Editing ACS

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== Extended ACS ==
 
== Extended ACS ==
An extended byte code format known as ACSe (Hexen's ACS format is sometimes called ACS0 based on the {{wp|fourCC}} in the header) originates from [[ZDoom]] and extends ACS in various ways. Some key additions include support for named scripts, static initialization of map variables, custom functions, arrays, the global scope, and libraries. The global scope works similarly to the world scope, but applies to all maps in a game session, not just those in the current hub. Typically these are used in combination with ACS libraries which allows compiled ACS modules to be reused between maps. The underlying byte code uses the same, although expanded, instruction set so a separate VM is not needed to support both types of byte code.
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An extended byte code format known as ACSe (Hexen's ACS format is sometimes called ACS0 based on the {{wp|fourCC}} in the header) originates from [[ZDoom]] and extends ACS in various ways. Some key additions include support for static initialization of map variables, custom functions, arrays, the global scope, and libraries. The global scope works similarly to the world scope, but applies to all maps in a game session, not just those in the current hub. Typically these are used in combination with ACS libraries which allows compiled ACS modules to be reused between maps. The underlying byte code uses the same, although expanded, instruction set so a separate VM is not needed to support both types of byte code.
  
 
Support for extended ACS has since been implemented in the [[Eternity Engine]].
 
Support for extended ACS has since been implemented in the [[Eternity Engine]].

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