Kaiser
Doom64 Guru

Posts: 2782
Registered: 08-00 |
here's an example of the tracer trap you see at the beginning of Dark Entires:
code:
//
// this is a comment!
//
macro 1
{
Ceiling_MoveToHeight(35, 256);
Ceiling_MoveToHeight(2, 192);
wait; // wait on the current action executed
Delay(45);
loop(14) // loop 14 times
{
Thing_SpawnTracer(1);
Delay(20);
}
Ceiling_MoveToHeight(35, 384);
Ceiling_MoveToHeight(2, 320);
}
Gez said:
I don't see any downside to it. In effect, it becomes a fourth script type (after ACS, FraggleScript, and Strife convos) which gets its own compiler tool.
Similar to the SCRIPTS lump for ACS, would there be a remaining "source" lump appended after the binary MACROS lump? If not, a MACROS lump is easy enough to decompile of course. If there is one, how would it be called? MACROSDEF maybe?
For time purposes, it'll remain as a binary lump. I don't see the need of a SCRIPTS-like lump though, plus MACROS are easy enough to be decompiled or converted into SCRIPTS with little effort
Though what I've realized is that if I do move forward with this, then there are the possibilities of using linedef specials to do opcodes, which can lead to supporting variables, branching, and whatnot.
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