Damon Caskey said:Please hold off on posting a build - I want to go over the code changes first. I'll be posting one on Wednesday (tomorrow).
DC
HRESULT openbor_checkplatformbelow(ScriptVariant **varlist , ScriptVariant **pretvar, int paramCount)
{
ScriptVariant *arg = NULL;
DOUBLE x, z, a;
if(paramCount < 3)
{
*pretvar = NULL;
return E_FAIL;
}
ScriptVariant_ChangeType(*pretvar, VT_DECIMAL);
(*pretvar)->dblVal = (DOUBLE)0;
arg = varlist[0];
if(FAILED(ScriptVariant_DecimalValue(arg, &x)))
{
return S_OK;
}
arg = varlist[1];
if(FAILED(ScriptVariant_DecimalValue(arg, &z)))
{
return S_OK;
}
arg = varlist[2];
if(FAILED(ScriptVariant_DecimalValue(arg, &a)))
{
return S_OK;
}
ScriptVariant_ChangeType(*pretvar, VT_PTR);
(*pretvar)->ptrVal = (VOID *)check_platform_below((float)x, (float)z, (float)a, NULL);
return S_OK;
}
Damon Caskey said:I'm testing as we speak, my own changes too. I'll post a devbuild as promised soon as I'm done.
Afterwards I'm going to make sure all coders have access to the development area and move most of this thread there. This wasn't meant to be an ongoing discussion thread - just instructions for people who want to join the team.
DC
O Ilusionista said:Great work, guys! Very good to see old bugs solved (maybe someday the first frame bug could be fixed too) and loved the new way to set attack.
About onblockpscript:
- self is self explanatory
- plane means what?
- platforms are now identified by IDs?
I am waiting for more information to update the manual (and DC, your wikia is down btw). Just please keep everything documented, I beg you
Some old coders loved to add things at the engine with zero instructions, lol
Congrats everyone.
nsw25 said:Hi welcome. I was wondering how wiiu gamepads etc will work when openbor can only be run through virtual wii mode on the wiiu. or is there a way to setup openbor on wiiu directly and not through wii system mode ?