[JASS] Damage Text, Leakage?

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Level 4
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Jun 8, 2007
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I was simply wondering if this function leaks/if there is a better way to do this (the part I'm wondering about is the floating text).
Any help would be greatly appreciated.

JASS:
function damageUnit takes unit attacker, unit target, integer damage, attacktype atype, integer dtype, boolean considerArmor, integer splDmgCoeff returns nothing
        // find real damage
    set damage = R2I(damage + udg_spellDamage[GetPlayerId(GetOwningPlayer(attacker))] * splDmgCoeff)
    
        // deal the damage
    call UnitDamageTargetEx(attacker, target, damage, atype, dtype, considerArmor)
        
        // show dmg to attacker
    call CreateTextTagUnitBJ(I2S(damage), attacker, 0, 10, 0.00, 0.00, 100.00, 0)
    call SetTextTagVelocity(bj_lastCreatedTextTag, 100, 0)
    call ShowTextTagForceBJ(false, bj_lastCreatedTextTag, bj_FORCE_ALL_PLAYERS)
    call ShowTextTagForceBJ(true, bj_lastCreatedTextTag, GetForceOfPlayer(GetOwningPlayer(attacker)))
    call SetTextTagPermanent(bj_lastCreatedTextTag, false)
    call SetTextTagFadepoint(bj_lastCreatedTextTag, 0.50)
    call SetTextTagLifespan(bj_lastCreatedTextTag, .75)

        // show dmg to target
    call CreateTextTagUnitBJ(I2S(damage), target, 0, 10, 0.00, 0.00, 100.00, 0)
    call SetTextTagVelocity(bj_lastCreatedTextTag, 100, 0)
    call ShowTextTagForceBJ(false, bj_lastCreatedTextTag, bj_FORCE_ALL_PLAYERS)
    call ShowTextTagForceBJ(true, bj_lastCreatedTextTag, GetForceOfPlayer(GetOwningPlayer(target)))
    call SetTextTagPermanent(bj_lastCreatedTextTag, false)
    call SetTextTagFadepoint(bj_lastCreatedTextTag, 0.50)
    call SetTextTagLifespan(bj_lastCreatedTextTag, .75)
endfunction

-Thanks
 
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