Grouped action specials in DECORATE
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- Graf Zahl
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Re: Grouped action specials in DECORATE
I don't think so. DDF and DECORATE have deviated too much so an easy conversion is not really possible. Besides, EDGE never was that popular to begin with...
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Re: Grouped action specials in DECORATE
Yeah, I only used it to play Immoral Conduct (and some of Don's Challenge), and nothing else.
Re: Grouped action specials in DECORATE
This thread was re-tagged "[Yes]" (presumably by Randy) at some point after Graf made the quoted post. The final syntax will most likely be different, judging from posts that have been made, but I was trying to show an example of its usefulness; of course it's not 100% accurate to what the final code would look like.Major Cooke wrote:Sadly, Xaser...
But on the bright side, that means its a lot more powerful.Graf Zahl wrote:Syntax rejected. Since this will have to be a stand-in for a scripted function each line must end with a semicolon. And the goto is a complete no-go. The scripting language won't allow a goto, it also won't allow A_Jump constructs, but real script syntax instead. In this area the main objective will be: no stopgap measures. Period.
BTW, if Randi continues his work on the scripting branch and manages to merge it this might not be so far away - but don't expect anything unless the scripting framework is in.
This part is confusing me a bit. This sounds like you're saying we won't be able to define custom action functions at all, which doesn't seem right. Or were you commenting on the fact that the Doomscript code would exist elsewhere than the DECORATE lump?Graf Zahl wrote:You won't get a 'CustomAF', of course, but the long term plan is to be able to add custom code to actors - not just action functions, but also extensions to internal methods.
- Graf Zahl
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Re: Grouped action specials in DECORATE
No, I was impling that the suggested syntax won't happen. How precisely it will look I can't say, but most likely close to C++.
- Major Cooke
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Re: Grouped action specials in DECORATE
As in, like C++ but without all the harder stuff like having to do the nightmare that is C++ pointers such as (AActor*) and type conversion, etc. A more simplified version, right?
- Graf Zahl
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Re: Grouped action specials in DECORATE
Since pointers are an essential part of how Doom works (think of target, tracer, master...) it won't be able completely without them, but it'll be a bit more like Java where you only have objects and don't need to think about the difference between an actual object and a pointer referencing it.
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Re: Grouped action specials in DECORATE
So let's say they are a sort of 'references', but with pointer arrow syntax?
- Graf Zahl
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Re: Grouped action specials in DECORATE
You have to ask Randi. But my guess is it'll be struct syntax, just like Java and C#
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Re: Grouped action specials in DECORATE
Yeah, that's what I meant. That'll be perfect.Graf Zahl wrote:... and don't need to think about the difference between an actual object and a pointer referencing it.
Re: Grouped action specials in DECORATE
Oh, look! I did a thing.
Re: Grouped action specials in DECORATE
That's such a game changer as far as plain old DECORATE is concerned. Thanks Randi!
Re: Grouped action specials in DECORATE
Brilliant!
Now, it would be even better if one could 'package' a set of action functions that are in a certain order into a single function so that it can be used by multible actors without having to copy-paste everything.
(It would also stop making me feel guilty for using CustomInventory derived "fake action functions" because I wouldn't have to use CustomInventory for such purposes anymore.)
Now, it would be even better if one could 'package' a set of action functions that are in a certain order into a single function so that it can be used by multible actors without having to copy-paste everything.
(It would also stop making me feel guilty for using CustomInventory derived "fake action functions" because I wouldn't have to use CustomInventory for such purposes anymore.)
- Graf Zahl
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Re: Grouped action specials in DECORATE
Guess what the scripting stuff is for...
Re: Grouped action specials in DECORATE
*facepalm* yeah... I just noticed that the commit was for the scripting branch, not the main one like I thought. I didn't notice it before because I got over-excited. I'm an idiot. >.<
Re: Grouped action specials in DECORATE
Will grouped action functions be added to the main branch, or will we need to wait for DoomScript before we see this change added?