Moderator
M
Moderator
19:20, 2nd Oct 2009
The_Reborn_Devil:
This really sucks.
1. The screenshot is too small.
2. You have TONS of unnecessary variables and TONS of unnecessary operations.
Ex:
WTF?!
That could be done like this:
3. WTF is this crap?!
4. You don't need any of these variables:
5. Most of this is converted GUI. Everything you've added is pure crap.
6. Your "system" could be done like this:
Rejected Permanently.
The_Reborn_Devil:
This really sucks.
1. The screenshot is too small.
2. You have TONS of unnecessary variables and TONS of unnecessary operations.
Ex:
JASS:
// VEEEEEEEEEEEEEERRY COMPLEX MATH SYSTEM
set rrt = 1 * 1000 + 5627 * 3245 / 3245 - 5627 / 1000 / 6574
set rslp = rrt * 6574
call TriggerSleepAction( gagahaga + rslp * 0 + 1.25 - rslp * 0 - ModifyReal )
That could be done like this:
JASS:
call TriggerSleepAction(0.2)
JASS:
function Trig_Damage_Detection_Copy_Func001Func001Func002Func002Func002Func002Func001C takes nothing returns boolean
if ( not ( 0 == 0 ) ) then
return false
endif
return true
endfunction
function Trig_Damage_Detection_Copy_Func001Func001Func002Func002Func002Func002C takes nothing returns boolean
if ( not ( 0 == 0 ) ) then
return false
endif
return true
endfunction
function Trig_Damage_Detection_Copy_Func001Func001Func002Func002Func002C takes nothing returns boolean
if ( not ( 0 == 0 ) ) then
return false
endif
return true
endfunction
function Trig_Damage_Detection_Copy_Func001Func001Func002Func002C takes nothing returns boolean
if ( not ( 0 == 0 ) ) then
return false
endif
return true
endfunction
function Trig_Damage_Detection_Copy_Func001Func001Func002C takes nothing returns boolean
if ( not ( 0 == 0 ) ) then
return false
endif
return true
endfunction
function Trig_Damage_Detection_Copy_Func001Func001C takes nothing returns boolean
if ( not ( 0 == 0 ) ) then
return false
endif
return true
endfunction
JASS:
local boolean b
local unit u
local unit z
local unit x
local real damage
local boolean validate
local timer t
local integer i
local integer i2
local unit observer
local string s
local boolean detection
local real gagahaga = 0
local boolean pathability
local real angle
local real moveto
local boolean treea
local integer countera
local integer i3a
local boolean baa
local unit ua
local unit zaa
local unit xaa
local real damage
local boolean valid2
local timer taa
local integer ia
local integer i2a
local unit observer2
local string s2
local boolean detection2
local real ModifyReal = 1.05
local boolean pathability2
local real angle2
local real moveto2
local boolean tree2
local integer counter2
local integer i32
local version v
local version v2
local real rslp = 0
local real rrt = 0
local version v3
local version v4
local version v5
local version v6
local version v7
local version v8
local version v9
local version v10
6. Your "system" could be done like this:
JASS:
function Trig_Damage_Detection_Copy_Actions takes nothing returns nothing
call DisplayTextToForce( GetPlayersAll(), "TRIGSTR_001" )
endfunction
//===========================================================================
function InitTrig_Damage_Detection_Copy takes nothing returns nothing
set gg_trg_Damage_Detection_Copy = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Damage_Detection_Copy, EVENT_PLAYER_UNIT_ATTACKED )
call TriggerAddAction( gg_trg_Damage_Detection_Copy, function Trig_Damage_Detection_Copy_Actions )
endfunction
Rejected Permanently.