A OverlayTranslation

From ZDoom Wiki
Jump to navigation Jump to search


Note: While the function described on this page is defined in the Actor class, it only works when called either from a PlayerPawn state, or from one of the StateProvider states handled by PSprite, such as Weapon's Ready/Fire/etc. state sequences or a CustomInventory's Use state sequence. It will have no effect in any other context (such as calling it from a weapon's DoEffect override). If there's a need to achieve a similar effect from a different context, obtain a pointer to the necessary PSprite and modify its fields directly.

Actor

action native void A_OverlayTranslation (int layer, name trname)

Usage

Sets the translation of the specified overlay by name.

Parameters

  • int layer
ID of the layer whose translation to set.
  • name trname
The name of the translation to set, as defined in TRNSLATE.

Examples

Nuvolachalk.png Note: This article lists no examples. If you make use of this feature in your own project(s) or know of any basic examples that could be shared, please add them. This will make it easier to understand for future authors seeking assistance. Your contributions are greatly appreciated.