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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. :)