Quasar
Moderator

Posts: 2200
Registered: 08-00 |
Work continues slowly on the next version of EE, which will probably be shooting for a summer release (maybe earlier if linked portals are finished soon). I have just completed a conversion of all the player's weapon codepointers to use of the same prototype as codepointers for normal moving objects. This means, TADA, that there are no more problems with crashes via DeHackEd if you assign a weapon pointer to a monster, or a monster pointer to a weapon, or vice versa. In fact, amongst other things this enables, monsters can now successfully use the Saw codepointer, allowing the possibility of chainsaw zombies ;)
Please don't ask why it took me so long to think of such a simple and elegant solution to that nasty problem. It was staring me in the face for all these years.
Note however that this doesn't totally obsolete the old PlayerThunk pointer, which previously allowed use of a set of most of the pointers on weapons, because this pointer makes it possible to assign ammo usage and alter other properties of attacks in a way that makes them more useful.
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