Wenn Sie bereits mit frühen Versionen von Gamestudio gearbeitet haben, erinnern Sie sich wahrscheinlich noch an einen anderen Namen für die Programmiersprache: WDL. In der derzeitigen Version wird WDL lediglich für Projekteinstellungen benutzt und die alten BASIC-ähnlichen, WDL-spezifischen Strukturen und Befehle sind in diesem Handbuch nicht mehr dokumentiert und sollten in neuen Skripten nicht verwendet werden. Im Folgenden sind sämtliche überholten Anweisungen und Schlüsselworte zusammen mit der Engine-Version mit der sie verschwunden sind, aufgelistet:
Obsolete commands | Replaced by |
accel | accelerate A6 |
bg_color | sky_color A6 |
call, branch | function A5 |
create, remove | ent_create, ent_remove A5 |
d3d_vsync | d3d_triplebuffer A6 |
database, dataview, select, unselect, and_select, or_select | file_.. functions A6 |
digits_set | pan_setvar A7 |
dll_open,dll_close, dll_exec, dll_exec_vec | not used A6 |
dplay_sync | not used A6 |
emit | effect A5 |
end | return A5 |
ent_frame, ent_cycle | ent_animate A6 |
ent_blend | ent_blendframe A7 |
ent_trace, ent_content, content | c_trace A6 |
ent_path, ent_nextpath, scan_path, ent_waypoint, ent_nextpoint, ent_prevpoint | path_... A6 |
ent_bones, ent_frames, ent_skins, ent_vertices | ent_status A7 |
entity1, entity2 | handle A5 |
exclusive_entity, exclusive_global | proc_kill A6 |
exit | sys_exit A6 |
FLARE | TGA A5 , bmap_to_alpha |
frc | fraction A6 |
GET_HITVERTEX | SCAN_TEXTURE A7 |
HIDDEN | ent_createlocal |
IGNORE_FLAG2 | c_ignore A8 |
ifdef SERVER / CLIENT | connection A6 |
load, load_info | game_load A5 |
load_level | level_load A5 |
mat_... functions | D3DXMatrix... functions A7 |
mat_effect, matEffect | mat_effect1..8 A7 |
max_ph_entities | not used A7 |
midi_playing, media_handle, movie_frame | media_playing A6 |
min, max | minv, maxv A7 |
morph | ent_morph A5 |
move, ent_move | c_move A6 |
move_view | not used anymore A5 |
movie_stop | media_stop A6 |
music | media_play A6 |
normalize | vec_normalize A5 |
PANEL.hbar, PANEL.vbar | panel.window A6 |
PANEL.on_click | panel.event A7 |
pixel_center | not used anymore A6 |
ph... functions | pX... functions A8 |
play_entsound | ent_playsound A5 |
play_moviefile, play_song_once, snd_playfile, play_sndfile | media_play A6 |
play_song, snd_loopfile | media_loop A6 |
play_sound, play_loop, tune_sound, stop_sound | snd_.. A5 |
printfile, print_string, print_value, print | file_.. A5 |
proc_local, proc_client | dplay_localfunction A7 |
randomize | random_seed A7 |
ORIENTED, FACING | pan, tilt, roll A6 |
REFRESH, D3D | not used anymore A4 |
rotate | ang_add A5 |
save, save_info | game_save A5 |
scan, scan_... | c_scan A6 |
screenshot | bmap_for_screen A5 |
send, send_vec | send_skill A5 |
set_string,add_string,to_string,stricmp | str_.. A5 |
shoot, touch, sonar, look, trace | c_trace A6 |
skill | var A5 |
sky_map, cloud_map, scene_map, sky_speed, cloud_speed | sky entities A6 |
sleep, waitt | wait A6 |
switch_video | video_switch |
synonym, syn_for_name | pointer, ent_for_name A5 |
str_to_asc, str_for_asc | str_setchr A7 |
TEXT.index | TEXT.string/pstring A4 |
time | time_step A6 |
to_angle | vec_to_angle A5 |
target, normal, bounce | hit A7 |
trace | c_trace A6 |
TRANSPARENT | TRANSLUCENT A7 |
VISIBLE | SHOW A7 |
vec_to_mesh, vec_for_mesh, vec_to_uv, vec_for_uv | ent_setvertex A7 |
vecrotate | vec_rotate A5 |