As I took a look at http://bugs.openclonk.org/view.php?id=765 I discovered that the Stand-Action actually uses the THROW-Procedure. Maikel told me that THROW is equivalent to standing, so maybe we should rename it to DFA_STAND? Is it save to do so, or anything speaking against it/breaks when I do so? (besides the scripts using DFA_THROW of course)
Else, why do we still have a THROW procedure? Throwing is done in script afaik.
Secondly I'm wondering why that bug occurs. The clonk keeps moving (walking?) into the direction it was moving before when I set the Action Stand mid-walking. Is this intended? I'd expect the clonk to stop, when I set the Stand-Action/Procedure.
Edit:
Apparently Throwing is done in the engine.
Else, why do we still have a THROW procedure? Throwing is done in script afaik.
Secondly I'm wondering why that bug occurs. The clonk keeps moving (walking?) into the direction it was moving before when I set the Action Stand mid-walking. Is this intended? I'd expect the clonk to stop, when I set the Stand-Action/Procedure.
Edit:
Apparently Throwing is done in the engine.
I think you should rather set the com dir of the Clonk to COMD_Stop instead of manipulating the actions directly (I believe the Clonk has a lot of script to care for the walking/standing actions)
Tried that.
clonk->SetAction("Stand");
clonk->SetComDir(COMD_Stop);
Still moved.
clonk->SetAction("Stand");
clonk->SetComDir(COMD_Stop);
Still moved.
There is some engine logic on throwing, but I'm pretty sure it's not related to DFA_THROW (except the Throw action was probably the first usage of that procedure). I don't know if OC still uses that. THROW in CR is used for many actions that require standing still for instance when casting magic spells.
The main effects of DFA_THROW are in physics behaviour of the Clonk (e.g., stops horizontal movement) and incoming control handling (doesn't apply for OC any more). Fun fact: ThrowSpear of the CR knight does not have a THROW procedure. This allows for some crazy stuff you only need to know if you play Tower of Despair ;)
So, yes, DFA_Stand would make sense.
The main effects of DFA_THROW are in physics behaviour of the Clonk (e.g., stops horizontal movement) and incoming control handling (doesn't apply for OC any more). Fun fact: ThrowSpear of the CR knight does not have a THROW procedure. This allows for some crazy stuff you only need to know if you play Tower of Despair ;)
So, yes, DFA_Stand would make sense.
>The main effects of DFA_THROW are in physics behaviour of the Clonk (e.g., stops horizontal movement)
Then it's an engine bug, that the clonk keeps moving when you set the Stand action. (see bug I posted in the OP)
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