/// <summary> /// This checks if a state has been defined. /// </summary> public bool HasState(string statename) { if (states.ContainsKey(statename)) { return(true); } if (!skipsuper && (baseclass != null)) { return(baseclass.HasState(statename)); } return(false); }
/// <summary> /// This checks if a state has been defined. /// </summary> public bool HasState(string statename) { // [ZZ] we should NOT pick up any states from Actor. (except Spawn, as the very default state) // for the greater good. (otherwise POL5 from GenericCrush is displayed for actors without frames, preferred before TNT1) if (classname.ToLowerInvariant() == "actor" && statename.ToLowerInvariant() != "spawn") { return(false); } if (states.ContainsKey(statename)) { return(true); } if (!skipsuper && (baseclass != null)) { return(baseclass.HasState(statename)); } return(false); }