Details here:
viewtopic.php?f=3&t=55073&p=1019985#p1019266
Graf confirmed there was a simple typo (constructors return a BlockThingsIterator) in zscript/base.txt, but fixing that exposed another problem whose fix is less obvious to me. Let me know if my example code from that post is doing something wrong beyond the bugged behavior.
BlockLinesIterator's ZScript support broken
Moderator: GZDoom Developers
Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
- nazakomu
- Posts: 131
- Joined: Wed Nov 30, 2016 12:51 am
- Graphics Processor: nVidia with Vulkan support
Re: BlockLinesIterator's ZScript support broken
I would presume that someone could make a simple pull request to supersede the errors.
Re: BlockLinesIterator's ZScript support broken
Fixed in dfe05f1.
Please note that the sample you provided is not quite correct. I assume you wanted something like this:
Please note that the sample you provided is not quite correct. I assume you wanted something like this:
Code: Select all
PlayerPawn p = players[consoleplayer].mo;
BlockLinesIterator bli = BlockLinesIterator.Create(p, 64);
while ( bli.Next() )
{
Console.Printf("%f", bli.CurLine.v1.p.x);
}
Re: BlockLinesIterator's ZScript support broken
Thank you! Quite right, the Printf was busted, execution just never reached it_mental_ wrote:Fixed in dfe05f1.
Please note that the sample you provided is not quite correct. I assume you wanted something like this: