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New handling of ThingBits

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Joined: 13 Oct 2012
Location: Czech Republic

PostPosted: Mon Sep 05, 2016 10:34 am    Post subject: New handling of ThingBits Reply with quote

Hey there.

As discussed on IRC lately, and several times on forums,
This reguest is about new Decorate-like handling of thing flags (aka bits).
Since the DeHackEd nature can be kinda confusing. Twisted Evil

The current method

When you wan't to specify a flag you gotta to do this:


# This is just a standard comentory in deh.
# The (Demon) is ignored by DeHackEd and only tell us what the ID is.
# The Thing ID tells DeHackEd what actor bits are we trying to modify.

Thing 13 (Demon)

And this is where we run into some problems:


The way of design thing flags are in various groups from MF_ to MF5_!
Each time you add some, if in same group it *can* overwrite all others that are set by default by the engine. Sou you must have to specify them all again! Shocked


The removing of flags.

Due the nature of ability to remove all the flags as described in A).
You can use any flag that is in the same group to remove flags.

But there is no public list in which group which flag is. (and which is a subject to change)
This is very needed thing since DehSUPP allows you to utilize most of Heretic and Hexen actors that have already some flags.

This method can be very confusing. Mad

The new method

Could look like this:

Thing 13 (Demon)
Bits = 0
AddBits = SOLID

The reason to keep default behaviour of "Bits ="
Is to remain compatible with dozens of older wads.

The new AddBits/RemoveBits would be independent from those old side-effects and would behave same way as in decorate.

This method is cool and friendly Wink

I know that beign always user-friendly is not always good and allows noobs to raise and take the world but things just happens
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