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Topics - egofree

#26
Proposals / Modifying the way we select objects
July 23, 2014, 08:34:20 AM
I propose the following additions/modifications in the rooms editor :

1) When the user press the left button, if an object is present under the mouse cursor, it moves the object, if there is no objects, it adds an new object. If the ctrl key is pressed, it will add objects, and not take into account if there is already an object or not. This is the behavior of GM Studio, and i think it's more logical.
2) Global move of instances. It is present also in GM Studio.
3) A white rectangle around the selected object will be displayed.
4) An help button to display the available commands in the rooms editor.

edit:
If the ctrl key is pressed, it will not copy objects, but always add objects.
#28
General ENIGMA / Improving rooms editor
July 02, 2014, 08:23:30 AM
I've added two features in the rooms editor, and they are now available for everyone in the latest executable of the 'Download' section. So if some people want to test these features, they are welcome.

The first is the undo :

The undo is available when the user, with the mouse or with text fields, adds, deletes and moves an object or a tile. The undo does not take into account others properties, like 'instance creation code'. If you modify these properties, you will get only the latest version when using the undo. The undo and redo can be used also with the shortcut keys : ctrl-z for undo and ctrl-y for redo. The limit of the undo history is 100. If a sprite, a background or an object is modified in the left tree, the undo is reset.

I will add settings for the undo in a future release. It will be possible to disable the undo or to change the limit of the undo history.

I've added also a preview of views in the rooms editor, with a black and white boxes. I will add also others features for the preview in a future release. For example, the preview will take into account the 'Object following' option, and it will be possible to use a filled rectangle instead of outlines.
#29
In LateralGm i've added in the interface 'Piece' the methods setPosition and getPosition. The Instance class had already these methods, but the tiles methods names were slight different : setRoomPosition and getRoomPosition, so i renamed these methods, but i forgot to update these methods in the egm file reader and writer in the lgm plugin.

I've fixed this error, and made already the following pull request :
https://github.com/enigma-dev/lgmplugin/pull/23
#30
Issues Help Desk / Tiles are not imported correctly
June 27, 2014, 04:36:09 PM
If you try to make a project with GM Studio which contains tiles, and then you open this project with LateralGM, it will import the tiles, but not correctly : all the tiles instance have the same Id (0), and it's not possible to move them or to delete them with the right button. It's only possible to delete them with the delete button. Still it's possible to add new tiles.

I made a small test project, with the logo of ENIGMA as the tileset.

Here is a zipped version of the gmx project made with GM Studio :
https://dl.dropboxusercontent.com/u/29802501/test_tiles.gmx.zip

And here is the converted project :
https://dl.dropboxusercontent.com/u/29802501/test_tiles.egm
#31
Issues Help Desk / Editing tiles
June 23, 2014, 07:19:48 PM
In the rooms editor, there is an edit tab for tiles, where you can change the values of fields X and Y for the tileset. I don't see the use of these fields, as i don't see any visible effect. Does anybody what's the use of these fields ?
#32
I want to finish first the undo feature, but after that i would like to add a simple but useful feature : make the views visible in the rooms editor. White rectangles for visible views, as in GM studio, seem relevant to me. But i would like also to write the view number inside the rectangle (e.g 'view 0', 'view 1', etc). If a view is selected in the list, the viewport of the room should be changed in order to display it, so we don't have to go everywhere in the room to see where the view is. Finally, it would be cool to create the views with the mouse : with a drag and drop, let's create a view !
#33
Off-Topic / A complex maze with one line of code !
June 20, 2014, 07:22:10 AM
10 PRINT CHR$(205.5+RND(1)); : GOTO 10

A simple line of code in Basic to make a 2D 'complex' maze on the commodore 64 !  :D

There is a complete book written on this line of code ! : http://10print.org/

You can download on the web site the electronic version of the book for free !

For all the kids who were not born in the early eighties, and don't know what we are talking about  ;) :
http://en.wikipedia.org/wiki/Commodore_64

Commodore 64 was one of the most successful computer in the early eighties. It had astounding graphical and musical skills for his time, and it was much cheaper than Apple ! :P
#34
General ENIGMA / Rooms editor 'hidden' secrets
June 16, 2014, 07:08:22 PM
As i am adding new features to the rooms editor (for the moment i am adding the Undo/Redo function for objects), i am analyzing the code, and i found some features that i didn't know before ! For example, did you know that when you want to add a lot of the same object into a room, you can 'paint' objects ? I don't think that every user knows this feature.

Here is some tips when managing objects in a room:

- For adding a new object, you select the object type, in the object tab, and you click anywhere in the room. You can also move the object, by dragging it. If you want to 'paint' an object, press the shift key and with left button pressed, 'paint' the objects on the map.
- If you want to move an object, select an object with the mouse, press the ctrl key and drag it.
- If you want to delete objects, press the right key and erase all the objects under the cursor.

Edit:
- if you move an object and press alt, the snapping is disabled.

Soon i want to explain these features in the empty wiki page : http://enigma-dev.org/docs/Wiki/Room_Editor. But as this page is almost never visited, i think it would useful to add a new button in the toolbar of the rooms editor which opens a new window and explains all the features i just explained.
#35
Proposals / Undo in the rooms editor
June 08, 2014, 09:54:15 AM
Hello,

I would like to implement an undo /redo function in the rooms editor. I think this is an important feature missing. I know Java and Swing so i can do it myself. What do you think ? Are you interested ?

P.S: An interesting article about how to implement correctly undo function with Swing : http://www.javaworld.com/article/2076698/core-java/add-an-undo-redo-function-to-your-java-apps-with-swing.html
#36
Hello,

I've downloaded source code of Lateralgm plugin from Github and imported into Eclipse workspace. I don't know how eclipse creates the project name (from the namespace ?), but currently it's ENIGMA. If you want to create the jar, you have the description.jardesc, but it needs the folder to be named lgmplugin. So you have to rename the folder. Is this normal ? I know it's not serious, but i am just wondering.
#37
I tested this function on Linux Mint 16 KDE and Ubuntu 14.04, and nothing happens. No problem on Windows.
#38
Hello,

I would like to modify the wiki page about EDL specification. Instead of:

QuoteArrays

EDL inherits JavaScript-like arrays rather than C++-like arrays. This is so an array can serve as an lvalue, as in the following code:
[x,y] = get_coordinates();
var fruits = ["apples", "oranges", "cherries"];
In the above case, x and y are set to the first and second elements in the array returned by get_coordinates(), respectively. The second line then declares a var and assigns the given array values to it.
How this is accomplished after compile is outside the scope of this specification. Consult the appropriate export language plug-in page for details on implementation.

What about :


Arrays

An array is always declared as a variant data type with the keyword var, followed by its name. Variant variables are not restricted to a specific data type and can hold any value you want. In order to access the element of an array, you add after its name the element index rounded by square brackets.

Example :

var myarray;

myarray[1] = 10;


It seems better for me, as i think users of ENIGMA/GM are often beginners in programming and don't know much about others languages. I would like to modify the wiki, but i am afraid i am not fluent in english. What do you think of my proposal ?
#39
Here is the error message :

Quote
java.lang.IllegalArgumentException: Comparison method violates its general contract!
   at java.util.TimSort.mergeHi(TimSort.java:868)
   at java.util.TimSort.mergeAt(TimSort.java:485)
   at java.util.TimSort.mergeForceCollapse(TimSort.java:426)
   at java.util.TimSort.sort(TimSort.java:223)
   at java.util.TimSort.sort(TimSort.java:173)
   at java.util.Arrays.sort(Arrays.java:659)
   at java.util.Collections.sort(Collections.java:217)
   at javax.swing.SortingFocusTraversalPolicy.enumerateAndSortCycle(SortingFocusTraversalPolicy.java:136)
   at javax.swing.SortingFocusTraversalPolicy.getFocusTraversalCycle(SortingFocusTraversalPolicy.java:110)
   at javax.swing.SortingFocusTraversalPolicy.getComponentAfter(SortingFocusTraversalPolicy.java:280)
   at javax.swing.LayoutFocusTraversalPolicy.getComponentAfter(LayoutFocusTraversalPolicy.java:106)
   at sun.swing.SwingUtilities2.compositeRequestFocus(SwingUtilities2.java:1556)
   at javax.swing.plaf.basic.BasicTreeUI.startEditing(BasicTreeUI.java:2179)
   at javax.swing.plaf.basic.BasicTreeUI.startEditingAtPath(BasicTreeUI.java:618)
   at javax.swing.JTree.startEditingAtPath(JTree.java:2390)
   at org.lateralgm.main.Listener.actionPerformed(Listener.java:390)
   at javax.swing.AbstractButton.fireActionPerformed(AbstractButton.java:2018)
   at javax.swing.AbstractButton$Handler.actionPerformed(AbstractButton.java:2341)
   at javax.swing.DefaultButtonModel.fireActionPerformed(DefaultButtonModel.java:402)
   at javax.swing.DefaultButtonModel.setPressed(DefaultButtonModel.java:259)
   at javax.swing.AbstractButton.doClick(AbstractButton.java:376)
   at javax.swing.AbstractButton.doClick(AbstractButton.java:356)
   at javax.swing.plaf.basic.BasicMenuItemUI$Actions.actionPerformed(BasicMenuItemUI.java:802)
   at javax.swing.SwingUtilities.notifyAction(SwingUtilities.java:1662)
   at javax.swing.JComponent.processKeyBinding(JComponent.java:2869)
   at javax.swing.JMenuBar.processBindingForKeyStrokeRecursive(JMenuBar.java:689)
   at javax.swing.JMenuBar.processBindingForKeyStrokeRecursive(JMenuBar.java:697)
   at javax.swing.JMenuBar.processBindingForKeyStrokeRecursive(JMenuBar.java:697)
   at javax.swing.JMenuBar.processKeyBinding(JMenuBar.java:668)
   at javax.swing.KeyboardManager.fireBinding(KeyboardManager.java:307)
   at javax.swing.KeyboardManager.fireKeyboardAction(KeyboardManager.java:293)
   at javax.swing.JComponent.processKeyBindingsForAllComponents(JComponent.java:2961)
   at javax.swing.JComponent.processKeyBindings(JComponent.java:2953)
   at javax.swing.JComponent.processKeyEvent(JComponent.java:2832)
   at java.awt.Component.processEvent(Component.java:6282)
   at java.awt.Container.processEvent(Container.java:2229)
   at java.awt.Component.dispatchEventImpl(Component.java:4861)
   at java.awt.Container.dispatchEventImpl(Container.java:2287)
   at java.awt.Component.dispatchEvent(Component.java:4687)
   at java.awt.KeyboardFocusManager.redispatchEvent(KeyboardFocusManager.java:1895)
   at java.awt.DefaultKeyboardFocusManager.dispatchKeyEvent(DefaultKeyboardFocusManager.java:762)
   at java.awt.DefaultKeyboardFocusManager.preDispatchKeyEvent(DefaultKeyboardFocusManager.java:1027)
   at java.awt.DefaultKeyboardFocusManager.typeAheadAssertions(DefaultKeyboardFocusManager.java:899)
   at java.awt.DefaultKeyboardFocusManager.dispatchEvent(DefaultKeyboardFocusManager.java:727)
   at java.awt.Component.dispatchEventImpl(Component.java:4731)
   at java.awt.Container.dispatchEventImpl(Container.java:2287)
   at java.awt.Window.dispatchEventImpl(Window.java:2719)
   at java.awt.Component.dispatchEvent(Component.java:4687)
   at java.awt.EventQueue.dispatchEventImpl(EventQueue.java:735)
   at java.awt.EventQueue.access$200(EventQueue.java:103)
   at java.awt.EventQueue$3.run(EventQueue.java:694)
   at java.awt.EventQueue$3.run(EventQueue.java:692)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.ProtectionDomain$1.doIntersectionPrivilege(ProtectionDomain.java:76)
   at java.security.ProtectionDomain$1.doIntersectionPrivilege(ProtectionDomain.java:87)
   at java.awt.EventQueue$4.run(EventQueue.java:708)
   at java.awt.EventQueue$4.run(EventQueue.java:706)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.ProtectionDomain$1.doIntersectionPrivilege(ProtectionDomain.java:76)
   at java.awt.EventQueue.dispatchEvent(EventQueue.java:705)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:242)
   at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:161)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:150)
   at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:146)
   at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:138)
   at java.awt.EventDispatchThread.run(EventDispatchThread.java:91)

It happens only under linux. With Windows, it's fine.
#40
Hello,

If you make an empty enigma project under windows, save it with an egm file, and you try to open it again on linux, it crashes ENIGMA. I think i've found why : on Windows, in the Enigma Settings, the 'Make Directory' is '%PROGRAMDATA%/ENIGMA/'. On linux if you replace this setting with '%HOME%/.enigma/', it's ok !

Update:
What about having a value for each OS within the project file for the 'Make directory' setting ? It seems it would solve this problem.

Update2:
The gmk file doesn't have this problem. I guess we should implement the egm files as the gmk files concerning this setting.
#41
Hello,

Under DirectX9, if you minimize a windows and restore it to the default size, all objects disappears.
#42
Hello,

If you try to use instance_deactivate_region inside the creation code of a room :

instance_deactivate_region(0,0,100,100,true,true);

or instance_deactivate_all :

instance_deactivate_all(true);

The application crashes. In these examples, the option is set to preserve the calling instance.
#43
Hello,

I've an object with a draw event, where i've the following code  :

draw_sprite(sprite_index, -1, x, y);

Now if i try to set the object property to false :


with (obj_0)
{
  visible = false;
}


The object is still visible. This is not the case in GM. If i remove the draw event, then the object is now invisible.

Here is a sample test project:
https://dl.dropboxusercontent.com/u/29802501/test_draw_sprite.egm

In the creation code of the room, i try to hide the objects, but as you can see it doesn't work.
#44
I want to display a health bar with the draw_rectangle_color method. The health bar should be red on the left and blue on the right. I've used the following method:

draw_rectangle_color(char_width * 6, view_yview[1] + char_width * 2, char_width * 38, view_yview[1] + char_width * 3, c_red, blue, blue, c_red, false);

Here is the result on GM :



and with ENIGMA:



The specs of this method are the same on ENIGMA and GM:
http://docs.yoyogames.com/source/dadiospice/002_reference/drawing/drawing%20basic%20forms/draw_rectangle_color.html
http://enigma-dev.org/docs/Wiki/Draw_rectangle_color

As you can see, colors are not correct. Of course i can change easily my method, but i wanted just to report the bug.
#45
Issues Help Desk / Problems with multiple views
May 19, 2014, 09:19:04 AM
Hello,

It is not possible to have multiple views visible at the same time : i've a room and i want to display two different views of this room. So far i didn't succeed to implement this in ENIGMA. In GM i've no problems. Any help is welcome.

Here is a simple test project :
https://dl.dropboxusercontent.com/u/29802501/test_view.egm

There is a room (640*960), with two views : view0 displays the upper part of the room and view1 the bottom, but we see only view1.

Update: i did more tests and i've found that this problem occurs only with OpenGL (1.1 and 3), with DirectX 9.0 it's ok !
#46
Issues Help Desk / Problems with global variables
May 01, 2014, 12:24:10 PM
As Robert said he has almost finished objects inheritance, i wanted to test my project and see if i can run it. I've still problems with global variables. In a script, i've the following code:


global var game_state;

game_state = 1;


In another object, in the normal step, i want to see if i have access to this variable:

show_message(string(game_state));

I've the following error message:

QuoteIn file included from SHELLmain.cpp:105:0:
C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectaccess.h: In function 'var& enigma::varaccess_game_state(int)':
C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectaccess.h:57:46: error: 'struct enigma::OBJ_obj_0' has no member named 'game_state'
       case obj_0: return ((OBJ_obj_0*)inst)->game_state;
                                              ^

In the creation code of the room, i call the script with the global variables declaration. But anyway it doesn't change anything, and also it doesn't change anything if the object is used or not ! (Right now it is not used). If i remove the line :

game_state = 1

I don't have anymore the error message. Do you know why i've this problem ? Any help is welcome.

You can download my 'test' project here : https://dl.dropboxusercontent.com/u/29802501/test.egm

#47
Programming Help / Enumerations are not working
April 30, 2014, 12:01:16 PM
I tried to declare enumerations, and so far i've only error messages. For example, if i take the example found in the wiki (c.f http://enigma-dev.org/docs/Wiki/ENIGMA:Specification):

enum {
  a,
  b,
  c,
  d = 10,
  e,
  f
}


I've the following error message :

QuotePreprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h:41:3: warning: no return statement in function returning non-void [-Wreturn-type]
   }
   ^
C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h: At global scope:
C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h:44:3: error: expected unqualified-id before 'return'
   return 0;
   ^
C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h:45:1: error: expected declaration before '}' token
}
^
In file included from SHELLmain.cpp:102:0:
C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h: In function 'variant _SCR_scr_0(variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant)':
C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h:35:5: error: new types may not be defined in a return type
     enum
     ^
C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h:35:5: note: (perhaps a semicolon is missing after the definition of '_SCR_scr_0(variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant)::<anonymous enum>')
C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h:37:36: error: invalid use of qualified-name '::varaccess_a'
       enigma::varaccess_a(int(self)), enigma::varaccess_b(int(self)), enigma::varaccess_c(int(self)), enigma::varaccess_d(int(self))= 10, enigma::varaccess_e(int(self)), enigma::varaccess_f(int(self));
                                    ^
C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h:35:5: error: new types may not be defined in a return type
     enum
     ^
C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h:35:5: note: (perhaps a semicolon is missing after the definition of '_SCR_scr_0(variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant)::<anonymous enum>')
C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h:37:68: error: invalid use of qualified-name 'enigma::varaccess_b'
       enigma::varaccess_a(int(self)), enigma::varaccess_b(int(self)), enigma::varaccess_c(int(self)), enigma::varaccess_d(int(self))= 10, enigma::varaccess_e(int(self)), enigma::varaccess_f(int(self));
                                                                    ^
C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h:35:5: error: new types may not be defined in a return type
     enum
     ^
C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h:35:5: note: (perhaps a semicolon is missing after the definition of '_SCR_scr_0(variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant)::<anonymous enum>')
C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h:37:100: error: invalid use of qualified-name 'enigma::varaccess_c'
       enigma::varaccess_a(int(self)), enigma::varaccess_b(int(self)), enigma::varaccess_c(int(self)), enigma::varaccess_d(int(self))= 10, enigma::varaccess_e(int(self)), enigma::varaccess_f(int(self));
                                                                                                    ^
C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h:35:5: error: new types may not be defined in a return type
     enum
     ^
C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h:35:5: note: (perhaps a semicolon is missing after the definition of '_SCR_scr_0(variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant)::<anonymous enum>')
C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h:37:132: error: invalid use of qualified-name 'enigma::varaccess_d'
       enigma::varaccess_a(int(self)), enigma::varaccess_b(int(self)), enigma::varaccess_c(int(self)), enigma::varaccess_d(int(self))= 10, enigma::varaccess_e(int(self)), enigma::varaccess_f(int(self));
                                                                                                                                    ^
C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h:37:137: error: invalid pure specifier (only '= 0' is allowed) before ',' token
       enigma::varaccess_a(int(self)), enigma::varaccess_b(int(self)), enigma::varaccess_c(int(self)), enigma::varaccess_d(int(self))= 10, enigma::varaccess_e(int(self)), enigma::varaccess_f(int(self));
                                                                                                                                         ^
C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h:41:3: warning: no return statement in function returning non-void [-Wreturn-type]
   }
   ^
C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h: At global scope:
C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h:44:3: error: expected unqualified-id before 'return'
   return 0;
   ^
C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h:45:1: error: expected declaration before '}' token
}
^

I didn't have this problem last year. This seems to be new.
#48
Off-Topic / Windows XP's demise will help linux ?
April 12, 2014, 06:48:33 AM
http://www.fool.com/investing/general/2014/04/09/exit-of-windows-xp-will-help-linux-leapfrog-mac-os.aspx

Let's hope this forecast will be true. In my office, we are using windows 8, and i think the Metro interface is nonsense on desktop and laptop pcs.
#49
Off-Topic / Outcast Reboot HD
April 11, 2014, 02:21:20 PM
In 1999, Appeal released the game 'Outcast'. It was rather innovative when it was released, as it had Voxel graphics and advanced AI. (c.f : http://en.wikipedia.org/wiki/Outcast_(video_game) ).



The original team tries to make a new HD version. If you are interested, more info here : https://www.kickstarter.com/projects/outcast-reboot-hd/outcast-reboot-hd
#50
Programming Help / 2D multi-dimensional arrays
February 03, 2014, 03:25:04 PM
Hello,

I would like to know if two dimensional arrays are supported in ENIGMA. I tried to use the following code:

int jump_path [1][1];
jump_path[1,1] = 1;


or

int jump_path [1][1];
jump_path[1][1] = 1;


But i've the same following error message:

QuoteIn file included from SHELLmain.cpp:102:0:
C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h: In function 'variant _SCR_scr_0(variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant)':
C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h:34:17: error: 'jump_path' cannot be used as a function
   jump_path(1, 1)= 1;

Am i doing something wrong ?