DECORATE: added "//$IgnoreRenderstyle" special comment.

Updated ZDoom_DECORATE.cfg.
Updated documentation ("DECORATE keys" page).
This commit is contained in:
MaxED 2016-02-23 18:28:28 +00:00 committed by spherallic
parent da6a629bbf
commit 893b269d9a
3 changed files with 44 additions and 1 deletions

View file

@ -23,6 +23,43 @@ scripttype = 3; //0 = unknown script, 1 = acc, 2 = modeldef, 3 = decorate
keywords
{
//Editor special comments
//These are handled in a different fascion: key is replaced with the value and the caret is placed at [EP] position
$Angled = "$Angled";
$NotAngled = "$NotAngled";
$Category = "//$Category \"[EP]\"";
$Sprite = "//$Sprite \"[EP]\"";
$IgnoreRenderstyle = "//$IgnoreRenderstyle";
$Title = "//$Title \"[EP]\"";
$Arg0 = "//$Arg0 \"[EP]\"";
$Arg1 = "//$Arg1 \"[EP]\"";
$Arg2 = "//$Arg2 \"[EP]\"";
$Arg3 = "//$Arg3 \"[EP]\"";
$Arg4 = "//$Arg4 \"[EP]\"";
$Arg0Default = "//$Arg0Default ";
$Arg1Default = "//$Arg1Default ";
$Arg2Default = "//$Arg2Default ";
$Arg3Default = "//$Arg3Default ";
$Arg4Default = "//$Arg4Default ";
$Arg0Tooltip = "//$Arg0Tooltip \"[EP]\"";
$Arg1Tooltip = "//$Arg1Tooltip \"[EP]\"";
$Arg2Tooltip = "//$Arg2Tooltip \"[EP]\"";
$Arg3Tooltip = "//$Arg3Tooltip \"[EP]\"";
$Arg4Tooltip = "//$Arg4Tooltip \"[EP]\"";
$Arg0Type = "//$Arg0Type ";
$Arg1Type = "//$Arg1Type ";
$Arg2Type = "//$Arg2Type ";
$Arg3Type = "//$Arg3Type ";
$Arg4Type = "//$Arg4Type ";
$Arg0Enum = "//$Arg0Enum ";
$Arg1Enum = "//$Arg1Enum ";
$Arg2Enum = "//$Arg2Enum ";
$Arg3Enum = "//$Arg3Enum ";
$Arg4Enum = "//$Arg4Enum ";
$Color = "//$Color ";
$Obsolete = "//$Obsolete \"[EP]\"";
$GZDB_SKIP = "//$GZDB_SKIP";
//Preprocessor directives
#Include = "#Include";
//Monster AI
A_AlertMonsters = "A_AlertMonsters[(float maxrange = 0.0[, int flags = 0])]";

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@ -31,6 +31,9 @@
<strong>//$Title &lt;title&gt;</strong><br />
Specifies which name to give to the actor. By default, a custom actor not identified in a configuration file will use the Tag property, and if not present, will default to the class name.<br />
<br />
<strong>//$IgnoreRenderstyle</strong> - <span class="red">GZDB only</span>.<br />
"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 />
<br />
<strong><a name="argtitle" id="argtitle"></a>//$ArgN &lt;name&gt;</strong> - <span class="red">GZDB only</span>.<br />
Allows to override default argument names for this actor.<br />
<br />
@ -87,6 +90,7 @@ Actor ChexShield : ResistanceRune replaces ResistanceRune 5104
{
//$Category &quot;Pickups/Chex Powerups&quot;
//$Sprite ARMXA0
//$IgnoreRenderstyle
//$Title "Chex Shield"
//$Color 12
//$NotAngled
@ -115,6 +119,7 @@ Actor ChexShield : ResistanceRune replaces ResistanceRune 5104
Height 44
Radius 26
RenderStyle None
Inventory.PickupMessage "Picked up the energized Chex armor!"
States

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@ -591,7 +591,8 @@ namespace CodeImp.DoomBuilder.Config
if(actor.HasPropertyWithValue("height")) height = actor.GetPropertyValueInt("height", 0);
//mxd. Renderstyle
if(actor.HasPropertyWithValue("renderstyle")) renderstyle = actor.GetPropertyValueString("renderstyle", 0).ToLower();
if(actor.HasPropertyWithValue("renderstyle") && !actor.HasProperty("$ignorerenderstyle"))
renderstyle = actor.GetPropertyValueString("renderstyle", 0).ToLower();
//mxd. Alpha
if(actor.HasPropertyWithValue("alpha"))