State: Difference between revisions

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Example code:
Example code:


 
<pre>
[[define]] MYACTOR1 3585
define MYACTOR1 3585
 
define MYACTOR2 3586
[[define]] MYACTOR2 3586
define MYACTOR3 3587
 
[[define]] MYACTOR3 3587


state spawnblood
state spawnblood
 
ifhitweapon
[[ifhitweapon]]
 
{
{
 
    guts JIBS6 12
:[[guts]] JIBS6 12
    spawn BLOODPOOL
 
    killit
:[[spawn]] BLOODPOOL
 
:[[killit]]
 
}
}
ends


[[ends]]
useractor notenemy MYACTOR1 2
    state spawnblood
enda


[[useractor]] notenemy MYACTOR1 2
useractor notenemy MYACTOR2 2
    state spawnblood
enda


state spawnblood
useractor notenemy MYACTOR3 2
    state spawnblood
enda
</pre>


[[enda]]
Use [[break]] to exit a state before all of it's code is finished executing.


[[useractor]] notenemy MYACTOR2 2
[[Category:Duke3D 1.3/1.5 commands]]
 
state spawnblood
 
[[enda]]
 
[[useractor]] notenemy MYACTOR3 2
 
state spawnblood
 
[[enda]]
 
 
Use [[break]] to exit a state before all of it's code is finished executing.

Revision as of 00:18, 24 September 2005

A state is a block of code written outside of any actors or events, that can be called from within them. This is useful because it allows you to use the same code in multiple places without rewriting it.

Syntax for state creation:

state <name> { state code } ends

<name> is the name of the state.

{ state code } is the code executed within that state.

ends denotes the end of a state.


Calling a state within an actor is simply:

state <name>


Example code:

define MYACTOR1 3585
define MYACTOR2 3586
define MYACTOR3 3587

state spawnblood
ifhitweapon
{
    guts JIBS6 12
    spawn BLOODPOOL
    killit
}
ends

useractor notenemy MYACTOR1 2
    state spawnblood
enda

useractor notenemy MYACTOR2 2
    state spawnblood
enda

useractor notenemy MYACTOR3 2
    state spawnblood
enda

Use break to exit a state before all of it's code is finished executing.