A Christmas present for ZDoom

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Chilvence
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Post by Chilvence »

Graf Zahl wrote: In 1993 it mattered. With today's computers the performance impact is irrelevant.
Hmm. At least that means I can change it for myself without worrying about it, but what do you think the chances are that it would be changed for factory Zdoom?

Also, I havent started this since I have no need yet, but I was thinking about the possibility of another structure that could be used inside custom actors, similar to FState, that could hold chains of code functions which could be called from a single state. For example, I would want to make it definable like this:

Chains
{
AttackChain:
A_Facetarget
A_Scream
A_CustomMissile(x, x,... )
ExplodeChain:
A_XScream
A_TossGib
A_TossGib
A_TossGib
...
}

And then include one new function you could use on a state that could run call these chains by name. How does that sound to you? Mainly it is because I dont like how cluttered Decorate actors get when you start doing complex things, because they become easily breakable when that happens.
Last edited by Chilvence on Wed Jan 12, 2005 3:45 pm, edited 1 time in total.
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Graf Zahl
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Post by Graf Zahl »

You have to ask Randy for this. I have no idea.
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Graf Zahl
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Post by Graf Zahl »

Graf Zahl wrote:Since I won't have any time for 4-5 hours anyway to do something about it I think it's a good chance to add stuff anybody here has done with this code. Feel free to send them to me by email and if it's good I'll add it.

Update: I decided to add 4 new code pointers in the process

- A_GiveInventory
- A_TakeInventory
- A_SpawnItem
- A_ThrowGrenade

A_GiveInventory and A_TakeInventory are self-explanatory and equivalent to their ACS counterparts.
A_SpawnItem spawns an object in front of the caller. This function is capable of handling monsters properly, unlike A_CustomMissile.
A_ThrowGrenade throws an item like the grenade version of Hexen's flechette.

A_SpawnItem and A_ThrowGrenade are both designed to be usable by both monsters and weapons.

Of course this means I have to do some testing so I'll post it as soon as it works.
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Chilvence
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Post by Chilvence »

Well, you're right, I just removed the MF_NOBLOCKMAP check from Link/Unlinkfromworld and didnt notice the slightest bit of difference. For fun I decided to see what CAH thought of it. It was slower, but it was already unplayable for me so not much difference there...

Maybe the best route for this is to include a compatibility option.
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deathz0r
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Post by deathz0r »

TheDarkArchon wrote:Just the graphics. I just want something to experiment with.
Right, check your PMs in this forum.
Graf Zahl wrote:A_SpawnItem spawns an object in front of the caller. This function is capable of handling monsters properly, unlike A_CustomMissile.
This will affect the projectile spawned from another projectile problem, right?
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Graf Zahl
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Post by Graf Zahl »

No. A_SpawnItem is not for projectiles because it doesn't apply any momentum to the spawned object.
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Graf Zahl
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Post by Graf Zahl »

For all who are interested: The first post in this thread now contains the updated source. That means the 4 new code pointers and the weapon offset fix are available.
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Chilvence
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Post by Chilvence »

Ok :)

Just for you deathz0r, I compiled it without any hacks :P

http://www.stateoftheworld.eclipse.co.u ... /zdoom.zip
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Your Name Is
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Post by Your Name Is »

So... Is this in Wiki yet? NO IT'S NOT!

EDIT: De'n00bed by Finalizer
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Chilvence
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Post by Chilvence »

Of course it isnt, because its not official zdoom yet :P. This is exactly why I was hesitant to upload it. Why do you think Graf didn't?

Now shtup! :twisted:
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Finalizer
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Post by Finalizer »

So, with this new "A_SpawnItem" thingy, it's possible to make monsters create other monsters right in front of them? If so, then maybe this means I can finally create the Pain Elemental IIs to work correctly!

...Yay for .96b! :mrgreen:
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MasterOFDeath
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Post by MasterOFDeath »

Just asking because I am too lazy to look through the rest of this thread(2 pages is too much for me :P), has Randy seen this at all?
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Graf Zahl
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Post by Graf Zahl »

He has stickied it so yes, he has seen it.
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Anakin S.
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Post by Anakin S. »

deathz0r wrote:
Graf Zahl wrote:A_SpawnItem spawns an object in front of the caller. This function is capable of handling monsters properly, unlike A_CustomMissile.
This will affect the projectile spawned from another projectile problem, right?
It might be messy, but suppose you could use the main projectile to A_SpawnItem an invisible actor, which would then A_CustomMissile the fragments.
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deathz0r
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Post by deathz0r »

Chilvence wrote:Just for you deathz0r, I compiled it without any hacks :P

http://www.stateoftheworld.eclipse.co.u ... /zdoom.zip
Excellente =D

Oh, another thing I've noticed in "96a" (I'm going to check it out now with this newer version) is that DECORATE weapons stay on the ground in co-op, yet normal weapons still don't do it. It's kind of weird, but hey, at least something stays on the ground. Haven't tried them in DM with the dmflag set to off though.
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