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Author Topic: [RESOURCE] Default functions & their parameters  (Read 578 times)
Crwn

« May 26, 2017, 11:13:12 AM »

If you need to parent something and are unsure what different parameters certain functions require or just don't know how to use a function, here is a list of each function.

Server functions
Client functions

I figured this would make things easier than having to use trace to figure out what each variable was used for.

* clientOutput.txt (32.08 KB - downloaded 17 times.)
* serverOutput.txt (27.16 KB - downloaded 19 times.)
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PhantOS

« May 26, 2017, 11:32:57 AM »

someone pin this stuff ASAP
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Tendon

« May 28, 2017, 11:10:31 AM »

someone pin this stuff ASAP
pls

What does writeFuncOffCheck(%file, %fnNamespace, %fnName, %protectANY) do?
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Crwn

« May 28, 2017, 12:17:00 PM »

pls

What does writeFuncOffCheck(%file, %fnNamespace, %fnName, %protectANY) do?
Code:
function writeFuncOffCheck(%file, %fnNamespace, %fnName, %protectANY)
{
if (getBuildString() !$= "Debug" && getBuildString() !$= "Release")
{
return;
}
%offset = getFunctionOffset(%fnNamespace, %fnName);
if (%fnNamespace $= "")
{
%file.writeLine("if(  (fnNamespace == NULL) && !dStricmp(fnName, " @ %fnName @ ") && (ip != " @ %offset @ ")  )");
%file.writeLine("   fail = true;");
}
else
{
if (%protectANY)
{
%file.writeLine("if(  fnNamespace && !dStricmp(fnName, " @ %fnName @ ") && (ip != " @ %offset @ ")  )");
%file.writeLine("   fail = true;");
}
else
{
%file.writeLine("if(  fnNamespace && !dStricmp(fnNamespace, " @ %fnNamespace @ "\") && !dStricmp(fnName, " @ %fnName @ ") && (ip != " @ %offset @ ")  )");
%file.writeLine("   fail = true;");
}
}
}

Nothing we're able to use, looks like it's only used for debugging as our buildString is "Ship". Not sure what getFunctionOffset does but it's not included with our builds.
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Tendon

« June 12, 2017, 10:25:07 PM »

Would you please post the source code for GameConnection::onDeath(%client, %sourceObject, %sourceClient, %damageType, %damLoc)?

I'm looking for the code that triggers midair kills.  It will constantly detect a false positive if the map you're in is made up of TSStatic objects.
I made a workaround that bypasses midair kills entirely, but it would be better to make a support script that expands the types of objects it detects as "ground".
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Mocha

« June 12, 2017, 10:36:48 PM »

Posted on my topic. The default function already has StaticShapeObjectType included in the mask; could it be that your shapes need a LosCol or are not of the StaticShape type?
« Last Edit: June 12, 2017, 10:42:40 PM by Mocha » Logged
Tendon

« June 13, 2017, 09:06:44 AM »

need a LosCol or are not of the StaticShape type?
They are TSStatic.  But it is likely the LOSCol thing.
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Conan

« June 13, 2017, 10:47:38 AM »

They are TSStatic.  But it is likely the LOSCol thing.
irrc tsstatic != staticshape. one thing they cannot do is have glowing bits


functionally shouldnt change at all if you replace all instances of ts static with staticshape (and the datablock ofc) but maybe i dont know something
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Kyuande

« June 13, 2017, 04:32:36 PM »

TSStatics use $TypeMasks::StaticTSObjectType which is not included in that mid-air check, so it returns true when it hits the fxPlane
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