Not yet.. I'm studying (supposed to - don't tell my mom xD)
Kinda true sometimesMalhorne just stays at school to look at chemistry gurlz
I wouldn't say that dude, if it's flawless then you don't need to add anything further to it, which means no more updates are necessary, including bugfixes.This System is flawless xD ~~ the best
if IsUnitType(U, UNIT_TYPE_DEAD) then
else
not
elseif not((LoadBoolean(udg_KB3D_HA, 48, Loop)) and ( IsUnitType(U, UNIT_TYPE_STRUCTURE))) then
if not(LoadBoolean(udg_KB3D_HA, 49, Loop)) and ( IsUnitType(U, UNIT_TYPE_MECHANICAL)) then
return false
endif
endif
elseif not((LoadBoolean(udg_KB3D_HA, 48, Loop)) and ( IsUnitType(U, UNIT_TYPE_STRUCTURE))) then
if not(LoadBoolean(udg_KB3D_HA, 49, Loop)) and ( IsUnitType(U, UNIT_TYPE_MECHANICAL)) then
return false
endif
endif
loop
exitwhen udg_CP_HiddenItemsIndex == 0 //Use equality :p
set udg_CP_HiddenItemsIndex = udg_CP_HiddenItemsIndex - 1
call SetItemVisible(udg_CP_HiddenItems[udg_CP_HiddenItemsIndex], true)
set udg_CP_HiddenItems[udg_CP_HiddenItemsIndex] = null
endloop
loop
exitwhen udg_CP_HiddenItemsIndex <= 0
set udg_CP_HiddenItemsIndex = udg_CP_HiddenItemsIndex - 1
call SetItemVisible(udg_CP_HiddenItems[udg_CP_HiddenItemsIndex], true)
set udg_CP_HiddenItems[udg_CP_HiddenItemsIndex] = null
endloop
if KB3D_CW(x,y) then
else
return 1
endif
if not KB3D_CW(x,y) then
return 1
endif
function KB3D_Bounce takes unit U, real x, real y, integer Loop returns boolean
local group g
local unit u
local real Angle
local real S
local real R
//---------------------------
if KB3D_BounceDetection(U,x,y) == 0 then
return false
endif
//---------------------------
if KB3D_BounceDetection(U,x,y) == 1 and LoadBoolean(udg_KB3D_HA, 60, Loop) then
set Angle = LoadReal(udg_KB3D_HA, 5, Loop)*57.29578 + GetRandomReal(-15,15) + 180
set S = LoadReal(udg_KB3D_HA, 2, Loop)
set S = S*.8
set R = 1.5*S/.03125
call KB3D_Add_Bounce(U, Angle, S, R, true, Loop)
return true
endif
//---------------------------
set g = CreateGroup()
call GroupEnumUnitsInRange(g, x, y, KB3D_InBetween(100,KB3D_GetUnitCollision(U)*2.5,999), null)
if KB3D_BounceDetection(U,x,y) == 2 and KB3D_FilterLoop(g, Loop) != null then
set u = KB3D_FilterLoop(g, Loop)
set Angle = (Atan2(GetUnitY(u) - GetUnitY(U), GetUnitX(u) - GetUnitX(U)) *57.29578) + GetRandomReal(-15,15) + 180
set S = LoadReal(udg_KB3D_HA, 2, Loop)
set S = S*.8
set R = 1.5*S/.03125
if LoadBoolean(udg_KB3D_HA, 60, Loop) then
call KB3D_Add_Bounce(U, Angle, S, R, true, Loop)
endif
set Angle = Angle -180
if LoadBoolean(udg_KB3D_HA, 61, Loop) then
call KB3D_Add_Bounce(u, Angle, S, R, false, Loop)
endif
set u = null
return true
endif
//---------------------------
return false
endfunction
else
call SaveBoolean(udg_KB3D_HA, 52, Loop, false)
endif
else
call SaveBoolean(udg_KB3D_HA, 52, Loop, false)
endif
if not (LoopD == 0) and not (Damager == null ) then
call UnitDamageTarget(Damager, U, LoopD, true, false, AType, DType, WEAPON_TYPE_WHOKNOWS)
endif
if (LoopD != 0) and (Damager != null ) then
call UnitDamageTarget(Damager, U, LoopD, true, false, AType, DType, WEAPON_TYPE_WHOKNOWS)
endif
if not (Fx == "") then
if ( z > 20 ) then
if not (Attach == "") then
call DestroyEffect(AddSpecialEffectTarget(Fx, U, Attach))//attach the effect on the unit if he is flying
endif
else
call DestroyEffect(AddSpecialEffect(Fx, x, y))//create the effect on his location if he is not flying
endif
endif
if (Fx != "") then
if ( z > 20 ) then
if (Attach != "") then
call DestroyEffect(AddSpecialEffectTarget(Fx, U, Attach))//attach the effect on the unit if he is flying
endif
else
call DestroyEffect(AddSpecialEffect(Fx, x, y))//create the effect on his location if he is not flying
endif
endif
set B = ( not(StopTime == 0) and ( Time > StopTime ) )
set B = ( StopTime != 0 and Time > StopTime )
not
to [/icode]!=[/icode]not
is an efficiency stuff noticed by bowser ^^' so since it does the same.. w/e