FS_Execute and Sector_SetContent

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Gez
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FS_Execute and Sector_SetContent

Post by Gez »

Given the current wikifrenzy at ZDoom.org, I went to take a look at which feature weren't documented yet. I found two. Googling for them didn't give much insight, so here comes forum search, and all I found is this which may hint at the issue:

From a May 2006 topic:
Graf Zahl wrote:The FS_Execute special is still undocumented because Legacy hasn't finalized it yet. I don't want to create my own incompatible version of it. They are still routing everything through their one extension special which I consider not final. As such I consider my current assignment temporary and won't export or document it.
Now, we're two years after. Is FS_Execute's situation still the same? What about Sector_SetContent?
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Graf Zahl
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Post by Graf Zahl »

Sector_SetContent is a Vavoom feature. Please leave it undocumented because it's just to make Vavoom work.

FS_Execute may be documented now.

158: FS_Execute(scriptnumber, firstsideonly, keynum, msgtype)

The last parameter is 1 to get the 'object' message and 0 to get the 'door' message when the player doesn't have the key.
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