Originally Posted by
Tamamo
Dude lweapon and eweapons are the same damn thing, only difference is what vector they are stored in. They only require one script. Not two.
We had this conversation on Discord. I want them separate for my own purposes, not limited to keeping their refInfo segregated, and to ensure that there are an equal number of slots for creating enemy and player weapon scripts.
NPC scripts are hovering near 90%.
Alpha 3
Script
Code:
npc script N
{
void run(){TraceToBase(64,10,2); this->X = 16;}
}
Assembly
Code:
N
SETV d2,0
SETR d3,REFNPC
PUSHR d3
SETR d4,SP
PUSHR d4
SETV d2,0.0015
PUSHR d2
SETV d2,64
PUSHR d2
SETV d2,10
PUSHR d2
SETV d2,2
PUSHR d2
GOTO 32
POP d4
SETV d2,16
PUSHR d4
SETV d3,0.0028
PUSHR d3
PUSHR d2
SETR d6,d4
ADDV d6,0
LOADI d2,d6
POP d3
PUSHR d2
PUSHR d3
GOTO 37
POP d4
SETV d3,0
POP d3
QUIT
TRACE5
POP d3
POP d3
POP d3
RETURN
POP d2
POP d3
SETR REFNPC,d3
SETR NPCX,d2
RETURN
Remains to Do
Save the slot code int he quest file.
Allow npcs to access it and set the script slot (Enemy Editor)
Call the script in the ZC game loop.
Hope that it works.