#gemrb@irc.freenode.net logs for 14 Nov 2010 (GMT)

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[00:21:09] <Lightkey> GemRB V0.6.2 git (68718197) what's that number?
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[08:55:30] <Avenger> hi
[09:09:07] <pupnik_> morning sir avenger :)
[09:20:39] <Avenger> lynx: we don't disable casting in the polymorph effect
[09:48:19] <Avenger> http://forums.gibberlings3.net/index.php?s=&showtopic=20872&view=findpost&p=177158
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[10:05:02] <fuzzie> we don't do anything except stat-copying in the polymorph effect
[10:06:13] <fuzzie> you have any info on what we're meant to do?
[10:06:26] <fuzzie> i seem to remember looking at the effect and it being full of confusing stuff and spell copying
[10:07:12] <Avenger> oh hi fuzzie :)
[10:07:23] <fuzzie> oh, you commented it :P
[10:07:30] <Avenger> i've introduced a new stat to disable spellcasting
[10:07:46] <Avenger> just working on this
[10:07:50] <fuzzie> well, you're not meant to disable innates, right?
[10:08:00] <Avenger> not in polymorph
[10:08:04] <Avenger> but it is possible
[10:08:12] <fuzzie> so it's not so easy as a single stat, i thought
[10:08:18] <Avenger> in polymorph i disable only mage/cleric
[10:08:24] <Avenger> it is a bitfield
[10:08:28] <fuzzie> oh, ok :)
[10:08:34] <fuzzie> not awake yet
[10:08:39] <fuzzie> i will leave you to it, then!
[10:08:41] <Avenger> 1 - mage, 2 - cleric, 4 - innate, etc :)
[10:08:54] <Avenger> even 8 - class abilities :)
[10:09:12] <Avenger> i went from spell->type to ResolveSpellNumber(spellname)/1000
[10:09:33] <Avenger> so even if innates are disabled, spcl won't be disabled
[10:10:35] <fuzzie> i thought we already had a way to disable some spells
[10:11:30] <fuzzie> but i guess not, only IE_DISABLEDBUTTON
[10:11:57] <Avenger> yes, it is separate
[10:12:09] <Avenger> first i thought i will squeeze these bits in there, but then i reconsidered
[10:12:16] <fuzzie> sure, i like it more seperately
[10:12:24] <Avenger> we already use ACT_* up to 26
[10:12:27] <fuzzie> it's just that the GUIScript has to know when to gray out windows :)
[10:12:39] <Avenger> and i got 4 more bits for sppr/spwi/spin/spcl
[10:12:41] <fuzzie> but i will leave this all to you!
[10:12:49] <fuzzie> let me look at my stash of stuff
[10:12:50] <Avenger> yep, i can cope with this
[10:13:19] <fuzzie> i have patches for a pst animations rewrite and the leaveareaname rewrite
[10:13:58] <fuzzie> oh, and one for triggers which i should probably do again
[10:14:11] <fuzzie> and the messages patch from the beginning of time.
[10:14:23] <fuzzie> those all sound helpful
[10:15:28] <fuzzie> Avenger: i added a SetPos for sound handles and used it in projectiles, i forget if you saw
[10:15:35] <Avenger> huh, i hope they will be in the release without problem :)
[10:15:53] <Avenger> i saw you added it to projectiles and vvcs :)
[10:16:19] <Avenger> so now we can hear how a projectile goes from left to right?
[10:16:58] <fuzzie> i didn't find time to properly try it :) i just made sure it didn't break anything
[10:18:08] <fuzzie> so if you find time to check, would maybe be smart
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[11:14:08] <Lightkey> fuzzie: number beside git, at top of NEWS, nao!
[11:24:43] <fuzzie> Lightkey: git revision id
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[11:55:14] <CIA-28> GemRB: 03avenger_teambg * r11f7bae0f2be 10gemrb/gemrb/ (6 files in 5 dirs):
[11:55:14] <CIA-28> GemRB: new stat: IE_CASTING
[11:55:14] <CIA-28> GemRB: use IE_CASTING in fx_disable_spellcasting and fx_polymorph (other effects may also disable casting)
[11:58:01] <Lightkey> how is that determined?
[12:08:59] <fuzzie> it's whichever one lynx was refering to when NEWS was updated :)
[12:13:23] <Lightkey> I mean where does that number come from? :-PP
[12:13:47] <Lightkey> it's obviously not a hash
[12:15:00] <fuzzie> it is :)
[12:15:37] <Lightkey> wat
[12:16:00] <fuzzie> there's about a 2% chance of any given 8-char hex string having only decimal digits, i guess
[12:18:05] <Lightkey> Date: Fri Oct 29 21:38:06 2010 +0200 indeed
[12:21:11] <Lightkey> there goes my hope for a usable counter
[12:21:49] <fuzzie> we used to use a counter
[12:22:02] <fuzzie> $ git log --oneline | wc -l
[12:22:02] <fuzzie> 8652
[12:22:05] <fuzzie> ^- something like that
[12:22:26] <Lightkey> :O
[12:22:34] <Lightkey> soon it's over 9000!!1
[12:22:42] <Lightkey> SCNR :<
[12:23:33] <Lightkey> yours is two revisions shorter than mine, how come?
[12:23:46] <Lightkey> and I am missing one already
[12:23:57] <fuzzie> oh, this is another machine
[12:24:16] <fuzzie> not up-to-date
[12:26:06] <Lightkey> it's not very usefull if you can not link the revision number to the revision, of course
[12:27:02] <fuzzie> you do 'git log --oneline | tail -n 8652 | head -n 1' or something
[12:27:59] <Lightkey> ...
[12:28:22] <Lightkey> it's of course totally useless if it can't wash your laundry
[12:28:29] <Lightkey> there!
[12:30:03] <fuzzie> i think you'd have to ask a git expert like wjp for the necessary recipe there
[12:47:18] <wjp> hm, thanks for the reminder; I'd forgotten I had laundry to do this weekend :-)
[12:49:50] <wjp> I'm too old-fashioned to use git for that though ;-)
[12:50:14] <Lightkey> pffft
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[14:53:58] <Avenger> the weapon quickslots are once again wrong. I see only two weapon slots even for fighters :(
[14:54:19] <fuzzie> even after you move an item?
[14:57:36] <Avenger> yes
[14:57:52] <Avenger> i couldn't get it to refresh the slots by triggering reinitquickslots
[14:58:25] <Avenger> this is probably a wrong qslot.2da or qslot handling
[14:59:01] <fuzzie> we messed with that recently
[15:00:44] <fuzzie> but i don't see any possible difference
[15:01:03] <Avenger> ReinitQuickSlots is weird, though
[15:01:16] <Avenger> CheckWeaponQuickSlot(x); is called for 0 and 1 only
[15:01:27] <Avenger> was this always so?
[15:01:56] <fuzzie> huh?
[15:02:01] <fuzzie> i mean, do you see that in gdb?
[15:02:06] <fuzzie> or are you just missing the other calls in the code?
[15:02:12] <fuzzie> see line 3607
[15:02:48] <fuzzie> and *don't* remove the -ACT_WEAPON1
[15:02:50] <Avenger> i see, it is repeated for 0 and 1 after the loop
[15:03:27] <fuzzie> when i asked, i think the explanation was that sometimes QSlots is invalid and doesn't have the two weapons slots
[15:03:40] <Avenger> anyway, it is not the first 2 slots that are wrong
[15:03:48] <Avenger> the rest are wrong for a fighter
[15:03:58] <fuzzie> if you don't get a call, then your QSlots is bad
[15:04:08] <fuzzie> and ReinitQuickSlots doesn't reload that
[15:04:20] <fuzzie> what does? SetActionButtonRow?
[15:04:23] <Avenger> they are supposed to be 18 and 19
[15:04:43] <Avenger> i'm adding some debug print
[15:05:02] <fuzzie> maybe pcf_class fail?
[15:07:17] <Avenger> haha
[15:08:28] <Avenger> it should be: if (PCStats->QSlots[i+2]!=which) {
[15:08:55] <fuzzie> why?
[15:08:57] <Avenger> because now we keep the first 2 slot values too, or maybe +3
[15:09:10] <Avenger> because qslots now start with the talk action
[15:09:22] <fuzzie> this is the "Assuming that ACT_WEAPON3 and 4 are always in the first two spots" bit?
[15:09:42] <Avenger> they are not in the first 2 spots, though
[15:10:07] <Avenger> 0 - talk, 1 - w1, 2 - w2, 3 - w3, 4 - w4
[15:10:10] <fuzzie> well, you'd know better than me :) but who changed it?
[15:10:11] <Avenger> so, well, it is +3
[15:10:15] <Avenger> me :P
[15:10:32] <fuzzie> ah. well, go fix :)
[15:10:39] <Avenger> to have more control over action buttons (race based action button row)
[15:15:48] <CIA-28> GemRB: 03avenger_teambg * r19aa5f439dde 10gemrb/gemrb/core/Scriptable/Actor.cpp: fixed missing weapon slots
[15:18:14] <Avenger> the currently most annoying bug: you cannot hit moving enemies,
[15:19:38] <Avenger> but i think this will be fixed when you change the attack stuff, or at least, it should be fixed after that
[15:22:07] <fuzzie> yes
[15:22:37] <fuzzie> does the original run any special code when an action is stopped?
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[15:29:03] <Avenger> i don't know
[15:29:44] <Avenger> how does that relate to combat?
[15:30:08] <fuzzie> i am just curious
[15:30:26] <Avenger> someone broke the knock spell, i think
[15:30:35] <Avenger> either that, or it never worked with containers
[15:30:43] <fuzzie> someone said on the forums that it didn't work them
[15:30:52] <fuzzie> i didn't know it ever worked
[15:31:39] <fuzzie> oh, this is the really horrible effect which gets things by position
[15:31:43] <fuzzie> where does it go wrong?
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[15:32:35] <Avenger> i don't know
[15:32:40] <Avenger> i'm adding printfs
[15:33:07] <Avenger> fuzzie, the original is also a hack :)
[15:33:28] <fuzzie> i thought the original could use scriptables as targets
[15:37:13] <fuzzie> Scriptable::CreateProjectile is all new, since i last looked at this
[15:37:55] <Avenger> it looks like the effect's position is now the actor
[15:37:57] <fuzzie> also, projectiles always get casters now
[15:44:31] <Avenger> did someone set positions of effects somewhere?
[15:44:51] <Avenger> i guess i read some commit note about that
[15:45:11] <fuzzie> not in a way which would change this
[15:49:12] <Avenger> it is not possible to set the position of an effect twice
[15:49:38] <Avenger> so if there is an extra fx->SetPos() now, then it will disable others that would do the same
[15:50:32] <fuzzie> when did this work?
[15:50:38] <Avenger> i don't know
[15:50:40] <fuzzie> there is a "fixed effects to honor the preselected target point (mostly in summoncreature effects)" from a year ago
[15:50:41] <Avenger> long time ago
[15:51:10] <fuzzie> where you changed everything to use SetPosition, i guess
[15:51:10] <Avenger> well, that has the chance to affect this, but i'm not sure
[15:51:21] <Avenger> oh, hmm
[15:51:28] <Avenger> ok, then it may be
[15:51:50] <Avenger> maybe there was always two position settings :)
[15:51:56] <Avenger> but that change revealed the problem
[15:52:27] <fuzzie> how are you casting knock? as a normal spell?
[15:52:53] <Avenger> it is being cast on a pre-target object
[15:53:05] <fuzzie> i mean, no item or something
[15:53:13] <Avenger> spell
[15:53:37] <Avenger> i got spcl91 and gave it to imoen
[15:55:15] <Avenger> ok this is weird
[15:55:35] <Avenger> first i get this: failed to set position (-1.-1) for opcode 0xae, because we got position:2904.1909
[15:55:48] <fuzzie> that is good
[15:55:49] <Avenger> so, there is indeed double setting of positions
[15:56:02] <Avenger> but the position i already got is correct (i think()
[15:56:02] <fuzzie> the -1.-1 is 'invalid point' anyway
[15:56:05] <Avenger> yes
[15:56:16] <Avenger> the weird thing is this: KNOCK Pos: 3000.1962
[15:56:20] <fuzzie> does the spell use a projectile?
[15:56:23] <Avenger> this is the current actor position
[15:56:37] <Avenger> so, i wonder what changed the :2904.1909
[15:57:26] <Avenger> hmm wait, 0xae is playsound
[15:57:35] <Avenger> ok, that's not even the knock :)
[15:59:00] <fuzzie> everything looks ok except for Projectile::Payload
[15:59:15] <fuzzie> where you added this dimension door stuff
[16:00:41] <Avenger> the position for play sound is the container's position, so that's correct
[16:02:08] <CIA-28> GemRB: 03avenger_teambg * r5c16db99914f 10gemrb/gemrb/core/Scriptable/ActorBlock.cpp: display scriptable's position in debugdump
[16:02:13] <Avenger> what's wrong in payload
[16:02:22] <Avenger> it does: effects->AddAllEffects(target, Destination);
[16:02:35] <fuzzie> i'm just confused by what 'target' is there
[16:02:52] <Avenger> the destination is supposed to be the position of the object. Target is most likely 0 here
[16:03:10] <fuzzie> if target is NULL, AddAllEffects doesn't get called
[16:03:14] <Avenger> hmm
[16:03:24] <fuzzie> so, i guess it is Caster
[16:03:30] <fuzzie> that is probably fine
[16:04:08] <Avenger> yes, it is the faketarget thing :)
[16:04:09] <fuzzie> but the thing is, if this is PRETARGET, then pretarget==target
[16:04:17] <fuzzie> and .. ok :)
[16:04:51] <Lightkey> haha
[16:05:17] <Lightkey> it is licence/to license in BE but license/to licence in AE?!
[16:05:17] <Avenger> hmm, no, this isn't ok
[16:05:44] <Avenger> target is Actor *
[16:05:51] <Avenger> that would never fly with a container :)
[16:06:17] <fuzzie> yes, so target becomes Caster, but it's always been that
[16:08:22] <Avenger> well, Destination in Projectile::Payload is correct too
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[16:08:40] <Avenger> it is passed to effects->AddAllEffects
[16:08:49] <Avenger> so, i wonder wtf changes it
[16:09:22] <fuzzie> it must be AddEffect, right?
[16:10:03] <Avenger> yes
[16:10:47] <Avenger> the knock opcode has pre-target in it
[16:11:04] <Avenger> fx->SetPosition(pretarget->Pos);
[16:11:15] <Avenger> but the pretarget object is the actor, i fear :)
[16:11:19] <fuzzie> 17:04 <fuzzie> but the thing is, if this is PRETARGET, then pretarget==target
[16:11:21] <fuzzie> ;p
[16:11:40] <Avenger> but it is not the target :) it is the caster, haha
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[16:12:25] <Avenger> pretarget is Actor *, maybe it should be Scriptable
[16:12:36] <Avenger> we need more scriptables still :0
[16:12:45] <fuzzie> yes, but that doesn't help so much
[16:13:02] <fuzzie> because all the casting/etc stuff doesn't use it
[16:13:03] <Avenger> not by itself
[16:13:20] <Avenger> but then i could pass scriptables as targets
[16:13:28] <fuzzie> yep
[16:14:05] <fuzzie> well, i fixed GenerateActionDirect already for this
[16:14:11] <fuzzie> so you could fix it all the way from there
[16:14:17] <fuzzie> or i could fix some of it for you, if you want
[16:14:29] <Avenger> sure :)
[16:14:44] <Avenger> fix whatever you can
[16:14:46] <fuzzie> but that would be a few hours, i have to deal with dinner etc :)
[16:14:53] <Avenger> no problem
[16:15:33] <Lightkey> ./pizza_party
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[16:16:07] <Lightkey> problem solved
[16:21:50] <pupnik> %CPU COMMAND
[16:21:55] <pupnik> 42.7 /usr/bin/gemrb
[16:22:01] <pupnik> 35.6 /usr/bin/pulseaudio --system --high-priority
[16:22:16] <pupnik> hahah
[16:23:00] <fuzzie> n900?
[16:23:04] <pupnik> yeah
[16:23:09] <fuzzie> plug in headphones? :)
[16:23:11] <pupnik> old worst-case situation
[16:23:45] <fuzzie> i'd like to know if SDLAudio is better, but i guess you are probably not using your own build
[16:24:22] <pupnik> well i bypassed PA, but i couldn't release anything that did it
[16:24:28] <pupnik> since that damaged the speakers
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[16:30:27] <fuzzie> i guess bundyo's release is very very behind
[16:31:57] <Avenger> hehe
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[16:32:21] <pupnik> not too many players right now
[16:40:55] <fuzzie> i might try an android port
[16:41:26] <Lightkey> which android port?
[16:41:34] <fuzzie> should be able to play with a HTC Desire Z, which is 480x800
[16:41:59] <fuzzie> Lightkey: of gemrb, i mean
[16:42:09] <fuzzie> android is really annoying to do native apps on, though..
[16:42:24] <Lightkey> "there is an android port?"
[16:42:33] <Lightkey> better? :p
[16:43:47] <fuzzie> there could be one!
[16:48:05] <pupnik> i'd like android running in userspace on std linux
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[19:03:36] <pupnik> using Unix shell to process audio: ft < in|awk '$2<3'|ifft > bassline
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[19:38:31] <Avenger> fuzzie: do you know who wrote the double while at Map.cpp line 724 ?
[19:39:37] <Avenger> i don't understand this part, especially near line 742
[19:41:40] <fuzzie> i did
[19:41:43] <fuzzie> it is a stupid hack
[19:41:55] <fuzzie> because our timing stuff sucks
[19:42:16] <Avenger> i could use the value 'no_more_steps' if it wouldn't just write over :(
[19:42:22] <Avenger> meh
[19:42:46] <fuzzie> 'no_more_steps' means 'there are no more steps pending for this actor, at this very moment'
[19:42:46] <Avenger> it is a perfect value to disable footsteps, up until that point
[19:43:54] <Avenger> i know it wasn't for that, but it collects timestop and hold status perfectly, sadly this loop overwrites it, and the footstep routine is elsewhere
[19:44:45] <fuzzie> well, that loop is definitely on my rewrite list
[19:45:18] <fuzzie> but i think, so is your footstep routine
[19:45:25] <Avenger> hehe
[19:45:43] <Avenger> why?
[19:45:45] <fuzzie> there needs to be a '//stop adding stuff to this!' note at the top of Draw() :P but i know it is difficult without other things being rewritten first
[19:46:05] <fuzzie> but it is not the correct place to do anyhing except drawing
[19:46:16] <fuzzie> and yet 90% of it is not drawing code
[19:46:17] <fuzzie> it sucks
[19:46:36] <fuzzie> not 90%! 50%
[19:46:56] <fuzzie> but, it slowly gets tidied up
[19:47:14] <fuzzie> are you working on it right now?
[19:47:53] <Avenger> well, i thought it is a perfect place, you can rename it doAudioVisualFeedback :P
[19:47:58] <fuzzie> no
[19:47:59] <Avenger> but i prefer Draw :P
[19:48:13] <fuzzie> the thing is: Draw is only called when things should be drawn
[19:48:22] <fuzzie> animations and sounds and everything else should be updated every frame
[19:48:24] <fuzzie> so, disaster
[19:48:37] <fuzzie> i will split it into two functions now, if you're not modifying it
[19:49:27] <Lightkey> you can use Inkscape instead
[19:49:59] <CIA-28> GemRB: 03avenger_teambg * r30a7d072bb08 10gemrb/gemrb/core/Scriptable/Actor.cpp: don't play walksounds when game is paused
[19:50:07] <Avenger> i'm done
[19:50:15] <fuzzie> hehe
[19:50:18] <fuzzie> that is a silly commit :P
[19:50:42] <fuzzie> thanks though
[19:51:30] <Avenger> could have been better if i could use the no_more_steps variable too
[19:51:49] <fuzzie> i will fix this another way
[19:56:38] <Avenger> fuzzie, EscapeArea actions are still broken?
[19:56:48] <Avenger> --> https://sourceforge.net/tracker/?func=detail&aid=2815934&group_id=10122&atid=110122
[19:57:19] <Avenger> i guess you fixed these recently
[19:57:55] <fuzzie> you did i think
[19:59:06] <Avenger> i promised, but i don't know if i did :)
[20:01:26] <Avenger> whoa it works
[20:01:40] <Avenger> even such a complex stuff, as glaicus in Nalia's keep
[20:01:46] <fuzzie> i don't understand your comment in a commit, Avenger
[20:01:53] <Avenger> which one
[20:01:55] <fuzzie> you say "//actually this is the last frame only if the animation is played backwards"
[20:02:14] <Avenger> is that in Animation.cpp?
[20:02:20] <fuzzie> no, it is in Actor.cpp
[20:02:25] <fuzzie> it is a call to LastFrame()
[20:02:43] <Avenger> that is silly :)
[20:02:56] <fuzzie> it is crazy, right, and i can remove it?
[20:03:07] <Avenger> it is not last in the sense of framecount, but last in the sense of time :)
[20:03:09] <Avenger> sure
[20:03:19] <fuzzie> thanks
[20:04:38] <fuzzie> i will re-comment, i guess
[20:08:02] <Avenger> if you have time please review the tracker bugs too, maybe you find some of them trivial, or even fixed :)
[20:17:47] <fuzzie> will try
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[20:31:20] <CIA-28> GemRB: 03fuzzie * r2fdeb484a746 10gemrb/gemrb/core/Scriptable/ (Actor.cpp Actor.h): add ShouldDrawCircle() function, use it in Draw()
[20:32:25] <fuzzie> the other half of the commit is slightly more annoying than i thought.
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[23:19:59] <Avenger> fuzzie: gemrb doesn't compile :P
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[23:33:53] <fuzzie> oh
[23:34:42] <fuzzie> oh, oops
[23:35:15] <fuzzie> hmph
[23:36:12] <fuzzie> that'll teach me only to commit one of a series of patches, i guess
[23:38:26] <fuzzie> that merged surprisingly trivially considering i rewrote the function
[23:38:58] <CIA-28> GemRB: 03fuzzie * r1844a44090d1 10gemrb/gemrb/core/Scriptable/Actor.cpp: fix build