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Some help needed with actor sourcecode

 
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DoomerMrT
Dominating!


Joined: 09 Mar 2007
Location: http://destiny-server.ath.cx/forums/

PostPosted: Mon Aug 24, 2009 10:43 am    Post subject: Some help needed with actor sourcecode Reply with quote

I am trying to do a primitive reloading system for weapons. So far the idea is to have a dehackable state for weapons called "Reloading" and have a property called "Mag capacity". To make the reloading work, a codepointer called "A_CountShots" is needed which is called right after a weapon attack codepointer. CountShots counts how many times the weapon was fired and compares it to "Mag capacity". If times shot reaches the value of "Mag capacity" the weapon enters in it's reloading state.
So far I have the basic shape worked out but since I am not an expert at C++ it gives a bunch of errors when trying to compile the exe. The error is located in a_action.cpp where the new codepointer is. I would really appreciate some expert's help at this as I am kinda interested seeing this work Smile


BTW, source files:
http://hwc-tm.extra.hu/stuff/stuff.zip
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EarthQuake
Wicked Sick!


Joined: 02 Apr 2004
Location: Athens, Ohio. Dieblieber gonna getcha!

PostPosted: Mon Aug 24, 2009 9:06 pm    Post subject: Reply with quote

Perhaps it would be a better idea if you took a look at ZDoom list of codepointers and see if there is anything you can use there. It would be much better if ZDaemon and ZDoom shared the same codepointer, rather than ZDaemon having it's own codepointer for such a thing.
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DoomerMrT
Dominating!


Joined: 09 Mar 2007
Location: http://destiny-server.ath.cx/forums/

PostPosted: Tue Aug 25, 2009 8:44 am    Post subject: Reply with quote

Well the only useable thing I see in Zdoom's codepointer list is A_CheckForReload, but since Zdaemon will never support decorate it would be pretty needless to do. Not to mention that Dehacked currently cannot assign parameters to codepointers like decorate do so the concept is still the same.
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