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[DECOHack] Auto Weapons

Open MTrop opened this issue 4 years ago • 1 comments

This issue is a spinoff of obsolete issue: #31

Proposal: A set of clauses that work like freeing states, but for weapons.

weapon free <INTEGER>
weapons free <INTEGER> to <INTEGER>

A weapon is filled/"un-freed" when it is directly edited, or filled in via the following:

auto weapon <IDENTIFIER> [ ":" ( auto weapon <IDENTIFIER> | weapon <INTEGER>) ] [<STRING>]
{
    // ..... code
}

For example:

auto weapon bfg10k : thing MTF_BFG "Ultra BFG 10k"
{
    // ... stuff ...
}

Now, of course, you will not know exactly which index it will end up in, so how will you refer to weapons later when you need to reference a specific weapon or its states? These clauses:

auto weapon bfg10k
auto weapon bfg10k refire

"Auto" objects will need to have a registrar in the context that will allow them to be referred to later, and so that namespace needs to be special when locating where those sorts of objects end up. Identifiers are better here, since using integers would be confusing, as that should be for specific slots, and this also keeps declaration and references lingustically distinct.

MTrop avatar Sep 21 '21 23:09 MTrop

I'm starting to think that this issue is a bad idea until a supporting port can re-allocate weapon slots - auto-filling can lead to slotting inconsistency, which directly affects gameplay and mods.

MTrop avatar Jul 22 '22 16:07 MTrop