PrinceOfFunky wrote:That variable probably was needed for something else before and the coder forgot to "undeclare" it.
Or, the coder was not a good coder.
Or something out of my knowledge
Barbie wrote:Why didn't use the coder simply "A.Trigger(None, None)" instead of passing an empty variable "Toucher" there?
If both are None is not the same thing ? Aside, study Instigator related problems. Some of these decos might trigger a creature if I'm not mistaking and then creature is intended to react accordingly (alarms, start patrol, first hate, etc.) transmitted from player VIA decoration, If we have a default NONE, creature will not do mission. What I'm saying ? People actually don't know to setup a monster in other way than doing NOTHING in map... it's more simple to draw some cubes and put decos able to trigger a monster and go shoot them, even if monster cannot see that, do check monster's reaction.
Just use ReplaceFunction and see some SP maps no longer working properly, is not hard to a morph a map in trash using coding.
The problem of <SkinnedFrag> is not there anyway... The strange code is bellow that, and will have a better functionality this way:
Code: Select all
for (i=0 ; i<NumFrags ; i++)
{
s = Spawn( FragType, Owner); //TRY SPAWN - YES it's ONLY a try because we do have <i> pieces.
if (s != None) //DID <i> SPAWN THIS TIME ? If Yes set values else will set nothing to None.
{ //EACH SPAWN IN THIS GAME SHOULD BE CHECKED IF DID HAPPEN BEFORE MOOING VALUES.
s.CalcVelocity(Momentum/100,0); //else err #1
s.Skin = FragSkin; //#2
s.DrawScale = DSize*0.5+0.7*DSize*FRand(); //#3
}
}
There were 3 Accessed None types in SkinnedFrag which I don't have anymore.