As its not already supported.. there cant be any technical limitation for it, is there?

Moderator: GZDoom Developers
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class ActorName : BaseClass
{
info
{
doomednum(number)
spawnid(number)
conversationid(number)
}
properties
{
health (number)
Obituary(string)
+FLAG1
...
and so on
}
states
{
label:
SPRT A 1;
SPRT B 1 A_Look;
SPRT C 1 A_SpawnItemEx("stuff");
}
}
But will they? Would this replace DECORATE, thus breaking backward compatibility with all ZDoom mods up to now, or wouldn't it simply be a new (and more extensible) way of defining actors, in the same way that the old DECORATE format is still supported?Cutmanmike wrote:I have no problems with it but I can see some people hating the fact state jumps with jump values will have to be changed
Hmm... Wouldn't "replaces" be an info as well? It can't be a property and unless there is a reason for it to be an "obsolete and problematic" feature, it should be there.Graf Zahl wrote: - The distinction of 'properties' and 'info' is to differentiate between inheritable properties and non-inheritable spawn information (currently only editor number, spawn ID and conversation ID.)
I think one or two people might have already suggested this once or twice in the past. Maybe.MG_Man wrote:If you're too worried about DooMScript, then just make it GZScript until things get more final.
Gez wrote:Hmm... Wouldn't "replaces" be an info as well? It can't be a property and unless there is a reason for it to be an "obsolete and problematic" feature, it should be there.Graf Zahl wrote: - The distinction of 'properties' and 'info' is to differentiate between inheritable properties and non-inheritable spawn information (currently only editor number, spawn ID and conversation ID.)
No. The 'replaces' keyword doesn't override anything. It works by linking the 2 actors and then deciding at runtime what to do.Agent ME wrote:Just curious - does the "replaces" keyword work by making the actor effectively inherit everything from under the "info" block of your new format and make the old actor's info invalid?
That's the difference and that's why I'd prefer not to mix them. It was creating confusion before for the respective keywords and this makes it much easier to explain to users.And I'd assume with inheritance that actors inherit only the "properties" and "states", not the "info" block? I was thinking that would explain the difference between the properties and info blocks - if this isn't it, is there any functional difference between them other than being restricted to certain keywords in each?