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MBF2y Frames Definition v0.2.3

Additional Args

  • Args9 through Args40 fields have been added; however, their use is limited to very specific codepointers that cannot be properly parameterized otherwise.

Frame Flags

  • Add MBF2y Bits = X in the Frame definition.
  • The format is the same as the existing MBF21 Bits and Bits fields.
  • Example: MBF2y Bits = ALLOWUSE+NOPAIN.
  • The value can also be given as a number (sum of the individual flag values below).
Name Value Description
ALLOWUSE 0x001 Thing will jump to its Use frame if it intercepts a player use frame.
NOPAIN 0x002 Thing will not jump to its pain state when receiving damage in this frame.
FASTWEAPON 0x004 When used on a weapon frame, causes its duration to be divided by 2 (rounded up) when pw_fastweapon is enabled.
SKIPFASTWEAPON 0x008 When used on a weapon frame, causes its duration to be treated as 0 when pw_fastweapon is enabled. Overrides FASTWEAPON.
SEMIFULLBRIGHT 0x010 This frame's render brightness is drawn as (lightlevel + 256) / 2, resulting in a brighter appearance in darker sectors, but the effect becomes less noticeable as the sector brightens.

Minimum frame brightness

  • Add Min brightness = X in the Frame definition.
  • Sets the minimum brightness level (equivalent to sector brightness) at which to render the frame.
  • Example: Min brightness = 192 will cause the frame to be drawn as though it's in a sector with a brightness level of 192 unless it would be drawn with a higher brightness for any reason.
  • The interaction between this property and SEMIFULLBRIGHT is that the SEMIFULLBRIGHT takes effect after this property takes effect. For example, if Min brightness = 144 is applied and the thing (or player, in the case of a weapon frame) is within a sector with a brightness level of 128, the frame will be drawn with a brightness level of 200, while in a sector with a brightness level of 144 or higher, the frame would be drawn with a brightness level of 208.