Jump: Difference between revisions

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Jump(chance, state)
Jump(chance, state)


'chance' is the probability out of 255 that the current frame will be set to 'state'
'chance' is the probability out of 255 that the current frame will be set to 'state'. Note that 'state' cannot refer to global name states (ie. EDF frame mnemonics); this codepointer is strictly for use with DECORATE states.


This codepointer was added in Eternity because RandomJump uses the misc1 and misc2 fields, incompatible with DECORATE. In addition, the A_Jump term is also used in ZDoom's original DECORATE implementation, making the porting of ZDoom DECORATE actors into Eternity quicker. Note that the order of arguments is reversed from RandomJump.
This codepointer was added in Eternity because RandomJump uses the misc1 and misc2 fields, incompatible with DECORATE. In addition, the A_Jump term is also used in ZDoom's original DECORATE implementation, making the porting of ZDoom DECORATE actors into Eternity quicker. Note that the order of arguments is reversed from RandomJump.


[[Category:Codepointers]]
[[Category:Codepointers]]

Latest revision as of 19:56, 3 July 2012

Jump works in the same manner as RandomJump, executing an instant switch to another frame if a randomness test passes. The usage is as follows:

Jump(chance, state)

'chance' is the probability out of 255 that the current frame will be set to 'state'. Note that 'state' cannot refer to global name states (ie. EDF frame mnemonics); this codepointer is strictly for use with DECORATE states.

This codepointer was added in Eternity because RandomJump uses the misc1 and misc2 fields, incompatible with DECORATE. In addition, the A_Jump term is also used in ZDoom's original DECORATE implementation, making the porting of ZDoom DECORATE actors into Eternity quicker. Note that the order of arguments is reversed from RandomJump.