// Function: A_SetObjectState
//
// Description: Changes the state of an object's target.
//
// var1 = state number
// var2 = unused
//
void A_SetObjectState(mobj_t *actor)
{
int locvar1 = var1;
if(!actor->target){if(cv_debug)CONS_Printf("ERROR: No target to change state!\n");}
else {if(!actor->target->player){P_SetMobjState(actor->target, locvar1);}
else {P_SetPlayerMobjState(actor->target, locvar1);}}
}
You can run a SOC to change the thing type used for the spawn.BlueZero4 said:The ability to tie different exits with different spawn points in single player and cooperative maps. Essentially, an exit somehow labeled as the first would spawn the player in the next map at the first set of spawn points. The second exit would spawn the player at the second set of spawns, etc.
For example, if the player uses an alternate exit in a given level, there are currently only two options: Firstly, the player could just go on to the next level in the sequence like usual. Secondly, the player could exit into a different map entirely.
Using a second set of spawn points would allow more variety. The first usage that comes to mind would be two different exits at the end of Act 1, and each exit corresponds with a different spawn point at the beginning of Act 2. There would also be weird uses which could make the idea of a hub world in SRB2 make more sense, as well as using workarounds to fudge the concept of a streaming world without defined breakpoints.
BlueZero4 said:The ability to tie different exits with different spawn points in single player and cooperative maps. Essentially, an exit somehow labeled as the first would spawn the player in the next map at the first set of spawn points. The second exit would spawn the player at the second set of spawns, etc.
For example, if the player uses an alternate exit in a given level, there are currently only two options: Firstly, the player could just go on to the next level in the sequence like usual. Secondly, the player could exit into a different map entirely.
Using a second set of spawn points would allow more variety. The first usage that comes to mind would be two different exits at the end of Act 1, and each exit corresponds with a different spawn point at the beginning of Act 2. There would also be weird uses which could make the idea of a hub world in SRB2 make more sense, as well as using workarounds to fudge the concept of a streaming world without defined breakpoints.