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(0015422)
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Dusk
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2016-08-07 20:56
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And what is stopping the player from passing some other player's number? ACS can just use PlayerNumber for NET scripts, and ConsolePlayerNumber for CLIENTSIDE scripts anyway. |
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@Dusk I'm not sure what you mean... Nothing's stopping you from passing someone else's player number. The reason I'd like this is because I want to quickbind certain scripts (that are NET) in certain mods, and they require a player number to be passed. It is also faster than having to lookup your own player number, if it's that you're going to reference. |
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(0015429)
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Dusk
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2016-08-10 12:53
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Then make another script which calls the original with the current player number. An overload if you may. |
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(0015431)
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Visual Vincent
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2016-08-10 14:34
(edited on: 2016-08-10 14:40) |
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Quote Then make another script which calls the original with the current player number. An overload if you may.
The scripts aren't mine, though. They're baked into mods.
If you don't want to implement this that's fine, but if so then please close this. I just thought it would've been a little handy thing to have.
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(0015435)
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Dusk
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2016-08-10 16:54
(edited on: 2016-08-10 16:55) |
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Quote
The scripts aren't mine, though. They're baked into mods.
With the modular nature of PWADs, I fail to see how this is a problem.
Anyway such a feature would be another thing on us adding delta to ZDoom for no real reason. You may ask ZDoom though.
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