[not needed]Double code-pointers?

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Blade Nightflame
Posts: 31
Joined: Sun Dec 04, 2005 22:35

[not needed]Double code-pointers?

Post by Blade Nightflame »

I know it might be a very stupid question, relating to Decorate and all. But I'm asking if the Decorate system could be edited/modified, so you could have another code-pointer next to another, saving a bit of state space, for example..

Code: Select all

ACTOR Example
{
  <insertstuff>
  States
  {
  Spawn:
        SKLL A 4 A_SetTranslucent(.X,X) A_Chase
        Loop
   }
}
Could be usefull for a few enemies in projects.
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Graf Zahl
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Post by Graf Zahl »

Insert zero length states to execute 2 code pointers in the same frame.
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Sir_Alien
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Re: Double code-pointers?

Post by Sir_Alien »

Graf Zahl wrote:Insert zero length states to execute 2 code pointers in the same frame.
In other words:

Code: Select all

ACTOR Example
{
  <insertstuff>
  States
  {
  Spawn:
        SKLL A 4 A_SetTranslucent(.X,X)
        SKLL A 0 A_Chase
        Loop
   }
}
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Graf Zahl
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Location: Germany
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Re: Double code-pointers?

Post by Graf Zahl »

Wrong!

Code: Select all

ACTOR Example
{
  <insertstuff>
  States
  {
  Spawn:
        SKLL A 0 A_SetTranslucent(.X,X)
        SKLL A 4 A_Chase
        Loop
   }
}
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Sir_Alien
Posts: 80
Joined: Tue Sep 13, 2005 8:23
Location: Sydney, Australia
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Post by Sir_Alien »

Aw crap, I thought that's what I'd written...

Thanks for clarifying.
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Blade Nightflame
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Joined: Sun Dec 04, 2005 22:35

Post by Blade Nightflame »

Sorry about this guys. Didn't know of that one yet. (Just one more thing, where can I find atleast a feasable place to learn about the LANGUAGE lump?)
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TheDarkArchon
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Post by TheDarkArchon »

GZDoom.pk3 -> LANGUAGE.en
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Blade Nightflame
Posts: 31
Joined: Sun Dec 04, 2005 22:35

Post by Blade Nightflame »

TheDarkArchon wrote:GZDoom.pk3 -> LANGUAGE.en
Thank ya. :)
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