 0 condition choice (Doom/non-Doom) in [[gameproperties]]. Beware that ''y'' has the origin at 32. An offset of (0, 32) keeps the weapon at the origin, but because of Doom's rules, you may need to have (1, 32) or (-1, 32) instead. Do note that this '''offset''' vector has been available in vanilla Doom as well, modifiable under [[DeHackEd]], and it is the same thing as the '''misc1''' and '''misc2''' [[frame]] fields, which means these work as parameters for several [[MBF]] [[codepointers]]. However, currently you cannot use strings or other expressions in ''x'' and ''y'', unlike when using the full '''frame''' section or the '''cmp''' specifier. In the classic games original designs, only Hexen has used '''offset''', in order to animate its melee weapons.
**'''offset'''(''x'', ''y''): useful for weapon HUD sprites, causes the image to be offset by the exact amount of ''x'' and ''y'' from the center-bottom, overriding the current bob amount. Under Doom, ''x'' must be nonzero for both offsets to have effect; under other games, each of them needs to be nonzero for each of them to have effect — otherwise the offset will be preserved from the previous frame. You can override the 0 condition choice (Doom/non-Doom) in [[gameproperties]]. Beware that ''y'' has the origin at 32. An offset of (0, 32) keeps the weapon at the origin, but because of Doom's rules, you may need to have (1, 32) or (-1, 32) instead. Do note that this '''offset''' vector has been available in vanilla Doom as well, modifiable under [[DeHackEd]], and it is the same thing as the '''misc1''' and '''misc2''' [[frame]] fields, which means these work as parameters for several [[MBF]] [[codepointers]]. However, currently you cannot use strings or other expressions in ''x'' and ''y'', unlike when using the full '''frame''' section or the '''cmp''' specifier. In the classic games original designs, only Hexen has used '''offset''', in order to animate its melee weapons.
::If '''interpolate''' is added, it causes the movement between offsets to be smooth. By default interpolation is disabled when '''offset''' is specified.
*''action'': this can be a [[List of codepointers|codepointer]], optionally followed by a list of arguments enclosed by parentheses. Make sure to include strings in double quotes (""). Conventionally, from ZDoom, and based on the Doom source code in general, codepointers are prefixed with '''A_''', but it is not required here.
*''action'': this can be a [[List of codepointers|codepointer]], optionally followed by a list of arguments enclosed by parentheses. Make sure to include strings in double quotes (""). Conventionally, from ZDoom, and based on the Doom source code in general, codepointers are prefixed with '''A_''', but it is not required here.


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