Custom variables in DECORATE items
Moderator: GZDoom Developers
I like these ideas, and they will see their way to an official ZDoom, but I do not think I will use this specific implementation. Let me elaborate:
You limit each actor to a specific number of extra variables, they are unnamed, and they take up space even in actors that don't need them. We can take advantage of the class information maintained for each actor and extend them with however many additional variables we want at runtime.
As for the expression parsing, I was going to do this eventually. Now I will just have to do it sooner. I am looking at switching state actions into streams of p-code that can do much more complicated things than just calling a single function. All action functions, whether they take arguments or not, could be treated identically. And every function that takes parameters would automatically gain support for expression evaluation once a parser is in place that can generate the codes for them.
You limit each actor to a specific number of extra variables, they are unnamed, and they take up space even in actors that don't need them. We can take advantage of the class information maintained for each actor and extend them with however many additional variables we want at runtime.
As for the expression parsing, I was going to do this eventually. Now I will just have to do it sooner. I am looking at switching state actions into streams of p-code that can do much more complicated things than just calling a single function. All action functions, whether they take arguments or not, could be treated identically. And every function that takes parameters would automatically gain support for expression evaluation once a parser is in place that can generate the codes for them.
- TheDarkArchon
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Wait a minute, Randy. Does this mean that anyone who's using these new variable features right now in the unofficial version will have their wads screw up in your next official release? Correct me if I'm wrong...randy wrote:I like these ideas, and they will see their way to an official ZDoom, but I do not think I will use this specific implementation. Let me elaborate:
You limit each actor to a specific number of extra variables, they are unnamed, and they take up space even in actors that don't need them. We can take advantage of the class information maintained for each actor and extend them with however many additional variables we want at runtime.
As for the expression parsing, I was going to do this eventually. Now I will just have to do it sooner. I am looking at switching state actions into streams of p-code that can do much more complicated things than just calling a single function. All action functions, whether they take arguments or not, could be treated identically. And every function that takes parameters would automatically gain support for expression evaluation once a parser is in place that can generate the codes for them.
- Graf Zahl
- Lead GZDoom+Raze Developer
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That's what it most likely means. Keep in mind that the unofficial build is unofficial and that there was never a guarantee that all of it might be included in an official version.
Why do you think that I constantly argued against too radical changes? The thing with this is that although it is useful it might prove too limiting for future extensions. I understand Randy's motives in this matter fully and I have to agree with him up to a point.
To be on the safe side I'd not use these features right now.
Why do you think that I constantly argued against too radical changes? The thing with this is that although it is useful it might prove too limiting for future extensions. I understand Randy's motives in this matter fully and I have to agree with him up to a point.
To be on the safe side I'd not use these features right now.
- MartinHowe
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FWIW, the original user-variables code was a submission intended mostly for discussion; I didn't expect Graf and Grubber to jump on it so eagerly! Nice to be loved
I also originally envisiaged user variables as "custom actor properties" of course, but that would have been too much work to implement in the Unofficial Build.
It will be interesting to see how things eventually turn out...!

It will be interesting to see how things eventually turn out...!
- Doomguy0505
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