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Old 07-19-2007   #21
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Nev3r, that sounds like a thing shuffle aready done for his EXEs.

Originally Posted by Shuffles code
// A_Teleport
// Description: Teleport to the mobj's current target.
// Tip: Use A_Look or A_FindTarget to look for a target if the mobj doesn't have one.
// var1: If 0, teleports target to this object. Else, this object teleports to target.
// var2: If true, object keeps its momentum. Else, it loses it.
Also, What about the objects Z location?
   |\    _,,,--,,_ _ 
  / , `.-'`'     ._  \-;;, _
  | ,4-  ) )_    .;. \  `'-'
 '---" -(_ /._)--'(_\_)
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Old 07-30-2007   #22
Usually lurks somewhere.
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Which exe?
Hmm... [insert witty observation here].
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Old 05-15-2008   #23
Prime 2.0
Grape flavored
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<Prime_2> o.o
<Prime_2> I just had a brainfart
<Prime_2> something for SOC to make characters more awesome.
<Prime_2> A_CheckSkin
<Torgo> What will that do?
<Prime_2> My thought is, when you make SOCs for custom character abilities/frames, they become required for all of the characters.
<Prime_2> The purpose of A_CheckSkin would be to add a conditional for these changes
<Prime_2> so, in the S_Skin of a character wad, there would be some entries for what state to go to or what action to perform when an A_CheckSkin with the corresponding action parameter is called.
<Prime_2> if there is no corresponding entry, the action does nothing, and the character states proceed as they normally would.
<Prime_2> This would allow for skin specific SOCs
That is to say, in the S_Skin lump, each entry would have a script that says what actions to perform or what state to jump to, in addition to an identification value that would correspond to the action parameter used by A_CheckSkin. If the Action parameter and identification value match, the script is performed. Otherwise(or in the event a non-player called the action), the action does nothing, and normal operation continues.
Science tells us that nothing can be proven, only rendered more likely to be true. If we do not question what we already know, how can we know, much less admit, when we're wrong? Such things are vital to progress.
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