argv-minus-one / gzdoom-use-to-pickup Goto Github PK
View Code? Open in Web Editor NEWPress the use key to pick up an item
Press the use key to pick up an item
There's no particular reason I can't show more than one key binding, and invoke other actions on the focused item besides picking it up. For instance, another mod could provide a key binding that, when invoked, pauses the game and shows a full-screen detailed description of the item.
To make that work, I'll need to expose an API for other mods to add key bindings, and when the binding is invoked, determine which item is focused.
My code for determining whether something's in the way of picking up an item is quite incorrect, and as a result, it is possible to pick up items through walls. That needs to be dealt with.
A lot of pickups have the default radius and height, rather than one that matches the sprite. As a result, brackets appear at incorrect positions around them.
For use with DoomRPG for example. Or does it need an .ini file?
A lot of items in Doom and Chex Quest do not have a Tag
property set. As a result, the label shown by this mod just shows their class name, which is kind of ugly.
Perhaps this mod should supply better names for them?
The current code for computing where to place the brackets assumes that all actors are flat sprites with no volume and no billboarding on the pitch axis. Though that is often an accurate assumption, it isn't always.
Gutawer has posted a Gist that appears to account for the actor's volume as well. Using that code instead would probably be better.
Description is in the title.
In vanilla, it is possible to take an item that's sitting on a shelf without actually jumping onto the shelf, and without quite touching it. My approximation of on-touch pickup doesn't seem to account for this, making it impossible to pick up some items that way. Need to investigate how exactly the engine decides whether an item is eligible to be picked up.
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