ID:1888248
 
Applies to:
Status: Open

Issue hasn't been assigned a status value.
Format:
Flicked(state,frame)

When:
Called each frame that an atom flick()s only if the atom has a definition for Flicked() (avoids the extra overhead if there is no definition for Flicked() similarly to mouse functions)

Args:
state: The icon or state that the flick() call used
frame: The frame the flick() is currently on as an integer.

Currently, if I wanted to assign specific hitboxes to each frame of my character's punching animation, I'd have to use separate icon states for each frame and I'd also have to set up my own system for animations and playing them frame by frame, which is pretty damn tedious seeing as dream maker happens to already have native functions built-in for animation and a nice little animation editor. This, in addition to Falacy's old feature request for more flick() parameters would be a really nice way to integrate functions into animations.

Example:
mob/player
proc/Attack()
flick("attack",src)
Flicked(state,frame)
if(state == "attack" && frame == 3)
hitbox()
Flicking actually happens client-side only though; on the server end it's strictly fire-and-forget.

It seems like this same thing would be easiest to achieve with a simple sleep().