MantisBT - Zandronum
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0002767Zandronum[All Projects] Suggestionpublic2016-06-26 22:392020-05-02 00:34
0002767: Backport the CountInv decorate function.
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.
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Issue History
2016-06-26 22:39StrikerMan780New Issue
2017-04-25 13:40CutmanNote Added: 0017319
2017-04-26 06:06Torr SamahoNote Added: 0017336
2017-04-26 06:07Torr SamahoStatusnew => feedback
2017-04-26 15:56CutmanNote Added: 0017343
2017-04-26 15:58CutmanNote Edited: 0017343bug_revision_view_page.php?bugnote_id=17343#r10411
2017-04-26 15:58CutmanNote Edited: 0017343bug_revision_view_page.php?bugnote_id=17343#r10412
2017-07-14 16:37CutmanNote Added: 0018027
2017-07-14 21:41IvanNote Added: 0018031
2018-06-03 10:08StrikerMan780Note Added: 0019266
2018-06-03 10:08StrikerMan780Statusfeedback => new
2018-06-03 10:08StrikerMan780Note Edited: 0019266bug_revision_view_page.php?bugnote_id=19266#r11560
2018-06-03 10:09StrikerMan780Note Edited: 0019266bug_revision_view_page.php?bugnote_id=19266#r11561
2018-06-03 10:09StrikerMan780Note Edited: 0019266bug_revision_view_page.php?bugnote_id=19266#r11562
2018-06-03 21:12StrikerMan780Note Edited: 0019266bug_revision_view_page.php?bugnote_id=19266#r11565
2020-04-19 14:30CutmanNote Added: 0021267
2020-04-27 17:41Torr SamahoNote Added: 0021285
2020-05-02 00:34CutmanNote Added: 0021303

2017-04-25 13:40   
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 [^] ) 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...?
Torr Samaho   
2017-04-26 06:06   
We are just talking about backporting [^] ?

That looks quite simple to backport.
2017-04-26 15:56   
(edited on: 2017-04-26 15:58)
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!

2017-07-14 16:37   
Just to confirm this didn't get added right? Trying to use the function crashes the game.
2017-07-14 21:41   
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.
2018-06-03 10:08   
(edited on: 2018-06-03 21:12)
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.

2020-04-19 14:30   
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.
Torr Samaho   
2020-04-27 17:41   
I had a closer look and unfortunately this is not really feasible as out-of-order backport. While [^] looks non-invasive, it requires things 3.1 doesn't have. In particular, 3.1 doesn't support the kind of non-action function CountInv is.
2020-05-02 00:34   
That's a shame! Thanks for the reply though :)