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mauroalba

Information panel

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There's some specials like thing_spawn and locked doors where we need to know something like:

-what's the type number of the imp?
-what's the number of the red skull key?

My idea is to add an information panel that shows hints for the current special.

For example: when I select the "thing_spawn" special, the panel shows a listing of the spawnable thins and its numbers. If I select an locked door, the panel shows a listing with the keys numbers.

Thanks

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I've been thinking about how it could be done:

The first step is creating a new cfg file (may be "info.cgf"). The content of file would be like this:

// info texts for specials

//special = text index
specials

13 = 1 // the special 13 (door locked raise) will take the text 1
135 = 2 // the special 135 (thing spawn) will take the text 2

texts  // now the texts definitions

1
{"Key types:
0: None 
1: Red key card 
2: Blue key card 
3: Yellow key card 
4: Red skull key 
5: Blue skull key 
6: Yellow skull key 
100: Any key 
101: All 6 keys 
102: cannot be opened and prints 'This doesn't seem to work'. 
129: any red key 
130: any blue key 
131: any yellow key 
229: 3 keys, one of each color "
}

2
{"Spawn numbers:
0 T_NONE
1 T_SHOTGUY 
2 T_CHAINGUY 
3 T_BARON 
4 T_ZOMBIE 
5 T_IMP 
6 T_ARACHNOTRON 
7 T_SPIDERMASTERMIND 
8 T_DEMON 
9 T_SPECTRE 
10 T_IMPFIREBALL 
11 T_CLIP
..."

}

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So when you select an action, the program will get the special number and look at "info.cfg" and show the corresponding text.

It's easy (I think), very usefull and totaly customizable.

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You need to specify what arg numbers they are attached to as well. SLADE does it similarly, except it also allows for flags.

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SlayeR said:

You need to specify what arg numbers they are attached to as well.


I've been thinking about a text for the whole special. But attaching to a specific special maybe a good idea.

SlayeR said:

SLADE does it similarly, except it also allows for flags.


And this will allow for everything, the only need is to edit the info.cgf file

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