I suppose you could add a tag for each skill setting using the lo-tag as a bitfield.
This post has been edited by Fox: 22 December 2013 - 12:21 PM
Helixhorned, on 22 December 2013 - 10:59 AM, said:
This post has been edited by MetHy: 22 December 2013 - 01:46 PM
This post has been edited by Fox: 22 December 2013 - 03:08 PM
MetHy, on 22 December 2013 - 01:45 PM, said:
This post has been edited by Fox: 23 December 2013 - 08:28 AM
Fox, on 22 December 2013 - 03:03 PM, said:

Fox, on 24 December 2013 - 11:17 AM, said:
Fox, on 27 December 2013 - 09:45 PM, said:
Quote
This post has been edited by Fox: 31 December 2013 - 06:22 AM
Fox, on 31 December 2013 - 04:49 AM, said:
src/defs.c: In function 'defsparser':fs.o...
src/defs.c:1284:38: error: 'HUDFLAG_HIDE' undeclared (first use in this function)
flags |= HUDFLAG_HIDE; break;
^
src/defs.c:1284:38: note: each undeclared identifier is reported only once for each function it appears in
src/defs.c:1286:38: error: 'HUDFLAG_NOBOB' undeclared (first use in this function)
flags |= HUDFLAG_NOBOB; break;
^
src/defs.c:1288:38: error: 'HUDFLAG_FLIPPED' undeclared (first use in this function)
flags |= HUDFLAG_FLIPPED; break;
^
src/defs.c:1290:38: error: 'HUDFLAG_NODEPTH' undeclared (first use in this function)
flags |= HUDFLAG_NODEPTH; break;
^
src/defs.c:1243:61: warning: variable 'flags' set but not used [-Wunused-but-set-variable]
int32_t ftilenume = -1, ltilenume = -1, flags = 0, fov = -1;
^
Failed building ../source/eobj_win/defs.o from src/defs.c!
make[1]: *** [../source/eobj_win/defs.o] Error 1
make: *** [enginelib] Error 2
Fox, on 02 January 2014 - 12:39 AM, said:
LeoD, on 02 January 2014 - 05:17 AM, said:
Helixhorned, on 02 January 2014 - 09:18 AM, said:
Daedolon, on 02 January 2014 - 09:21 AM, said:
Quote
lua "shadexfog=reload'shadexfog'" lua "shadexfog.create0(100)"
lua "shadexfog.challpal(100)"

enum weaponflags_t {
WEAPON_SPAWNTYPE1 = 0x00000000, // just spawn
WEAPON_HOLSTER_CLEARS_CLIP = 0x00000001, // 'holstering' clears the current clip
WEAPON_GLOWS = 0x00000002, // weapon 'glows' (shrinker and grower)
WEAPON_AUTOMATIC = 0x00000004, // automatic fire (continues while 'fire' is held down
WEAPON_FIREEVERYOTHER = 0x00000008, // during 'hold time' fire every frame
WEAPON_FIREEVERYTHIRD = 0x00000010, // during 'hold time' fire every third frame
WEAPON_RANDOMRESTART = 0x00000020, // restart for automatic is 'randomized' by RND 3
WEAPON_AMMOPERSHOT = 0x00000040, // uses ammo for each shot (for automatic)
WEAPON_BOMB_TRIGGER = 0x00000080, // weapon is the 'bomb' trigger
WEAPON_NOVISIBLE = 0x00000100, // weapon use does not cause user to become 'visible'
WEAPON_THROWIT = 0x00000200, // weapon 'throws' the 'shoots' item...
WEAPON_CHECKATRELOAD = 0x00000400, // check weapon availability at 'reload' time
WEAPON_STANDSTILL = 0x00000800, // player stops jumping before actual fire (like tripbomb in duke)
WEAPON_SPAWNTYPE2 = 0x00001000, // spawn like shotgun shells
WEAPON_SPAWNTYPE3 = 0x00002000, // spawn like chaingun shells
WEAPON_SEMIAUTO = 0x00004000, // cancel button press after each shot
WEAPON_RELOAD_TIMING = 0x00008000, // special casing for pistol reload sounds
WEAPON_RESET = 0x00010000 // cycle weapon back to frame 1 if fire is held, 0 if not
};
This post has been edited by Fox: 04 January 2014 - 07:27 AM
Fox, on 04 January 2014 - 06:58 AM, said:
r3715 said:
Hendricks266, on 03 January 2014 - 08:14 AM, said: