Sally Coolatta
22e3ff3b07
Add ACS functions that can replicate line triggers
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PlayerTeam, PlayerRings, PlayerScore, CountEnemies, CountPushables, HaveUnlockableTrigger, HaveUnlockable, PlayerSkin, GetObjectDye, PlayerEmeralds, PlayerLap, LowestLap, and EncoreMode
2024-10-15 13:57:06 -04:00
Sally Coolatta
7aaeae93e1
Fixes for special config
2024-10-15 13:51:10 -04:00
Sally Coolatta
35e71beabf
Fix Log not existing in the ACS definition
2024-10-15 13:35:26 -04:00
Sally Coolatta
364b5bda8a
Improve compiling, add ACS_Execute
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Arbritrary ACS scripts can now be run from linedef executors. I will be implementing more, non-linedef-executor-related methods in the future.
2024-10-15 13:07:13 -04:00
NepDisk
9a6aeaaa56
Allow ACS to call linedef specials as functions
2024-10-10 15:30:22 -04:00
Sally Coolatta
9d0ae3e489
Add LAP script type
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GDCC just updated after my feature request for remappable script type names, so there's no more limitations surrounding those.
2024-10-10 15:17:17 -04:00
NepDisk
6edb12de78
Revert " Allow ACS to call linedef specials as functions"
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This reverts commit f46a9ed5fa .
2024-10-10 15:14:01 -04:00
NepDisk
f46a9ed5fa
Allow ACS to call linedef specials as functions
2024-10-10 15:10:18 -04:00
Sally Coolatta
eff994fd60
Add ThingCount
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Hexen implements this as ThingCount(int, int), and ZDoom adds ThingCountName(str, int). I decided on simplifying down to ThingCount(str, int).
2024-10-10 01:42:38 -04:00
Sally Coolatta
629b0aa77a
ACS basic implementation
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- BEHAVIOR lumps successfully load & run from maps. Currently they do not get unloaded between maps, though.
- Print and Timer are the only implemented CallFuncs. All of the base language functions (Delay, etc) are already implemented by the VM though.
- ACS compiler files are included, for use with GDCC. (Picked instead of ACC because it's less ZDoom-centric)
- Additionally, also added the configs for Zone Builder to be able to compile it in editor. Syntax highlighting is very incomplete atm.
2024-10-10 01:41:24 -04:00