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[r1209] by utunnels

Fix a bug that the entity still keeps block/duck animation when the special key/downward key is released.

2007-12-21 10:27:44 Tree
[r1208] by utunnels

Save indexed variable list as gamename.sc0.

2007-12-21 09:41:58 Tree
[r1207] by utunnels

Assume void* type is the longest in union {double, long, void*};
Replace memcpy method, just use ptrVal = NULL.
Just test out if it is safe on other platforms.

2007-12-21 09:09:14 Tree
[r1206] by utunnels

Optimize speed script engine.
Replace some functions that return large variant structure(now they return pointers).

2007-12-21 08:58:26 Tree
[r1205] by utunnels

New system file script.txt, and new variable list for script engine.

#maxscriptvars {int}
#define a variable list in each script that can be accessed by index
#use getscriptvar(index) and setscriptvar(index, value) to use those variables
maxscriptvars 5

#maxentityvars {int}
#define a variable list in each entity that can be accessed by index
#use getentityvar(entity, index) and setentityvar(entity, index, value) to use those variables
maxentityvars 5

#maxindexedvars {int}
#define a global variable list that can be accessed by index
#use getindexedvar(index) and setindexedvar(index, value) to use those variables
maxindexedvars 100

#maxglobalvars {int}
#define a global variable list that can be accessed by name
#see getglobalvar setglobalvar getlocalvar setlocalvar for details
#the default value is 2048
#If there's no script in the game, just set it to 0, or don't change it unless you know how big it should be
maxglobalvars 2048

2007-12-20 18:40:58 Tree
[r1204] by SumolX

Updated version for Release.
v2.1204

2007-12-20 18:27:18 Tree
[r1203] by utunnels

Check VT_PTR, VT_EMPTY when compare 2 script variants

2007-12-20 14:33:43 Tree
[r1202] by utunnels

Script_Get_Global_Variant/Script_Get_Local_Variant Now return a pointer, should be slight faster.

2007-12-20 14:12:18 Tree
[r1201] by utunnels

Fix arrows that're spawned directly into level. They will be affected by gravity so jumpframe will work properly.

2007-12-20 09:11:13 Tree
[r1200] by utunnels

Add arrow_takedamage that references common_takedamage.
So "corpse" of the arrow can be change to be affected by gravity/wall/platform etc.

2007-12-19 22:39:09 Tree
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