Referencing inventory flags in ZScript?

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DenisBelmondo
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Referencing inventory flags in ZScript?

Post by DenisBelmondo »

So basically, I'm trying to disable Inventory.NOSCREENFLASH on the fly with an Event Handler and its WorldThingSpawned virtual. Here's some code.

Code: Select all

if (e.thing is "Inventory")
    e.thing.bNoScreenFlash = true;
The second line is problematic because I assume that bNoScreenFlash is not directly a member of Thing. So I tried prefixing it with "Inv", which the member of type Inventory in the base Actor class just for giggles like so:

Code: Select all

if (e.thing is "Inventory")
    e.thing.Inv.bNoScreenFlash = true;
It no longer complains about bNoScreenFlash being an unknown identifier, but the VM crashes with an access violation (address 0).

So finally, I try to modify the check like so:

Code: Select all

if (e.thing.Inv)
    e.thing.Inv.bNoScreenFlash = true;
This doesn't cause the VM to crash, but it has no effect whatsoever.

The only thing that I've done to make it work is having e.thing call A_ChangeFlag(), but as we all know, that function is deprecated.
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m8f
 
 
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Re: Referencing inventory flags in ZScript?

Post by m8f »

"e.thing.Inv" means an inventory that e.thing has. This code needs a cast:

Code: Select all

Inventory inv = Inventory(e.thing);
if (inv) { inv.bNoScreenFlash = true; }
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DenisBelmondo
Posts: 380
Joined: Fri Jun 06, 2008 6:26 pm
Location: Two-Key Return

Re: Referencing inventory flags in ZScript?

Post by DenisBelmondo »

Thanks a bunch! It certainly gives me some ZScript related insight outside of this context too.

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