if i create a class with no states just logic how would I delete the object when it's done, does doom handle this itself?
class fubar
{
switch(myvar)
{
case 1:
do this;
break;
case 2:
do that;
break;
}
}
Search found 5 matches
- Tue May 26, 2020 10:29 pm
- Forum: Scripting
- Topic: saving system resources
- Replies: 4
- Views: 321
- Tue May 26, 2020 3:50 pm
- Forum: Scripting
- Topic: Learning zscript possible bad example given
- Replies: 2
- Views: 353
- Tue May 26, 2020 3:20 pm
- Forum: Scripting
- Topic: Learning zscript possible bad example given
- Replies: 2
- Views: 353
Learning zscript possible bad example given
so I pulled this code from https://zdoom.org/wiki/Converting_DECORATE_code_to_ZScript, I understand it well but the problem is it seems to have trouble with the "extend class Actor" it returns " line 6: Class Actor cannot be found in the current translation unit." so how would I convert this A ...
- Tue May 26, 2020 12:25 pm
- Forum: Scripting
- Topic: Additional menu on "new game"? Like player class selection?
- Replies: 5
- Views: 352
Re: Additional menu on "new game"? Like player class selecti
Sorry I This may be more use than my last post
decorate lump
actor Player_DoomGuy : DoomPlayer
{
Health 75
player.maxhealth 75
}
mapinfo lump
gameinfo
{
playerclasses = "Player_DoomGuy", "Player_ZombieMan" , "Player_DoomImp"
}
decorate lump
actor Player_DoomGuy : DoomPlayer
{
Health 75
player.maxhealth 75
}
mapinfo lump
gameinfo
{
playerclasses = "Player_DoomGuy", "Player_ZombieMan" , "Player_DoomImp"
}
- Tue May 26, 2020 12:23 pm
- Forum: Scripting
- Topic: Additional menu on "new game"? Like player class selection?
- Replies: 5
- Views: 352
Re: Additional menu on "new game"? Like player class selecti
it's in the gameinfo lump