[Commit 952e47c] NoiseAlert in anon function not parsed

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Expand view Topic review: [Commit 952e47c] NoiseAlert in anon function not parsed

Re: [Commit 952e47c] NoiseAlert in anon function not parsed

by Graf Zahl » Sun Dec 11, 2016 5:09 am

I renamed the internal function to SoundAlert. Not optimal but the only thing that could be done.

Re: [Commit 952e47c] NoiseAlert in anon function not parsed

by Graf Zahl » Sat Dec 10, 2016 1:55 pm

Damnit. I never considered this name clash.

Re: [Commit 952e47c] NoiseAlert in anon function not parsed

by Blue Shadow » Sat Dec 10, 2016 1:44 pm

Could it be that it's expecting the function version of NoiseAlert instead of the [wiki=NoiseAlert]action special[/wiki]?

Re: [Commit 952e47c] NoiseAlert in anon function not parsed

by Major Cooke » Sat Dec 10, 2016 1:19 pm

Try adding a space between 0 and {.

[Commit 952e47c] NoiseAlert in anon function not parsed

by Matt » Sat Dec 10, 2016 12:30 pm

Test file:

Code: Select all

actor zomn:zombieman replaces zombieman{
	states{
	pain:
//		POSS G 0 NoiseAlert(0,0)
		POSS G 0{NoiseAlert(0,0);}
		goto super::pain
	}
}
As above, trying to run it gets this:

Code: Select all

Script error, "decorate.noisealert.txt:DECORATE" line 5:
Expected ',', got '0'.
but if I comment out the other line instead it works as expected (if you use a non-alerting weapon to put the zombieman in pain then then other monsters will be awakened targeting the zombieman instead of you)

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