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Thread: ZScript Documentation Flaws, Errors, and Inconsistencies

  1. #1
    The Timelord
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    ZScript Documentation Flaws, Errors, and Inconsistencies

    I'm going to start pushing some inconsistencies in zscript,txt and the associated zscript docs here, so that I file them in one place. SOme of these may be critical, but most will be trivial, starting with:

    zscript,txt, line 1175
    Code:
    /**
    	* Prints a NULL terminated string up to 256 characters from an int array
    	* containing ASCII data (*ptr) on the specified layer of the current screen,
    	* using the specified font index (see std.zh for FONT_* list to pass to this method),
    	* using the specified color as the foreground color
    	* and background_color as the background color. * NOTE * Use -1 for a transparent background.
    	* The array pointer should be passed as the argument for '*ptr', ie.
    	* int string[] = "Example String"; Screen->DrawString(l,x,y,f,c,b_c,fo,o,string);
    	* int format tells the engine how to format the string. (see std.zh for TF_* list to pass to this method)
    	* Opacity controls how transparent the message is.
    	* Values other than OP_OPAQUE and OP_TRANS are currently undefined.
    	// (Psuedo) 3D drawing
    	*/
    	void DrawString( int layer, int x, int y, int font,int color, int background_color,int format, int ptr[], int opacity );
    Why does this line exist:
    Code:
    	// (Psuedo) 3D drawing
    Can we texture strings? There is no arg for a rendering value.

    std_constants Line 1083:

    Code:
    // Texture mapping rendering modes. Use with Screen->"Psuedo 3D" or "*3D" drawing routines. ie; Polygon, Quad, or Triangle
    3D modes for Polygon, and Triangle, are not in zscript.txt; only 3D Quad. Do these modes exist? In fact, this is the only reference to Polygons in all of the ZScript docs.

  2. #2
    The Timelord
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    Lines 444, to 447:

    Code:
    *** Input Functions ***
    	* The following Input* boolean values return true if the player is pressing
    	* the corresponding button, analog stick, or key. Writing to this variable simulates
    	* the press or release of that referenced button, analog stick, or key.
    	*/
    	int LadderY;
    This doesn't belong with int LadderY: It should appear below the entry for ladder Y, above Press Functions.

    Credit CoolGamer for pointing it out.

  3. #3
    Here lies mero. Died by his own dumbassitude.
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    Blame gleeok for all this. he probably messed up when he updated the documentation to make it more friendly. Polygons are not implemented.

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