[Not needed] bIsDecoration actor flag

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bIsDecoration actor flag

Postby bLUEbYTE » Mon Mar 02, 2020 2:27 am

Apologies if there is already a way to do this, but I think it would be helpful for mod developers if the decoration actors had an actor flag, bIsDecoration like the monsters do.

Rationale: First paragraph of viewtopic.php?f=43&t=66778&start=15#p1140264
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Re: bIsDecoration actor flag

Postby Gez » Mon Mar 02, 2020 2:49 pm

Decorations are things that aren't monsters and can't be picked up.
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Re: bIsDecoration actor flag

Postby bLUEbYTE » Wed Mar 04, 2020 2:24 am

Hi Gez,
Thanks, is the other flag "SPECIAL"? Wouldn't things like projectiles also satisfy the condition (!bIsMonster && !bIsSpecial)?
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Re: bIsDecoration actor flag

Postby Graf Zahl » Wed Mar 04, 2020 2:36 am

Projectiles have the bMissile flag. But it's not all that easy. A decoration is just an inert actor - in fact it doesn't even need to be inert. But so are teleport destinations, ambient sounds and other special actors that populate a map.
And since decorations are inert they do not have any easy to recognize trait you can check for. Adding a new flag would merely be an unenforceable convention, the engine simply does not care so you'd be at the mercy of the modders to do it right. The bottom line is, even if all criteria you can potentially check are verified, what's left can still be various things that may or may not be important for a map to work. In Hexen, for example, even some actors that'd be flagged as decorations can have a function that won't make them purely decorative anymore - and with ZScript in the picture it gets even more complicated because decorations can have complex actions added to them while still appearing as a decoration to any code checking them.
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Re: bIsDecoration actor flag

Postby bLUEbYTE » Wed Mar 04, 2020 2:40 am

Yep, that confirms my skepticism on this. Thanks for the info.
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Joined: 15 Nov 2019
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