[ZScript] Ported Action functions

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Kizoky
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[ZScript] Ported Action functions

Post by Kizoky »

What's the purpose of this?
Maybe you want to study how A_Chase works in GZDoom, or maybe A_LookEx but without having to look up the original source code?

Or maybe you want to create your own A_Chase on top of the original one?

Here is a collection of action functions that aren't exposed to ZScript, but can be ported.
Note: I'm trying my best to retain the way the original code is written along with comments, so it shouldn't be confusing when compared to C++ implementation

A_Chase: https://github.com/Kizoky/CPPtoZScript/ ... _Chase.txt
A_LookEx: https://github.com/Kizoky/CPPtoZScript/ ... LookEx.txt
A_Wander: https://github.com/Kizoky/CPPtoZScript/ ... Wander.txt

Alternatively you can look below for downloading them

Credits: phantombeta for originally porting A_Chase in the first place
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A_Chase.txt
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A_Wander.txt
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A_LookEx.txt
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Last edited by Kizoky on Thu Apr 08, 2021 11:30 pm, edited 5 times in total.
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FranjeGueje
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Re: [ZScript] Ported A_Chase

Post by FranjeGueje »

Thank you, very useful for me.

I am developing a new behavior and I need information about "Chase" and about "SetGoal".
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Xtyfe
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Re: [ZScript] Ported A_Chase

Post by Xtyfe »

Ohhh man this is unbelievably useful! How hard would it be to do a port of A_LookEx?
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Re: [ZScript] Ported A_Chase

Post by Kizoky »

Xtyfe wrote:Ohhh man this is unbelievably useful! How hard would it be to do a port of A_LookEx?
Depends on if every function in A_LookEx is available (exposed to) in ZScript
From the looks of it it's possible to port it, it's in p_enemy.cpp (at line 1874)

Edit:
I ported A_LookEx, here's a link for it here: https://github.com/Kizoky/CPPtoZScript/ ... LookEx.txt
Hopefully I didn't mess up anything with it
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Re: [ZScript] Ported Action functions

Post by Xtyfe »

Wow, using redefined functions vs the hacky and probably unsupported method I was using before is so much easier. Thank you for this.
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Re: [ZScript] Ported Action functions

Post by Xtyfe »

I finally got a chance to try these out and without making my own modifications, they don't work as-is. When adding them to an actor, they don't seem to work without any arguments set like the regular functions do. For example, when I do set arguments for A_PortedLookEx, it errors out when using "See" for the seestate variable. If I use seestate instead it does work but monsters wont react to seeing me, only hearing me. A_PortedChase does work without arguments but monsters wont attack me.
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Re: [ZScript] Ported Action functions

Post by Kizoky »

Xtyfe wrote:I finally got a chance to try these out and without making my own modifications, they don't work as-is. When adding them to an actor, they don't seem to work without any arguments set like the regular functions do. For example, when I do set arguments for A_PortedLookEx, it errors out when using "See" for the seestate variable. If I use seestate instead it does work but monsters wont react to seeing me, only hearing me. A_PortedChase does work without arguments but monsters wont attack me.
Ouch. There must be something that I screwed up accidentally, I'll look into it asap
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