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local int Max;
bHasNotifies = Max > 0;
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local int Max;
bHasNotifies = Max > 0;
Yes. The right side is evaluated what results in type BOOL. That result is then assigned to the variable at left side.Is bHasNotifies being set to true
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HitActor = Trace(HitLocation, HitNormal, Inv.Location, Location, false);
bInvObstructed = HitActor != None;
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if (Max > 0)
bHasNotifies = True;
else //Else if not assigned already is false
bHasNotifies = False;
What !? ANY snippet can be ported in a small tiny little mutator logger for doing checks toward a code - clearly you did not understand working with temp mutators/actors, this is how I do check things without screwing my mods.LannFyre wrote:..can't log it yet so I'm not sure if it is even giving a result.
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BestPath = FindBestInventoryPath(BestWeight, !bNovice && (skill >= 2));
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native(540) final function actor FindBestInventoryPath(out float MinWeight, bool bPredictRespawns);
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myInt = 50;
bSomeBool = (myInt >= 10 || myInt < 5) && myInt < 100;
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native(153) static final operator(24) bool >= ( int A, int B );
native(150) static final operator(24) bool < ( int A, int B );