by Major Cooke » Sun Oct 11, 2015 4:39 pm
Not going to happen.
Spoiler: Four big reasons I can think of why it won't happen
First, if we'd make it for one property, someone will ask for another, so we'd have to do it for all.
Second, you can record your scales to revert back to once you spawn the actor using A_SetUserVar. Just make sure to multiply it by a hundred or so and then divide when you reset. Also, don't bother suggesting float uservars because they've been WFDS'd already.
Third, this function is terribly bloated as is. It might grant more 'flexibility', but the function is already insanely organized as it is and there's no way to organize it without fucking up compatibility for everyone else.
Fourth, it doesn't follow in what the function's name implies: it spawns items. That's the same kind of deviant thinking that had my original A_SetHealth function rejected, because I originally tried to have the function kill the calling actor if they set their health lower than 1. I had to redo it so any attempts to set health 0 or less to be 1 instead.
However, you also have SXF_IS* flags you can use, if you want to set the scale of the actor just after spawning with A_SetScale call being done from the spawner, pointing it at the child actor via those flags.
Not going to happen.
[spoiler=Four big reasons I can think of why it won't happen]First, if we'd make it for one property, someone will ask for another, so we'd have to do it for all.
Second, you can record your scales to revert back to once you spawn the actor using A_SetUserVar. Just make sure to multiply it by a hundred or so and then divide when you reset. Also, don't bother suggesting float uservars because they've been WFDS'd already.
Third, this function is terribly bloated as is. It might grant more 'flexibility', but the function is already insanely organized as it is and there's no way to organize it without fucking up compatibility for everyone else.
Fourth, it doesn't follow in what the function's name implies: it spawns items. That's the same kind of deviant thinking that had my original A_SetHealth function rejected, because I originally tried to have the function kill the calling actor if they set their health lower than 1. I had to redo it so any attempts to set health 0 or less to be 1 instead.[/spoiler]
However, you also have SXF_IS* flags you can use, if you want to set the scale of the actor just after spawning with A_SetScale call being done from the spawner, pointing it at the child actor via those flags.