Regarding the recent discussions about HeXen weapon codepointers and so forth; it is generally agreed that as they are, they are too complicated and integrated with the player logic and so forth to expose directly. Similar remarks apply (to a lesser extent) with Heretic.
Therefore, at some point, please could we have generic versions of them? The very success of DECORATE in creating new monsters has been possible only because of Randy creating generalised versions of monster and weapon codepointers; for example, A_ComboAttack() is just a generalisation of A_TroopAttack() and A_BruiseAttack().
It's been done for Doom, so please may we have it for the other two games in the fullness of time?
Generic variants of Heretic and HeXen action functions
Moderator: Graf Zahl
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First, Randy hasn't created one single code pointer for DECORATE. 
Second, many of Hexen's and Heretic's code pointers cannot be easily generalized. Much of this stuff needs explicit coding or custom state labels to work as intended and unless Randy implements Doomscript or whatever he will call it when it's done this won't happen.

Second, many of Hexen's and Heretic's code pointers cannot be easily generalized. Much of this stuff needs explicit coding or custom state labels to work as intended and unless Randy implements Doomscript or whatever he will call it when it's done this won't happen.
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Sorry, I take it that those were your doing?Graf Zahl wrote:First, Randy hasn't created one single code pointer for DECORATE.

Damn. Still, there was no harm in askingGraf Zahl wrote:Second, many of Hexen's and Heretic's code pointers cannot be easily generalized. Much of this stuff needs explicit coding or custom state labels to work as intended and unless Randy implements Doomscript or whatever he will call it when it's done this won't happen.
