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[2016-2-03. : 7:11 am] jjf28 -- sorry, change Clipboard::doPaste to use GuiMap rather than Scenario, then in GuiMap 585 and 588 to use "this" rather than "scenario()", that should square you away to use Clipboard 294[2016-2-03. : 7:10 am] O)FaRTy1billion[MM] -- I may have to play with this tomorrow, I need to go to bed[2016-2-03. : 7:08 am] jjf28 -- upon thinking about it, that won't call your funcs when placing, but will upon calling undo[2016-2-03. : 7:06 am] O)FaRTy1billion[MM] -- I copy+pasted my delete one from the last time I complained about it[2016-2-03. : 7:06 am] jjf28 -- plagiarized: myVec.insert(myVec.begin() + INTEGER_OFFSET, DATA); // if you already have the index[2016-2-03. : 7:05 am] O)FaRTy1billion[MM] -- I probably broke everything, but maybe it will let me try[2016-2-03. : 6:58 am] O)FaRTy1billion[MM] -- insert is weird, I only have add and it assumes it's on the end ![]() [2016-2-03. : 6:55 am] jjf28 -- call your graphics function directly rather than bothering with the GuiMap function[2016-2-03. : 6:55 am] jjf28 -- yea... just do a map that already has units and use UnitCreateDel::Reverse[2016-2-03. : 6:53 am] jjf28 -- but that's using the Scenario class so the GuiMap function wouldn't be called ![]() [2016-2-03. : 6:51 am] O)FaRTy1billion[MM] -- where's somewhere easy I can throw it on to test it? ;o[2016-2-03. : 6:50 am] jjf28 -- well shit, yea it's not used, I musta been refactoring, thought it best to use something like that, then not did it ![]() [2016-2-03. : 6:49 am] O)FaRTy1billion[MM] -- I don't find any references to it, so I'm not sure how to test it ;o[2016-2-03. : 6:48 am] jjf28 -- when you push I can fix it so everything goes through GuiMap::addUnit[2016-2-03. : 6:48 am] jjf28 -- you added that function, it would be called when/e addUnit is called on a map object (which are GuiMaps and MapFiles and Scenarios at the same time); capturing this in GuiMap wouldn't capture every instance of addUnit (some are called on Scenario objects which don't know GuiMaps exist, sometimes I just accessed the buffer directly)[2016-2-03. : 6:47 am] O)FaRTy1billion[MM] -- I found selections().addUnit or whatever, but no such thing for graphics, scenario, etc.[2016-2-03. : 6:46 am] O)FaRTy1billion[MM] -- ok, I think that's what I did after I found those functions[2016-2-03. : 6:44 am] O)FaRTy1billion[MM] -- bool GuiMap::addUnit(u16 unitID, u8 owner, u16 xc, u16 yc, u16 stateFlags) { std::cout << "tastecicles"; clearly something is weird[2016-2-03. : 6:43 am] O)FaRTy1billion[MM] -- Oh, also it may be related, after calling Scenario::addUnit(unitID, owner, xc, yc, stateFlags) how do I get that unit?[2016-2-03. : 6:41 am] Corbo -- AhliAhli shouted: I got a few games from them with that... one worked on win10 without problems (and I don't like it ;D ) It works.[2016-2-03. : 6:39 am] jjf28 -- jjf28jjf28 shouted: I assume Graphics::addUnit was never called or even worse, caching messed up the line you just added xD[2016-2-03. : 6:38 am] jjf28 -- Dem0nDem0n shouted: the fuck is a tastecicle lmao the treat that's hard to beat[2016-2-03. : 6:36 am] O)FaRTy1billion[MM] -- bool Graphics::addUnit(ChkUnit* unit) { std::cout << "Tastecicles"; ... There are no tastecicles. in the console, or did I do it wrong? ![]() [2016-2-03. : 6:34 am] O)FaRTy1billion[MM] -- So the functions are all used, they just don't necessarily do anything[2016-2-03. : 6:33 am] O)FaRTy1billion[MM] -- though I only put stuff in it that was called by something that I put in it[2016-2-03. : 6:33 am] O)FaRTy1billion[MM] -- jjf28jjf28 shouted: oo full rebuilds up to 3 mins, I needa shave those old unused funcs scattered about You'll love my file. ![]() [2016-2-03. : 6:32 am] jjf28 -- oo full rebuilds up to 3 mins, I needa shave those old unused funcs scattered about[2016-2-03. : 6:27 am] O)FaRTy1billion[MM] -- Or like a minute, max. I don't know what takes the longest to time it[2016-2-03. : 6:27 am] O)FaRTy1billion[MM] -- The longest any of the projects I've ever made take to do a full rebuild is probably like 20 seconds ![]() [2016-2-03. : 6:25 am] jjf28 -- I like to code while it compiles, but then that breaks things more and I have to rebuild again ![]() [2016-2-03. : 6:21 am] O)FaRTy1billion[MM] -- I can't figure out why the console is breaking the UI though. I don't know if I did that, but it's possible (and probably likely)[2016-2-03. : 6:21 am] O)FaRTy1billion[MM] -- I tried to keep my changes in one place, but stuff like this is started to go further than I intended[2016-2-03. : 6:20 am] O)FaRTy1billion[MM] -- Hopefully there won't be too much cleaning up after I touched a bunch of things xD[2016-2-03. : 6:19 am] jjf28 -- also mark them in the headers as virtual (put virtual just before the return type), VS does it implicitly but I don't think that's C++ kosher[2016-2-03. : 6:16 am] jjf28 -- FaRTy1billionFaRTy1billion shouted: jjf28 will I just have to do like GuiMapLoadFile(whatever){ MapFile::LoadFile (whatever); my stuff; } ? yea, bool GuiMap::LoadFile(params) { if ( MapFile::LoadFile(params) ) { urStuff; return true; } return false; }[2016-2-03. : 6:15 am] O)FaRTy1billion[MM] -- jjf28jjf28 shouted: FaRTy1billion they aren't, you'd have to overload both MapFile::LoadFile's in GuiMap will I just have to do like GuiMapLoadFile(whatever){ MapFile::LoadFile (whatever); my stuff; } ? |
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