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[2016-1-29. : 7:37 am] O)FaRTy1billion[MM] -- While it's walking it's continuously adding the overlay, which ends after a frame[2016-1-29. : 7:37 am] O)FaRTy1billion[MM] -- giszogiszo shouted: "if you hit a different animation it goes away" - doesn't this mean that while changing animations the engine is removing previous overlays? No, it's because the overlay ends[2016-1-29. : 7:27 am] giszo -- however as I remember the SCV WalkingToIdle animation had only a wait loop, nothing else, but I will have to check it again :-)[2016-1-29. : 7:23 am] giszo -- i'm looking for an iscript instruction reference in the meantime, whether it has any specific operation to remove/disable an overlay[2016-1-29. : 7:22 am] giszo -- "if you hit a different animation it goes away" - doesn't this mean that while changing animations the engine is removing previous overlays?[2016-1-29. : 7:21 am] O)FaRTy1billion[MM] -- and if you run init multiple times it will get multiple shadows[2016-1-29. : 7:20 am] O)FaRTy1billion[MM] -- Because in my iscript previewer it doesn't remove any overlays, and if you hit a different animation it goes away[2016-1-29. : 7:16 am] giszo -- I'm asking because the SCV walking script puts the glow overlay onto the unit, but the walkingtoidle is just a simple wait loop, nothing specific happens there[2016-1-29. : 7:15 am] giszo -- does the SC engine remove any overlay (and such things) when changing between different animations like walking and walkingtoidle?[2016-1-29. : 7:10 am] O)FaRTy1billion[MM] -- Is displaying the last frame on an invalid frame what you want? I usually do the first frame[2016-1-29. : 6:53 am] O)FaRTy1billion[MM] -- My math is probably wrong, half the shit in that particular function was done badly because it was really complicated[2016-1-29. : 6:51 am] O)FaRTy1billion[MM] -- Like SC only redraws when and where stuff changes, like when you move your mouse over an invalid portrait that's just frozen static you can see it[2016-1-29. : 6:50 am] O)FaRTy1billion[MM] -- Ooooh, I think I know what it is. It must be the refresh rect.[2016-1-29. : 6:50 am] O)FaRTy1billion[MM] -- IT's just weird because it's a pointer to a position, but I don't know what[2016-1-29. : 6:46 am] jjf28 -- NudeRaiderNudeRaider shouted: FaRTy1billion maybe its a quantum pointer that changes its behavior whenever you look at it? xD[2016-1-29. : 6:44 am] NudeRaider -- FaRTy1billionFaRTy1billion shouted: D: SC's draw functions reference a pointer that I don't know what it does, it's just null whenever I look at it maybe its a quantum pointer that changes its behavior whenever you look at it?[2016-1-29. : 6:43 am] O)FaRTy1billion[MM] -- and I don't know how to minimize out of my breakpointed SC, or get olly on to a windowed SC[2016-1-29. : 6:43 am] O)FaRTy1billion[MM] -- D: SC's draw functions reference a pointer that I don't know what it does, it's just null whenever I look at it[2016-1-29. : 6:28 am] jjf28 -- hey, it's even a problem with typedef https://en.wikipedia.org/wiki/Typedef#Using_typedef_with_pointers that's good to know[2016-1-29. : 6:26 am] jjf28 -- also because people use define as a sort of typedef, poiuy_qwertpoiuy_qwert shouted: its better like "GRP *grp", because if you do "GRP* grp1, grp2", grp1 is a pointer but grp2 is not becomes bad form to declare multiple variables on the same line[2016-1-29. : 6:22 am] O)FaRTy1billion[MM] -- I just ask because I do them, as far as I can tell, super inconsistently ![]() [2016-1-29. : 6:19 am] jjf28 -- if you use smart pointers then you have a perfect excuse to just typedef it so it becomes "GrpPtr grp" ![]() [2016-1-29. : 6:18 am] jjf28 -- http://stackoverflow.com/questions/2660633/declaring-pointers-asterisk-on-the-left-or-right-of-the-space-between-the-type[2016-1-29. : 6:15 am] poiuy_qwert -- its better like "GRP *grp", because if you do "GRP* grp1, grp2", grp1 is a pointer but grp2 is not[2016-1-29. : 6:15 am] jjf28 -- I've been super torn on that one, historically I've done GRP* grp to keep "the type" in one place, so follow that to be like the rest of chkd[2016-1-29. : 6:06 am] O)FaRTy1billion[MM] -- ... Most just call a different one changing a few things, but still.[2016-1-29. : 6:00 am] O)FaRTy1billion[MM] -- They'd just be copypasted but with the 1 line changed that you have as an if currently ;o[2016-1-29. : 6:00 am] O)FaRTy1billion[MM] -- Like in current chkd place a left and a right door, that's where flipped is used[2016-1-29. : 5:59 am] O)FaRTy1billion[MM] -- Probably because you don't use it, but units are drawn flipped sometimes[2016-1-29. : 5:59 am] jjf28 -- I don't consider calling the function with a written in "false" for the param each time using it ![]() [2016-1-29. : 5:58 am] O)FaRTy1billion[MM] -- SC has separate flip functions, I think I might re-add the flip parameter and get rid of that because it's super redundant[2016-1-29. : 5:53 am] O)FaRTy1billion[MM] -- And the typedef needs to be like that because it's referenced in classes that aren't part of the graphics class[2016-1-29. : 5:52 am] O)FaRTy1billion[MM] -- I'm going to rename the functions, that's just what they were listed as in the bw map from bwapi or whatever |