This trigger is valid only when the player is in an attack state. MoveReversed gives a non-zero value if P1's attack has been reversed by P2. It gives 0 otherwise.

Format: MoveReversed

Arguments:

Return type: int

Error conditions: none

Details:

On attack contact, MoveReversed returns 1. After contact, MoveReversed's return value will increase by 1 for each game tick that P1 is not paused (P1 gets paused on contact; see pausetime parameter in HitDef controller).

Note 1: the values of MoveContact, MoveGuarded, MoveHit and MoveReversed are set simultaneously. For example, if one HitDef in a move hits successfully, MoveHit will return non-zero. If a following HitDef in the same move is reversed, MoveReversed will return non-zero, and the other three triggers will return 0.

Note 2: the values of the four Move* triggers reset to 0 and stop incrementing after a state transition. See "movehitpersist" parameter for StateDefs (CNS docs) for how to override this behavior.

Example:

trigger1 = MoveReversed
; True if P1's attack was reversed by P2.