qzdoom-gpl/wadsrc/static/zscript/compatibility.txt
Christoph Oelckers 7df698dad8 - implemented the parser basics of a ZScript versioning system.
Note that this completely disables the newly added keywords 'play' and 'ui' for unversioned code to allow using them as identifiers as I have found at least one mod that uses a variable named 'play' that would have been rendered broken otherwise.
This also disables many ZScript only keywords for other parsing jobs.
2017-03-05 14:13:00 +01:00

40 lines
1.2 KiB
Text

// This file contains compatibility wrappers for DECORATE functions with bad parameters or other things that were refactored since the first release.
extend class Object
{
deprecated("2.4") static int GameType()
{
return gameinfo.gametype;
}
deprecated("2.4") static void C_MidPrint(string fontname, string textlabel, bool bold = false)
{
let f = Font.GetFont(fontname);
if (f == null) return;
return Console.MidPrint(f, textlabel, bold);
}
}
extend class Actor
{
deprecated("2.3") void A_CustomMissile(class<Actor> missiletype, double spawnheight = 32, double spawnofs_xy = 0, double angle = 0, int flags = 0, double pitch = 0, int ptr = AAPTR_TARGET)
{
A_SpawnProjectile(missiletype, spawnheight, spawnofs_xy, angle, flags|CMF_BADPITCH, pitch, ptr);
}
}
extend class StateProvider
{
deprecated("2.3") action void A_FireCustomMissile(class<Actor> missiletype, double angle = 0, bool useammo = true, double spawnofs_xy = 0, double spawnheight = 0, int flags = 0, double pitch = 0)
{
A_FireProjectile(missiletype, angle, useammo, spawnofs_xy, spawnheight, flags, -pitch);
}
}
// this is just a placeholder until the statusbar gets properly exported.
struct StatusBar native
{
native static void ReceivedWeapon(Weapon weap);
}