Plagman, on Oct 14 2009, 10:05 AM, said:
For walls and sectors, there are several things to consider:
- The game code doesn't know which walls and sectors are getting rendered. Before implementing a way for the game code to tell CON, we would need to implement a way for the engine code to tell the game code. This would make the engine <-> game limit even more broken than it already is.
- Rendered doesn't necessarily mean visible, and possibly vice versa.
- These results would vary depending of the renderer that's being used, and would even vary with different performance settings in the same renderer. That means CON scripts could potentially make wrong assumptions and only work on the renderer they were developed against.
Thank you for the detailed reply.
About tsprite access:
I know that there's an event EVENT_ANIMATESPRITES which works sort of like EVENT_GAME, except for tsprites. But tsprites get processed in that event only if the corresponding game world sprite has had bit 4 (16) added to its mdflags member. I was confused and I also thought that sprites would be forced into the tsprite array by that flag whether they were rendered or not (which is why I thought it was impossible to determine whether they were actually being rendered). Fortunately the reality is more sensible than my assumption!