New features (last update 8.8.2005)
Moderator: GZDoom Developers
- Anakin S.
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The first post of the Christmas present thread has the directions. A_TakeInventory is right there in code tags, and while the weapons offset thing is a little more complicated, Graf tells you how to do it in that post.Grubber wrote:@Anakin: I haven't included any fixes (where to get 'em?)
@Graf: This is a problem
Graf Zahl wrote: EDIT (1/13/2005):
I fixed the weapon offset bug that was mentioned in the thread several times. Everybody who wants to compile the source should note that the fix was in p_pspr.cpp so you have to apply the .diff to the original .96 source again!
EDIT (3/21/05): Ok, I'm just too lazy to upload everything again. There's a bug in A_TakeInventory which renders the function useless. Here's the fix:
Code: Select all
void A_TakeInventory(AActor * self) { int index=CheckIndex(2); if (index<0) return; const char * item =(const char*)StateParameters[index]; int amount=StateParameters[index+1]; const TypeInfo * mi=TypeInfo::FindType(item); if (mi) { AInventory * inv = self->FindInventory(mi); if (inv && !inv->IsKindOf(RUNTIME_CLASS(AHexenArmor))) { if (!amount || amount>=inv->Amount) { if (inv->IsKindOf(RUNTIME_CLASS(AAmmo))) inv->Amount=0; else inv->Destroy(); } else inv->Amount-=amount; } } }
- Your Name Is
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- Anakin S.
- Posts: 1067
- Joined: Fri Nov 28, 2003 9:39 pm
- Location: A long time ago in a galaxy far, far away...
I found another issue with Grubber's exe. For some reason, some of my weapons behave strangely when selecting and deselecting. This doesn't happen with every weapon. Another weapon in the same mod and all the weapons from another mod worked fine with selecting and deselecting. When selecting, the weapon instantly appears. When I try to deselect, the weapon doesn't go away and I can't fire the weapon any more either. The same weapon worked fine with Chilvence's exe, for some reason. I don't know what the problem might be.
- TheDarkArchon
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