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Some random things that i can't think of single name for #342
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Mr-Auto
commented
Oct 7, 2023
- add_custom_type
- get_entities_by_draw_depth
- kill_recursive
- destroy_recursive
Tested a little with all kinds of setups. Also the |
But probably not megajelly... It's weird af and the tail is not attached to anything. ui_util has a funny method to destroy it though, might want to add that here. |
UI::safe_destroy also has this philosophy that you can select something really stupid like the bosses left arm, and it will first find the parent and then recursively destroy the parts. That's not really the point of this function, but if we add the api safe_destroy, this is the way. |
That one person who coded the CO is crazy, orbs being tracked by |
Also one thing that I'm not sure of: But it feels like it should always kill/destroy the main entity, should I change that? |
I kind of stayed away from the |
So i made the code, but then started thinking, maybe i should write a patch for this instead? then we could have a jellyfish with shorter tail, or even more with some more code |
I can't think of a reason right now, but it does sound useful to be able to only destroy some matching parts but not the main entity. |
that's not what the function will do. If the entity in excluded or not included it will not be killed/destroyed along with the items attached to it. So for example: if you kill push block with item rock included, it will not kill the rock that the player standing on the pushblock is holding |
Could also just expose the |
Exposing the function is fine. This add_money script should be just part of the api, adding the shop total automatically. The hud function is fine, but nobody really needs to jump through those hoops. |
I didn't want to decide if it should add money to the |
Ok, how about |
|
Yeah that, I don't even know what playerid is. |
So at least doors don't crash, but we still need set_post_entity_spawn(function(e)
e:set_pre_on_collision2(function(_, d)
return not test_flag(d.flags, ENT_FLAG.ENABLE_BUTTON_PROMPT)
end)
end, SPAWN_TYPE.ANY, MASK.ANY, ENT_TYPE.PET) to make the dogs act normally, i.e. just keep walking past closed doors. |
Probably easier this way than to just patch another game code |
…the activation sound effect
+1k, think I'm not with this PR |
I've been trying to keep up with it, but I think I'll need to read some of those lines again tomorrow... |