The Dink Network

Editor_seq

August 11th 2004, 09:03 AM
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MadStalker
Peasant He/Him Finland
tag line 
I wanted to do the editor frame/seq trick mentioned in the DinkC Reference. Do I have to use sp_editor_num to get the sprite number or does ¤t_sprite suffice?

Eg.:

int &asdfgh = sp_editor_num(¤t_sprite, -1);
editor_seq(&asdfgh, &whatever);

Or does ¤t_sprite suffice, like in this case?:

editor_seq(¤t_sprite, &whatever);
August 11th 2004, 09:10 AM
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WC
Peasant He/Him United States
Destroying noobs since 1999. 
CURRENS..BAD CURRENS!
August 11th 2004, 09:24 AM
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merlin
Peasant He/Him
 
Er, what is a "¤t_sprite"?
August 11th 2004, 09:31 AM
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MiloBones
Ghost They/Them
 
You use the editor #.

Although I've never actually tried this, if you look at the source from the original game that's what they do when something dies. The two numbers are usually different (by 1).
August 11th 2004, 09:50 AM
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MadStalker
Peasant He/Him Finland
tag line 
God dang fudgeing piece of shoot. I hate it when this happens. ¤t_sprite = & current_sprite without the space after the ampersand.

Edit: WHAT THE GODdang fudge!! Why the fudge does it work now?
August 11th 2004, 09:54 AM
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MadStalker
Peasant He/Him Finland
tag line 
And now it doesn't. Why is this happening anyway?
August 11th 2004, 10:09 AM
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merlin
Peasant He/Him
 
Your version of Windows is in what appears to be Finnish. Is your keyboard in a Finnish or English layout?
August 11th 2004, 02:22 PM
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It changes &current_sprite into ¤t_sprite when you press modify. Don't ask why.
August 11th 2004, 03:23 PM
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merlin
Peasant He/Him
 
Oh, now I get WC's post. That thing is a curren (yet it shouldn't change it - it's not followed by a semicolon). So, if you want it not to change, type & amp; (with no space) instead of &.

&current_sprite