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Messages - RetroX

121
Function Peer Review / Re: move_wrap
« on: March 10, 2011, 08:50:11 PM »
Also @Retro, I once sent Josh all the functions I had done. He probably forgot about them.
Josh != everyone else
Sincerely,
RetroX and everyone else.
Yes, thank you for enforcing my point.  Please post them if you want them to be reviewed by everyone else.
I didn't reinforce your point, silly. Your own post was against the point that you made. By saying "sincerely RetroX and everyone else," you say that no one but me knows of them. That is not true.

Either way, polygone seems more interested than I am in coding these functions.
Yes, and only you and Josh know.
Josh != everyone else

122
Proposals / Re: Obliterating "inst" from functions.
« on: March 09, 2011, 06:52:08 PM »
Why not :(

123
Function Peer Review / Re: move_wrap
« on: March 09, 2011, 06:51:19 PM »
Also @Retro, I once sent Josh all the functions I had done. He probably forgot about them.
Josh != everyone else
Sincerely,
RetroX and everyone else.
Yes, thank you for enforcing my point.  Please post them if you want them to be reviewed by everyone else.

124
Proposals / Re: Resource projects on the wiki
« on: March 08, 2011, 10:26:34 PM »
The wiki shouldn't be the place for this stuff.  If and when the EDC comes out, that's where it would be.

Quite frankly, I doubt that we have the server space for this stuff, regardless.

125
Function Peer Review / Re: move_wrap
« on: March 08, 2011, 04:09:56 PM »
Also @Retro, I once sent Josh all the functions I had done. He probably forgot about them.
Josh != everyone else

126
Proposals / Re: Action functions plugin writing
« on: March 08, 2011, 04:09:15 PM »
Hey, TGMG.  Please inline functions in actions.h by prefixing them with the word "inline."  The one-line ones, anyways.

127
Proposals / Re: globalvar
« on: March 05, 2011, 12:01:56 PM »
It likely requires parser modifications, considering how a direct macro won't work (or it might; I don't know how Josh's parser works).

128
Proposals / Re: room_speed
« on: March 01, 2011, 10:52:37 PM »
It works, I believe, but it doesn't change after the game has started.

129
Proposals / Re: Action functions plugin writing
« on: March 01, 2011, 10:50:22 PM »
I believe that it's done that way because of how the GML format is stored.  Otherwise, it probably would have been passed as a parameter.

130
Function Peer Review / Re: move_wrap
« on: March 01, 2011, 10:44:47 PM »
Dear Fede-lasse,

Please do not complain that you have already done functions when you posted them months ago and we don't know where they are.

If you wish to have them actually looked at, please post them or point out where you posted them.

Sincerely,
RetroX and everyone else.

P.S.: (int)0 is redundant because 0 is an int, and it would have been auto-casted either way.

131
Proposals / Re: Function approval process
« on: February 28, 2011, 04:33:32 PM »
Moving a topic takes ten seconds.  And if it means adding more functions, that is development.

132
Function Peer Review / Re: action_move_to
« on: February 27, 2011, 11:02:38 PM »
Code: [Select]
void action_move_to(double x, double y, bool argument_relative)
{
  enigma::object_planar* const inst = ((enigma::object_planar*)enigma::instance_event_iterator->inst);
  if (argument_relative)
  {
    inst->x += x;
    inst->y += y;
  }
  else
  {
    inst->x = x;
    inst->y = y;
  }
}

133
Proposals / Obliterating "inst" from functions.
« on: February 27, 2011, 08:48:49 PM »
Instead of defining:
Code: [Select]
enigma::object_planar* const inst = ((enigma::object_planar*)enigma::instance_event_iterator->inst);or something similar in every instance-related function, there should be a pointer defined somewhere globally (or a macro if you insist) so that people don't have to define this everywhere, so that code is cleaner, and so that we can inline more stuff and make things generally faster.

Good idea/bad idea?

enigma::inst_iter_planar seems a lot nicer.

134
Function Peer Review / Re: action_move_to
« on: February 27, 2011, 08:42:46 PM »
Code: [Select]
inline void action_move_to(double x, double y) { move_towards_point(x, y); }

135
Proposals / Re: Script Editor Features
« on: February 25, 2011, 12:49:30 PM »
Well, you still have scope errors.  What if you initialise a variable and want to use it after the block?