MantisBT - Zandronum |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0002767 | Zandronum | [All Projects] Suggestion | public | 2016-06-26 22:39 | 2024-03-01 05:08 |
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Reporter | StrikerMan780 | |
Assigned To | | |
Priority | normal | Severity | minor | Reproducibility | N/A |
Status | confirmed | Resolution | backport later | |
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 |
Product Version | 3.0-beta | |
Target Version | | Fixed in Version | | |
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Summary | 0002767: Backport the CountInv decorate function. |
Description | Right now, I'm working on a weapon that without CountInv, requires about 30 A_JumpIfInventory checks and a ridiculous amount of DECORATE code. If I had access to CountInv, I could make the weapon work as intended with no jumping required whatsoever. The only alternative is to use ACS, which isn't predicted, would still need many jumps, and since the weapon has behavior that needs to be considered serverside, I can't use CLIENTSIDE to bypass the prediction issue. |
Steps To Reproduce | |
Additional Information | |
Tags | No tags attached. |
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Issue History |
Date Modified | Username | Field | Change |
2016-06-26 22:39 | StrikerMan780 | New Issue | |
2017-04-25 13:40 | Cutman | Note Added: 0017319 | |
2017-04-26 06:06 | Torr Samaho | Note Added: 0017336 | |
2017-04-26 06:07 | Torr Samaho | Status | new => feedback |
2017-04-26 15:56 | Cutman | Note Added: 0017343 | |
2017-04-26 15:58 | Cutman | Note Edited: 0017343 | bug_revision_view_page.php?bugnote_id=17343#r10411 |
2017-04-26 15:58 | Cutman | Note Edited: 0017343 | bug_revision_view_page.php?bugnote_id=17343#r10412 |
2017-07-14 16:37 | Cutman | Note Added: 0018027 | |
2017-07-14 21:41 | Ivan | Note Added: 0018031 | |
2018-06-03 10:08 | StrikerMan780 | Note Added: 0019266 | |
2018-06-03 10:08 | StrikerMan780 | Status | feedback => new |
2018-06-03 10:08 | StrikerMan780 | Note Edited: 0019266 | bug_revision_view_page.php?bugnote_id=19266#r11560 |
2018-06-03 10:09 | StrikerMan780 | Note Edited: 0019266 | bug_revision_view_page.php?bugnote_id=19266#r11561 |
2018-06-03 10:09 | StrikerMan780 | Note Edited: 0019266 | bug_revision_view_page.php?bugnote_id=19266#r11562 |
2018-06-03 21:12 | StrikerMan780 | Note Edited: 0019266 | bug_revision_view_page.php?bugnote_id=19266#r11565 |
2020-04-19 14:30 | Cutman | Note Added: 0021267 | |
2020-04-27 17:41 | Torr Samaho | Note Added: 0021285 | |
2020-05-02 00:34 | Cutman | Note Added: 0021303 | |
2024-03-01 05:08 | Ru5tK1ng | Status | new => confirmed |
2024-03-01 05:08 | Ru5tK1ng | Resolution | open => backport later |
Notes |
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(0017319)
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Cutman
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2017-04-25 13:40
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I highly doubt this will go in before 3.0, but I can say for certain I will happily test the crap out of this to make sure it works if it does. CountInv (and pretty much everything here'https://zdoom.org/wiki/DECORATE_expressions#DECORATE_functions [^]' ) would be extremely helpful for those making complicated weapons/monsters/items work without disgusting hacks and mass repeated jump functions.
If it can be added without too much effort, I say it's worth our time. If not, too bad. ZScript is on the horizon anyway right...? |
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(0017343)
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Cutman
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2017-04-26 15:56
(edited on: 2017-04-26 15:58) |
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Yes. GetPlayerInput and GetCvar would probably be extremely handy too but CountInv alone removes so much clutter and fighting with the engine.
Edit: Does this also include the pointer selector argument? Also very useful when we can use that!
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(0018027)
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Cutman
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2017-07-14 16:37
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Just to confirm this didn't get added right? Trying to use the function crashes the game. |
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(0018031)
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Ivan
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2017-07-14 21:41
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GetPlayerInput would make things a lot easier for modders if it was ported. ACS calls actually make other decorate calls delayed if a high ping player uses a weapon that have it, and can cause major desyncs. Would be handy to have those as well if possible. |
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(0019266)
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StrikerMan780
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2018-06-03 10:08
(edited on: 2018-06-03 21:12) |
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I was talking about countinv precisely (what was in that commit that was linked). But GetCVar and GetPlayerInput would also be fantastic, could eliminate a metric asston of clutter.
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(0021267)
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Cutman
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2020-04-19 14:30
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As there is a new beta and potential Zandro version on the horizon, I would like to try to get this added again if it's as simple as Torr suggests (3 years ago) to backport. It would be an incredible convenience for modders who make very complex weapons/classes/monsters. |
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(0021303)
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Cutman
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2020-05-02 00:34
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That's a shame! Thanks for the reply though :) |
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