https://github.com/coelckers/gzdoom/blo ... .cpp#L2780
"Similar to P_TryMove but doesn't actually move the actor."
This would allow so much that I've now relied on gross hacks (setorigin, checking velocity, spawning actors, etc.) to do.
CheckMove for ZScript
Moderator: GZDoom Developers
Re: CheckMove for ZScript
Added in c4648a2.
- Matt
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Re: CheckMove for ZScript
Thanks!
But... no ability to output an fcheckposition struct?
(sorry I didn't realize that when I posted this last night)
But... no ability to output an fcheckposition struct?
(sorry I didn't realize that when I posted this last night)
Re: CheckMove for ZScript
Extended in 549a9d3.
- Matt
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Re: CheckMove for ZScript
Awesome, thanks!!!
(I was thinking about the possibility of calling TryMove only if CheckMove for the same coordinates and flags failed, but this is of course infinitely better!)
(I was thinking about the possibility of calling TryMove only if CheckMove for the same coordinates and flags failed, but this is of course infinitely better!)