Classes:InterpolationPoint
From ZDoom Wiki
| Interpolation point | |||
|---|---|---|---|
| Actor type | Script thing | Game | |
| 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. They take five parameters:
- 1. pitch: pitch of camera in degrees, 0 is straight ahead, 1-89 is down, and 166-255 is up (angle subtracted from 256).
- 2. time: time (in octics) to travel to next node.
- 3. pause: time (in octics) to stop at this node before continuing
- 4. low byte: low byte of tid of next interpolation point in the path.
- 5. high byte: high byte of tid of next interpolation point in the path.
Parameter 4 has the low byte, and parameter 5 has the high byte, so the tid is parm4+(parm5*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 9070 native
{
+NOBLOCKMAP
+NOGRAVITY
+DONTSPLASH
RenderStyle None
}

