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Re: ZScript Documentation

PostPosted: Tue Jun 20, 2017 3:15 am
by Graf Zahl
Of course you cannot use Actor.GetCVar from an Event handler without specifying the actor in which context to use it.

So 'players[0].mo.GetCVar(...)' would be the proper way to read a CVar from player 1's context.

And for static CVARs you do not need any function at all, you can just use their name as a global read-only variable.

Re: ZScript Documentation

PostPosted: Tue Jun 20, 2017 2:40 pm
by Kinsie
Graf Zahl wrote:Of course you cannot use Actor.GetCVar from an Event handler without specifying the actor in which context to use it.

So 'players[0].mo.GetCVar(...)' would be the proper way to read a CVar from player 1's context.

And for static CVARs you do not need any function at all, you can just use their name as a global read-only variable.
Thanks for this, cleans things up a little bit.

Re: ZScript Documentation

PostPosted: Sun Jul 16, 2017 1:11 pm
by Major Cooke
I made this page in the effort to help programmers who are transitioning into using ZScript become a bit more familiar with its syntax, but it probably needs more work done.

Re: ZScript Documentation

PostPosted: Sun Jul 16, 2017 6:57 pm
by Nash
Curious... if multi-return is a LUA feature, how did ZDoom do multi-returns in C++ before?

Re: ZScript Documentation

PostPosted: Mon Jul 17, 2017 6:00 am
by Gutawer
Assuming you're talking about in the C++ source, it just wouldn't have, as C++ doesn't have that feature. Can be replicated easily with something like an std::tuple, though.

Re: ZScript Documentation

PostPosted: Mon Jul 17, 2017 8:57 am
by Gez
Please keep wiki style in mind when creating pages. Capitalize only things that actually need to be capitalized.

Tutorial On How To Make A Door -- wrong! don't do that! stop doing that!
Universal Doom Map Format -- caps okay because it's the proper name of a standard
A_FireMissile -- caps okay because function names use CamelCase

Re: ZScript Documentation

PostPosted: Fri Jul 21, 2017 3:29 pm
by Major Cooke
Sorry. Bad habit. I was raised in a setting where if it has a title, It Must Have a Capital Except for Certain Words. As in, they put a drill to the back of my head. Almost.

...private schools I swear...

Re: ZScript Documentation

PostPosted: Tue Jul 25, 2017 1:43 pm
by UsernameAK
I think there's need for JavaDoc-like documentation generator for ZScript.

Re: ZScript Documentation

PostPosted: Thu Jul 27, 2017 5:59 am
by Kinsie
UsernameAK wrote:I think there's need for JavaDoc-like documentation generator for ZScript.
DPJudas was toying with something like this in a QZDoom branch back in February in the mainline ZScript Discussion thread. I haven't heard head or tail of it since, so I don't suspect it ever reached a point where it could be rolled into a release build.

Pity, it'd come in very handy, both for the mainline engine itself and for modders to document their work and welcome additional content to be bolted onto theirs, ala Reelism's makeshift mod system or Brutal Doom's endless forks.

Re: ZScript Documentation

PostPosted: Thu Jul 27, 2017 10:41 am
by dpJudas
That would be this branch: refdocs

I didn't really try to finish it because it felt like I got a combination of shrugs and "yeah you go code that" feedback. As I didn't need ZScript documentation myself I figured that there's better things to spend my time on. :)

In any case, the code is there if anyone wants to pick up after where I stopped.

Re: ZScript Documentation

PostPosted: Mon Jul 31, 2017 6:28 am
by Major Cooke
...So this is where this thread was relocated to.