Alas, i commited after a change and so it are now 2 patches :/
Patches attached.
Edit: Patch fixed.
> - var result = inherited(plr,ctrl,strength,release,...);
> + var result = _inherited(plr,ctrl,strength,release,...);
What exactly is the problem here?
> - if(FindPosInMat(iX, iY, "Sky", 0,0,LandscapeWidth(), LandscapeHeight()) && MaterialDepthCheck(iX,iY,"Sky",200)==true) CreateObject(Cloud, iX, iY, NO_OWNER) && (iCount=--iCount);
> + if(FindPosInMat(iX, iY, "Sky", 0,0,LandscapeWidth(), LandscapeHeight()) && MaterialDepthCheck(iX,iY,"Sky",200)==true) {
> + CreateObject(Cloud, iX, iY, NO_OWNER);
> + iCount=--iCount;
> + }
Note that this changes the behaviour if the Cloud object is not loaded. Probably not worth thinking about though. Would be cool if you could adhere to the C4Script style guidelines here though.
Well... this() is a crime anyway, and this()-> should cause the guillotine.
>
- if (pos == nil) return _inherited(item,ignoreOCF);
>+ if (pos == nil) return _inherited(item);
Could you explain that? (I don't get the idea behind inherited in an object that appends to nothing, but that's not the problem.)
>
+public func ReleaseAllowed() { return ObjectCount(Find_ID(C4Id("REAC"))); }
>+public func AtConstructionSite() { return !Contained() && FindConstructionSite() && ObjectCount(Find_ID(C4Id("CNMT"))); }
Those definitions don't exist anymore. And why should one use C4Id here? (I know that that's not your fault.)
> Could you explain that? (I don't get the idea behind inherited in an object that appends to nothing, but that's not the problem.)
Collect is also an engine function. I don't understand the change though. Why is ignoreOCF no longer passed to the engine function?
>- if (pos == nil) return _inherited(item,ignoreOCF);
>+ if (pos == nil) return _inherited(item);
This is wrong.
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