DisguiseOnceJumpForward¶
A semi functional and likely unfinished behavior similar to Disguise that is recognised as a disguise behavior alongside Disguise and DisguiseOnce, but it doesn't have any DoBehavior logic.
NOTE: this is unused under normal gameplay and is likely not fully functional despite having unique logic backing this behavior (in this case, not doing anything in DoBehavior).
Frequency meaning¶
None.
Start / SetUp¶
The same than Disguise
DoBehavior¶
No logic occurs here.
Update (Inactive)¶
The same than Disguise
LateUpdate (Not a dummy
and the entity is incamera
)¶
The same than Disguise
Update (Frozen Enemy
override)¶
The same than Disguise
Update (dizzy Enemy
override)¶
The same than Disguise
Dizzy¶
The same than Disguise
EntityControl.Update (active)¶
The same than Disguise
EntityControl.UpdateSprite¶
The same than Disguise
MainManager.RefreshEntities¶
The same than Disguise
MapControl.PreloadSprites¶
The same than Disguise