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[not needed]Double code-pointers?
Posted: Sun Feb 05, 2006 20:36
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.
Posted: Sun Feb 05, 2006 22:16
by Graf Zahl
Insert zero length states to execute 2 code pointers in the same frame.
Re: Double code-pointers?
Posted: Sun Feb 05, 2006 23:16
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
}
}
Re: Double code-pointers?
Posted: Sun Feb 05, 2006 23:54
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
}
}
Posted: Mon Feb 06, 2006 1:05
by Sir_Alien
Aw crap, I thought that's what I'd written...
Thanks for clarifying.
Posted: Mon Feb 06, 2006 22:13
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?)
Posted: Mon Feb 06, 2006 22:15
by TheDarkArchon
GZDoom.pk3 -> LANGUAGE.en
Posted: Mon Feb 06, 2006 22:24
by Blade Nightflame
TheDarkArchon wrote:GZDoom.pk3 -> LANGUAGE.en
Thank ya.
