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Another problem I've been struggling with is jumping inside a weapon class. Now I'm trying to check a few variables and execute different stuff depending on what circumstances.
At this point it seems better not to try to match up all the returns, but instead use SetStateLabel("statelabel") and then return when/if needed... I just cringe now whenever I have to go back to my old Decorate anon function code and I see all those returns, yes they are unmaintainably hard to keep track of (if still significantly better than the old A_Jump* sequences, it's only more unmaintainable now because ZScript is letting us do much more complex things to begin with)
Is there a way I can check what action pointer a given state has? Or, at the very least, if the action pointer has been altered by DeHackEd? The closest I can get right now is to check the state's bDehacked boolean, but that just tells me if the whole state has been altered, and not how. It would even pass true if the state's sprite, frame, next state, or duration were modified, so it's almost useless for this.
This is seriously blocking my ability to do play-testing and driving me nuts!!!! Why does my custom Tick() stuff continue to run even when I've frozen the game using the "freeze" console command? Please tell me there's a way to freeze my Actor's Tick() when the game is actually frozen!
The animation States are frozen, but the CODE running in the Tick() does not! So if I have a little int counter++ thing running in Tick(), it will continue to increment even when the game is frozen!
Sometimes you could be ticking something that should run with the player so it would not be appropriate then (since the player is never affected by freeze).
Or sometimes you might have a mix: a monster that latches onto a player might update its relative position even when in freeze mode, but otherwise not do anything.
(This might get more complex with weapons)
Vaecrius wrote:Sometimes you could be ticking something that should run with the player so it would not be appropriate then (since the player is never affected by freeze).
Or sometimes you might have a mix: a monster that latches onto a player might update its relative position even when in freeze mode, but otherwise not do anything.
(This might get more complex with weapons)
Ahhh that makes sense and come to think of it, it's actually amazing that ZScript actually lets you have full control this area, instead of forcing you within a certain sandbox, so to speak. Great stuff!
Is there a way I can use TexMan.CheckForTexture to determine if a sky texture has been defined in a PWAD versus the IWAD? A bit more context on what I'm trying to do here. I notice there are lots of settings you can pass in for the second and third arguments for CheckForTexture (such as TEX_FirstDefined, TEXMAN_Overridable etc) and it's not clear from looking at the FTextureManager source code what they all do.