let's break "checkheld"
Posted: Sat Nov 10, 2012 12:49 pm
If you compile a game with the standard library with the USE_CHECKHELD flag set, certain actions are no longer limited to the grammar token "held". For instance, if you try to PUT a non-held item INTO a container, it'd first call ImplicitTake and automatically pick up the item first, if possible. If it is not possible, the action is still canceled.
Eventually, I think I'd like to code a scenario where an item doesn't even need to be picked up to be moved (for certain object-manipulation puzzles), but before I can do that, I need a better understanding of the checkheld system's failings. According to its own commenting, there are some problems with it and we are advised not to use it.
I've done some testing myself but haven't found problems yet. Anyhow, I thought maybe some of you might want to turn on #USE_CHECKHELD in your games and see what kind of crazy behavior pops up.
Eventually, I think I'd like to code a scenario where an item doesn't even need to be picked up to be moved (for certain object-manipulation puzzles), but before I can do that, I need a better understanding of the checkheld system's failings. According to its own commenting, there are some problems with it and we are advised not to use it.
I've done some testing myself but haven't found problems yet. Anyhow, I thought maybe some of you might want to turn on #USE_CHECKHELD in your games and see what kind of crazy behavior pops up.