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DECORATE: added "//$IgnoreRenderstyle" special comment.
Updated ZDoom_DECORATE.cfg. Updated documentation ("DECORATE keys" page).
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3 changed files with 44 additions and 1 deletions
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@ -23,6 +23,43 @@ scripttype = 3; //0 = unknown script, 1 = acc, 2 = modeldef, 3 = decorate
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keywords
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{
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//Editor special comments
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//These are handled in a different fascion: key is replaced with the value and the caret is placed at [EP] position
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$Angled = "$Angled";
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$NotAngled = "$NotAngled";
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$Category = "//$Category \"[EP]\"";
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$Sprite = "//$Sprite \"[EP]\"";
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$IgnoreRenderstyle = "//$IgnoreRenderstyle";
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$Title = "//$Title \"[EP]\"";
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$Arg0 = "//$Arg0 \"[EP]\"";
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$Arg1 = "//$Arg1 \"[EP]\"";
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$Arg2 = "//$Arg2 \"[EP]\"";
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$Arg3 = "//$Arg3 \"[EP]\"";
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$Arg4 = "//$Arg4 \"[EP]\"";
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$Arg0Default = "//$Arg0Default ";
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$Arg1Default = "//$Arg1Default ";
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$Arg2Default = "//$Arg2Default ";
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$Arg3Default = "//$Arg3Default ";
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$Arg4Default = "//$Arg4Default ";
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$Arg0Tooltip = "//$Arg0Tooltip \"[EP]\"";
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$Arg1Tooltip = "//$Arg1Tooltip \"[EP]\"";
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$Arg2Tooltip = "//$Arg2Tooltip \"[EP]\"";
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$Arg3Tooltip = "//$Arg3Tooltip \"[EP]\"";
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$Arg4Tooltip = "//$Arg4Tooltip \"[EP]\"";
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$Arg0Type = "//$Arg0Type ";
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$Arg1Type = "//$Arg1Type ";
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$Arg2Type = "//$Arg2Type ";
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$Arg3Type = "//$Arg3Type ";
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$Arg4Type = "//$Arg4Type ";
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$Arg0Enum = "//$Arg0Enum ";
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$Arg1Enum = "//$Arg1Enum ";
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$Arg2Enum = "//$Arg2Enum ";
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$Arg3Enum = "//$Arg3Enum ";
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$Arg4Enum = "//$Arg4Enum ";
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$Color = "//$Color ";
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$Obsolete = "//$Obsolete \"[EP]\"";
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$GZDB_SKIP = "//$GZDB_SKIP";
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//Preprocessor directives
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#Include = "#Include";
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//Monster AI
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A_AlertMonsters = "A_AlertMonsters[(float maxrange = 0.0[, int flags = 0])]";
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@ -31,6 +31,9 @@
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<strong>//$Title <title></strong><br />
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Specifies which name to give to the actor. By default, a custom actor not identified in a configuration file will use the Tag property, and if not present, will default to the class name.<br />
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<br />
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<strong>//$IgnoreRenderstyle</strong> - <span class="red">GZDB only</span>.<br />
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"RenderStyle" DECORATE property will be ignored by the editor. Helpful when you want to see the sprite of an invivsible actor in Visual mode.<br />
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<br />
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<strong><a name="argtitle" id="argtitle"></a>//$ArgN <name></strong> - <span class="red">GZDB only</span>.<br />
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Allows to override default argument names for this actor.<br />
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<br />
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@ -87,6 +90,7 @@ Actor ChexShield : ResistanceRune replaces ResistanceRune 5104
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{
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//$Category "Pickups/Chex Powerups"
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//$Sprite ARMXA0
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//$IgnoreRenderstyle
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//$Title "Chex Shield"
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//$Color 12
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//$NotAngled
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@ -115,6 +119,7 @@ Actor ChexShield : ResistanceRune replaces ResistanceRune 5104
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Height 44
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Radius 26
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RenderStyle None
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Inventory.PickupMessage "Picked up the energized Chex armor!"
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States
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@ -591,7 +591,8 @@ namespace CodeImp.DoomBuilder.Config
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if(actor.HasPropertyWithValue("height")) height = actor.GetPropertyValueInt("height", 0);
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//mxd. Renderstyle
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if(actor.HasPropertyWithValue("renderstyle")) renderstyle = actor.GetPropertyValueString("renderstyle", 0).ToLower();
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if(actor.HasPropertyWithValue("renderstyle") && !actor.HasProperty("$ignorerenderstyle"))
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renderstyle = actor.GetPropertyValueString("renderstyle", 0).ToLower();
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//mxd. Alpha
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if(actor.HasPropertyWithValue("alpha"))
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