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Only in new scripts, though. Since the current ones are directly translated from C++, they won't use it.
I'm expecting to use a totally different interface for new scripts, which may mean a separate set of classes. Not too sure yet how it'll work out, really.
Edit: Then again, there are a lot of things in LinkClass that call advanceframe()... I'm not sure how that's going to work.
Last edited by Saffith; 01-28-2016 at 03:51 PM.
@Saffith
Okay what's going on first you say we're rewriting everything in angelscript, now you say we're not. o_O
It's being translated with minimal changes AND rewritten. The rewritten versions are separate and will be created later.
So wait, if scripts are going to use a separate interface why bother moving built-in enemies again?
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<_<
This is why I drink Gleeok, cause the two devs don't know what the other one is doing.
Communication is a must if your this is gonna be open sourced @Saffith .
I have no idea what's going on right now. I took a break for a while after the gtk gui and now there's flying cars and talking dogs and shit. @_@
...and what exactly does ZC need with a starship?!
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I feel your pain gleeok.
How is this not something we've discussed?
Whatever. We don't have to do this. I really don't care that much.
I probably just forgot. >_> ...Which is why you're in charge of the enemies anyway. They're such a mess in general it's pretty easy to get confused, in my defense.
I mainly want to get a script processor in with some preprocessor support and allow ZC to compile scripts on the fly. The whole cycle of open zquest->compile scripts->save->load in zc->enter cheat->goto screen->test script->tweak script->repeat process is really annoying.
After that I don't know. Maybe replace ffcs with screen scripts or something.
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