Classes:InterpolationPoint
Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
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Interpolation point | |||
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Actor type | Script thing | Game | (ZDoom) |
DoomEd Number | 9070 | Class Name | InterpolationPoint |
Classes: InterpolationPoint
Interpolation points define a path to follow. They operate similarly to the patrol points of a monster patrol route.
Arguments
Interpolation points take five arguments:
- args[0] → pitch of camera in degrees, equal to the angle subtracted from 256.
- args[1] → time (in octics) to travel to next node.
- args[2] → time (in octics) to stop at this node before continuing
- args[3] → low byte of tid of next InterpolationPoint in the path.
- args[4] → high byte of tid of next InterpolationPoint in the path.
args[3] has the low byte, and args[4] has the high byte, so the tid is args[3]+(args[4]*256). This lets you use more than 255 points for all paths. For example, if the next point had a tid of 4 then the low byte is 4 and the high byte is 0. But if the next point has a tid of 3027, the low byte is 211 and the high byte is 11 (11×256 + 211 = 3027).
Since an interpolation point needs parameters to work, it cannot have a thing special. To have a thing special executed when an interpolation point is used by one of the moving objects (ActorMover, MovingCamera or PathFollower), you need to create a an interpolation special with the same TID as the interpolation point.
DECORATE definition
ACTOR InterpolationPoint native { +NOBLOCKMAP +NOGRAVITY +DONTSPLASH RenderStyle None }