ZzZombo wrote:Ye, Randy, isn't this is exactly what allows to specify what object to reference to?Phineas Pillylock wrote:I suggest to use something like A_JumpIf(owner.someVariable>0) (owner is actor owns the inventory item), A_JumpIf(target.someVariable>0), A_JumpIf(tracer.someVariable>0), A_JumpIf(master.someVariable>0) (self-descriptive), and let A_JumpIf(self.someVariable>0) to be performed directly on the actor that defined the action pointer. A_JumpIf(someVariable>0) should look first for owner.someVariable if used from an inventory item and if it is not found then look for self.someVariable otherwise just behave the same as self.someVariable. someVariable maybe not only user variable but any Decorate expression that makes sense there, such as ceilingz or health. Hope I wrote it clear.
Wow it's been four years. :O
Whatever is going to be done to address this, I hope it cleanly avoids messing up existing mods because I heavily use user variables and I don't know, I just feel like what I've done is so finnicky and fragile that the slightest change on the executable side might break my mod horribly... :3