Hey, since you took over TESH, I'll ask you.
Both on the old and new version, there seems to be a way to add custom keywords and functions and stuff. However, I can't find any documentation about how exactly. All that I know is that it requires some kind of text files in the includes folder.
Hello, I have some questions of your PDD:
It says I can't use Death Finger, but there is no problem when I tested it.
It not says this, but what happen if I use anti-magic shell (that has a limit), Is there a problem?
Do you think that float precision in war3 can cause desync ? Because of accuracy difference + roundings, use of "==" operator with a epsilon, or maybe because the implementation varies if you play under Windows, an emulator on Mac, or an emulator on Linux.
Hi sir, I need some help. I would like to learn from you what is needed to run tesh editor from source code. I had Visual C++ installed. I had the issue of adding into the sqlite these 2 functions from 1.31.
I believe this is due to the keyword having more than 50 characters. The tesh editor in WEX will crash if I add these 2 in. Is there any way I can overcome this? Do contact me @ [email protected] Desperately needed help.
So you've decided not to share source code of tesh. I'm okay with that, but can you enlighten me on how tesh works? I can enum windows and get handle of trigger editor and hide existing edit control, but I can't get my own rich edit to update. How do you do it?
I dont want to hijack his thread, but I wonder with unit indexer, you use undefend to get the removed unit, but what if its like a footman and I order him to undefend? how do you distinguish them? I thought 0 hp could, but units can get tranq'ed while dead, or RemoveUnit'ed
the only workaround around this that I could think of as of now is however such that it also really degrades nonexceptional code exec path (if check after every function call that can throw inside try block)
Ive realized they arent all that good, there is currently one way in my head that could implement "true" try-catch, but that would require the shitty "check with if after every call to function that can throw" check, which really slows down the code a lot.
The other more clean way has flaw that after executing catch block it will jump back to the try block , thats probably not what you want when you write try-catch block
I have some interesting "news", while nothing on the compiler was done really(still havent asked anyone competent in school ), I have some interesting thigs.
Ive split the compiler repo so now it is compiler repo separated from the language iteself.
The big news is I thought of ways of getting exceptions emulated in the language. There are multitudes of ways that this can be achieved that I thought of, they include both keeping and discarding the local stack frame(the local variables together with their content) inside the catch block, and finally clause is also possible.
This library Im using is SetUnitMaxState. It setting max life of a unit.
Something like: hero summon a unit. Then Im setting summoned unit's max life depending on caster's intelligence. Its an example what for I use SetUnitMaxState.
inside this SetUnitMaxState library author use GetUnitState-->UNIT_STATE_MAX_LIFE so my question is : should I edit this SetUnitMaxState library? I think I should be your confirmation will be very usefull;]