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[Snippet] ReviveUnit

Discussion in 'JASS Resources' started by PurgeandFire, Jan 7, 2011.

  1. PurgeandFire

    PurgeandFire

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    haha yeah. I don't know whether that bug still exists or not. Rather than looking it up, I just decided to keep it as == true. Laziness on my part. :p

    I suppose I could add extra checks to it. I'll think about it--maybe it could be useful for error reporting. But it is so pretty in its current state. ;-;

    And yeah, I suppose the dummy doesn't need 'Avul'. But I like invulnerability. It makes my dummies sleep well at night.
     
  2. TriggerHappy

    TriggerHappy

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    Add
    Revive.Unit
    for backwards compatibility?

    At the cost of a recursive call of course.
     
  3. PurgeandFire

    PurgeandFire

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    I could, but I don't really want backwards compatibility. I just don't like having it named Revive.Unit. It is (1) pascal case, which doesn't follow my normal convention for struct methods (2) it doesn't make sense for "Revive" to be an object. It is kind of abusing OOP syntax for no good reason.

    Maybe I should add it but just not include it in the documentation, so that people won't use it. I still don't like it being there. :p Do you think I should add it anyway?
     
  4. TriggerHappy

    TriggerHappy

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    Yeah I think it should be added for the possibility of older scripts using it.

    Maybe just add a
    // for backwards compatibility
    after it.

    I see your points though so it doesn't really matter there's benefits to each side.
     
  5. PurgeandFire

    PurgeandFire

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    That's a good idea. Updated.
     
  6. Daffa the Mage

    Daffa the Mage

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    Player (15) is now a used slot.
     
  7. MyPad

    MyPad

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    A powerful necropost! PLAYER_NEUTRAL_PASSIVE, anyone?
     
  8. Daffa the Mage

    Daffa the Mage

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    Might be a good idea to check Jass and Spell database to suit the change.