Skip to content

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