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IDProjectCategoryView StatusDate SubmittedLast Update
0002767Zandronum[All Projects] Suggestionpublic2016-06-26 22:392018-06-03 21:12
Assigned To 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version3.0-beta 
Target VersionFixed in Version 
Summary0002767: Backport the CountInv decorate function.
DescriptionRight 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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-  Notes
User avatar (0017319)
Cutman (reporter)
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...?
User avatar (0017336)
Torr Samaho (administrator)
2017-04-26 06:06

We are just talking about backporting [^] ?

That looks quite simple to backport.
User avatar (0017343)
Cutman (reporter)
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!

User avatar (0018027)
Cutman (reporter)
2017-07-14 16:37

Just to confirm this didn't get added right? Trying to use the function crashes the game.
User avatar (0018031)
Ivan (reporter)
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.
User avatar (0019266)
StrikerMan780 (reporter)
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.

Issue Community Support
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Supporters: Fused Korshun Cutman Lego_CS
Opponents: No one explicitly opposes this issue yet.

- 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 View Revisions
2017-04-26 15:58 Cutman Note Edited: 0017343 View Revisions
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 View Revisions
2018-06-03 10:09 StrikerMan780 Note Edited: 0019266 View Revisions
2018-06-03 10:09 StrikerMan780 Note Edited: 0019266 View Revisions
2018-06-03 21:12 StrikerMan780 Note Edited: 0019266 View Revisions

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