CSC vs Worldship

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george moromisato
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Wolfy wrote:http://wiki.neurohack.com/transcendence/trac/ticket/629 <-- ticket

Also, should I make a sepparate one for sysHasAttribute? Since according to katami/xelrus, the function does not exist as mentioned above.
sysHasAttribute is in the game. Not sure why it doesn't show up in katami/xelerus. It was added in 0.99. Its prototype is:

(sysHasAttribute [nodeID] attribute) -> True/Nil
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Aury
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oh ok, thats cool then (especially since I was counting on its existence in TSB). I suppose I'll have to poke someone on IRC to put it on.
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george moromisato wrote:
Wolfy wrote::| Sounds risky, especially if modded ships start showing up, as their code may not be compatible.
Agreed. I think for that and other reasons we want an attribute that prevents a ship class from showing up in the intro. And we probably also need a function (or something) that tells you whether you are running in the intro screen. [Maybe some attribute of the system.]
How about just (if gplayership ... )? Because the intro screen is the only place where the game is running that gplayership is nil except the few frames that run after death, and nobody will notice recurring events not running then.
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Unless they end up crashing the game. And game crash on player death isn't very good :P
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

So from what I can tell, the only thing that was changed was the CSC base, right? I alread copied ~ 1500 lines to add just one weapon in my override, so I don't want to lose functionality when playing with the MSUniverse vanilla Override.
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Atarlost
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Wolfy wrote:Unless they end up crashing the game. And game crash on player death isn't very good :P
And what will anyone do in the intro screen that could crash the game after the player is dead?
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alterecco
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gPlayerShip is most likely not set at all in the intro screen, so checking it would lead to an error, not just a failed conditional. So, gPlayerShip would have to be set to nil in the intro screen.
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Atarlost
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It is nil in the intro screen. I used this in 0.99c to fix a ship that had special playership seeking code.
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Cool... that seems like the easiest workaround then :)
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I bet I can get around that by making an event in a playership base class onDestroy that sets some global value or something so that the ships have in their conditionals (if (not (and (eq gPlayerShip Nil) (neq gPlayerStatus "dead"))) ...) or something along those lines
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alterecco
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What are you trying to get around with that snippet?
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Atarlost
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I'm pretty sure there's nothing you can do that will crash the game on player death that wouldn't also crash the game if done in the intro screen so there's no point to mucking around with base classes there.
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Aury
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Atarlost wrote:I'm pretty sure there's nothing you can do that will crash the game on player death that wouldn't also crash the game if done in the intro screen so there's no point to mucking around with base classes there.
Its not that it would would crash the game on both; its that disabling on player death would crash the game.


And I'm using playership base classes anyways for other stuff.. so...
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Atarlost
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Disabling something should never crash the game.
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Aury
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Well, I don't actually know that it would, as I haven't programmed in the Tactical AI controllers, but given the number of things that would all need to be shut down... :P
At any rate its a moot point since I found a workaround to keep them running properly.
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