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A_Setsize, A_GivetoActor and etc.

Posted: Fri Jun 18, 2010 8:50 pm
by alex3005
Features i want to see in (g)zdoom

A_Setsize(int Radius,int Height)
Radius= Current Actor's Radius
Height=Current Actor's Height

A_GivetoActor(string Type1,string Type2, int Count)
Type1= actor(give inventory to current actor), master(... to master), children(... to children),
sibling(... to sibling), target(... to target), tracer(... to tracer)
Type2= Inventory's Type
Count= Inventory ammount

A_TakefromActor(string Type1,string Type2, int Count)
Type1= actor(Take inventory from current actor), master(... from master), children(... from children),
sibling(... from sibling), target(... from target), tracer(... from tracer)
Type2= Inventory's Type
Count= Inventory ammount

A_JumpIfActorInvetory(string Type1,string Type2, int Count, int offset/str "state",)
Type1= actor(Jump if current actor have Count inventory type2), master(... if master ...), children(... if children ...),
sibling(... if sibling ...), target(... if target ...), tracer(... if tracer ...)
Type2= Inventory's Type
Count= Inventory ammount

p.s.When i broke any rulez don't punish me :)

Re: A_Setsize, A_GivetoActor and etc.

Posted: Fri Jun 18, 2010 10:04 pm
by Ceeb
alex3005 wrote:A_Setsize
inb4wfds

Re: A_Setsize, A_GivetoActor and etc.

Posted: Fri Jun 18, 2010 10:28 pm
by XutaWoo
Most are these are redundent or WFDS anyway; the inventory master/child stuff and size changing thing have been WFDS'd before, and the only thing that's new and I think would be possible would be the inventory funcitons for tracers. Which I can actually imagine a bunch of fun stuff to do with. Hrm.

Re: A_Setsize, A_GivetoActor and etc.

Posted: Sat Jun 19, 2010 9:23 am
by Mikk-
But that doesn't change the actual sprite height and radius.

Re: A_Setsize, A_GivetoActor and etc.

Posted: Sat Jun 19, 2010 9:31 am
by Enjay
Which is something that has been rejected a few times already.

Re: A_Setsize, A_GivetoActor and etc.

Posted: Sat Jun 19, 2010 11:02 am
by NeuralStunner
alex3005 wrote:Features i want to see in (g)zdoom
Why? How are they useful? Dropping convoluted functions into the develpoers' laps because you want them is not going to go over very well. Also, lumping together several requests into one thread is a further aggravation.

There are already quite a few inventory functions, so these is largely redundant. Adding a clump of extra functions is also unnecessary and cumbersome, when a few flags for already existing functions would do.
alex3005 wrote:p.s.When i broke any rulez don't punish me :)
You know there are rules, so you can't claim innocence. Try actually reading and following them? (Oh, and your ridiculous spelling "rulez" just makes you look uneducated.) Not a good way to get yourself taken seriously.