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ExpireAnim

The animation played where thrown debris ends its life on solid ground, without which it deals no blast damage.

Animation impact effect

Specification — Animation impact effect
Applies to
AnimType
File
art.ini
Section
[<ObjectType ID>]
Value
class
When omitted
none

The animation that plays where a thrown animation ends, unless it ends low over water. A thrown animation is one with Bouncer=yes or IsMeteor=yes.

An end is low over water when the cell is water and the thrown animation is less than 416 leptons above the ground there, the height of a bridge deck. Such an end makes a wake and a small splash instead, and this setting is not used. A meteor makes the last splash in the rules’ SplashList in place of both. An end on solid ground, on a bridge deck, or higher up plays this animation.

A thrown animation ends at its first contact with a surface, as Elasticity describes. When that contact counts as a strike, this animation and the BounceAnim appear on the same frame. This animation appears at the contact point, and the BounceAnim appears where the thrown animation was one frame before the contact.

A misspelled name is not refused. It creates a new, empty animation type of that name, with no artwork unless a shape file of that name exists. Because an animation is then named, the blast damage still happens.

Voxel debris impact effect

Specification — Voxel debris impact effect
Applies to
VoxelAnimType
File
rules.ini
Section
[<ObjectType ID>]
Value
class
When omitted
none

An animation of the named type plays where the piece ends its life, unless it ends low over water. Low over water means in a water cell and below the height of a bridge deck, 416 leptons above the ground. A piece on land, on a bridge deck, or higher up plays this animation.

A piece that ends low over water plays a splash instead and never uses this setting. Ordinary debris plays Wake and the first animation in SplashList. A meteor plays only the last animation in SplashList.