by Apeirogon » Sun Mar 11, 2018 12:40 pm
Lack of opportunity get result of virtual function from master.target.first wife of the third sisters husband.cancollidewith, without overriding this virtual function. And this not every time possible.
I mean, make result of, say damage mobj, of some actor, say player, acessible from any other actor(I know about world thing damage) which monitor state of this function on this actor every tick.
Or, if function void like attach to owner, return "true"/"called"/"one", which means "actor such-and-such called function 'attach to owner' ", which means "actor such-and-such receive something...because he call function which calls every time that some item become part of actor inventory". Like
Code: Select all
class 911 : inventory
override void do effect()
{
if(owner called "damage mobj(function arguments)") {console.printf("MOM CALL 911, ARMY, GALACTIC FLEET AND CHUCK NORRIS!!!ONEONE");}
}
Basicaly, it CAN be done at the current state of things, using dummy actors and inventory items. But this way require calls to 15-20 functions, 5-7 of which calls every tick, which hurt to performance.
Lack of opportunity get result of virtual function from master.target.first wife of the third sisters husband.cancollidewith, without overriding this virtual function. And this not every time possible.
I mean, make result of, say damage mobj, of some actor, say player, acessible from any other actor(I know about world thing damage) which monitor state of this function on this actor every tick.
Or, if function void like attach to owner, return "true"/"called"/"one", which means "actor such-and-such called function 'attach to owner' ", which means "actor such-and-such receive something...because he call function which calls every time that some item become part of actor inventory". Like
[code]
class 911 : inventory
override void do effect()
{
if(owner called "damage mobj(function arguments)") {console.printf("MOM CALL 911, ARMY, GALACTIC FLEET AND CHUCK NORRIS!!!ONEONE");}
}
[/code]
Basicaly, it CAN be done at the current state of things, using dummy actors and inventory items. But this way require calls to 15-20 functions, 5-7 of which calls every tick, which hurt to performance.