Mutators and... the rest of mutators
Posted: Sun Mar 15, 2020 7:16 pm
Idea of a Revenge mutator it's cute in a way - IF WE HAVE codes not excuses.
These:For some coding start if exist a candidate we can discuss what is this... you'll find words at your will.
Mutators contains variables in fixed arrays
Then we have some wrapping... or less wrapping
Can you see the problem ?
Hint from log:Did you get the problem ? No ? Okay, let me in.
Map has some "decoration" pawns - of course with codes copied from stock which are sh!tty if you look at internal state and function. By any matter, at these pawns we cannot speak about "//.playerreplicationinfo.playername;" and then we don't have anything but we can even move over a 32 elements array. Can we have revenge messages ? Maybe not, as long as we drop variables to nowhere... out of array, yeah... array, array.
What's the deal ?
#1 We can discard any crow, bird, rabbit, crappit, stupidizour, fartizant, pig, elephant and so on by not allowing non-players in stage and reducing design originality - server setup
#2 We can wrap code - even if we don't have a MonsterHunt, Coop here, we won't have a pain in butt guaranteed if we are using some checkerWe have... let me count... 3 new lines > 1 code checker and 2 brackets or even a bit more for various speed-up executions.
These:
Code: Select all
ScriptWarning: Revenge DM-[BBST]-Thailand-Rmx.Revenge0 (Function Revenge.Revenge.listPlayers:0032) Accessed array out of bounds (32/32)
ScriptWarning: Revenge DM-[BBST]-Thailand-Rmx.Revenge0 (Function Revenge.Revenge.listPlayers:0032) Accessed array out of bounds (33/32)
ScriptWarning: Revenge DM-[BBST]-Thailand-Rmx.Revenge0 (Function Revenge.Revenge.listPlayers:0032) Accessed array out of bounds (34/32)
ScriptWarning: Revenge DM-[BBST]-Thailand-Rmx.Revenge0 (Function Revenge.Revenge.listPlayers:0032) Accessed array out of bounds (35/32)
ScriptWarning: Revenge DM-[BBST]-Thailand-Rmx.Revenge0 (Function Revenge.Revenge.listPlayers:0032) Accessed array out of bounds (36/32)
Mutators contains variables in fixed arrays
Code: Select all
var pawn killers[32], player[32];
var config int iRevengeBonus;
Code: Select all
function listPlayers() //assigns each pawn a unique ID
{
local Pawn P;
local int pnum;
pnum = 0;
for(P = Level.Pawnlist; P != None; P = P.Nextpawn)
{
player[pnum] = P; //.playerreplicationinfo.playername;
pnum++;
}
}
Hint from log:
Code: Select all
ScriptWarning: WSRabbit DM-[BBST]-Thailand-Rmx.WSRabbit0 (Function Animal_PACK1.WSRabbit.Evade.PickDestination:000D) Accessed None
Map has some "decoration" pawns - of course with codes copied from stock which are sh!tty if you look at internal state and function. By any matter, at these pawns we cannot speak about "//.playerreplicationinfo.playername;" and then we don't have anything but we can even move over a 32 elements array. Can we have revenge messages ? Maybe not, as long as we drop variables to nowhere... out of array, yeah... array, array.
What's the deal ?
#1 We can discard any crow, bird, rabbit, crappit, stupidizour, fartizant, pig, elephant and so on by not allowing non-players in stage and reducing design originality - server setup
#2 We can wrap code - even if we don't have a MonsterHunt, Coop here, we won't have a pain in butt guaranteed if we are using some checker
Code: Select all
function listPlayers() //assigns each pawn a unique ID
{
local Pawn P;
local int pnum;
pnum = 0;
for(P = Level.Pawnlist; P != None; P = P.Nextpawn)
{
if ( P.PlayerReplicationInfo != None && P.bIsPlayer && !P.IsA('Spectator') ) //or such
{
player[pnum] = P; //.playerreplicationinfo.playername;
pnum++;
}
}
}