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[06:55:12] <fuzzie> morning
[07:16:15] <lynxlynxlynx> oj
[07:17:43] <edheldil> Hello
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[11:31:20] <CIA-26> GemRB: 03lynxlupodian * r90c3859413ae 10gemrb/gemrb/core/Game.cpp: fixed the stupid npc level mistake
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[15:01:40] <CIA-26> GemRB: 03avenger_teambg * ra269e13f3063 10gemrb/gemrb/plugins/GUIScript/GUIScript.cpp: cleanup of EnableBorder parameters
[15:04:32] <CIA-26> GemRB: 03avenger_teambg * r0ec66d2635a6 10gemrb/gemrb/core/Scriptable/Scriptable.cpp: modified a dead check
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[15:35:20] <Yoshimo> what is the diffrence between "justdied" and "reallydied"?
[15:38:10] <fuzzie> JUSTDIED means you only just died
[15:38:14] <fuzzie> REALLYDIED means you're dead.
[15:38:32] <fuzzie> it should probably just be JUSTDIED and STATE_DEAD, but we have some issues there still.
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[16:34:59] <brad_a> git checkout -f wont overwrite untracked files will it?
[16:51:32] <lynxlynxlynx> better safe than sorry
[16:51:48] <lynxlynxlynx> i think it would if they exist in the checkout target
[17:04:13] <brad_a> well i shall backup and try it
[18:12:15] <lynxlynxlynx> fuzzie: do you think we should be resetting LastAttacker now and then?
[18:18:54] <fuzzie> i don't see why
[18:39:10] <lynxlynxlynx> ok, good
[18:40:52] <fuzzie> i know you asked some other time, do you see a bug?
[18:42:18] <CIA-26> GemRB: 03lynxlupodian * rffd6e70b186a 10gemrb/gemrb/core/Scriptable/Actor.cpp: pcf_morale: pass the last attacker when panicking
[18:42:18] <lynxlynxlynx> i was wondering about lastattackerof out of combat
[18:43:46] <fuzzie> i don't think it's really combat-related
[18:44:02] <fuzzie> but it is all fading out of my mind a bit atm
[18:44:59] <lynxlynxlynx> hehe, nothing surprises me anymore
[18:45:24] <fuzzie> but to the best of my knowledge it isn't any mroe special-cased than anything else is
[18:47:04] <lynxlynxlynx> do you know why Actions.cpp:4328 has a FIXME?
[18:47:23] <lynxlynxlynx> the two lines could be replaced by a call to Actor::AttackedBy
[18:48:29] <fuzzie> i'm not sure if it's meant to set LastAttacked
[18:48:32] <fuzzie> erm, LastAttacker
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[18:49:39] <fuzzie> one moment
[18:51:04] <fuzzie> ah right
[18:51:07] <lynxlynxlynx> something similar is commented out in the guiscript function
[18:51:13] <fuzzie> it is a bit trickier
[18:52:20] <fuzzie> when the original adds a trigger_attackedby, it always sets the Attacker field, except *not* if both characters are PCs.
[18:52:49] <fuzzie> it also does AP_ATTACKED and sets damage type to the trigger param
[18:53:12] <fuzzie> so i guess making everything call AttackedBy would be a nice way to handle that logic
[18:53:23] <lynxlynxlynx> mhm
[18:53:41] <fuzzie> at application time it also deals with charmed actors .. do they become uncharmed if attacked?
[18:53:49] <lynxlynxlynx> yes
[18:54:03] <lynxlynxlynx> that's the difference between charmed and controlled (dominated)
[18:54:06] <fuzzie> but that has to be handled elsewhere.
[18:54:07] <fuzzie> ah :)
[18:54:23] <fuzzie> i feel so silly, i completed these games quite a few times now and i still don't know basic stuff
[18:55:03] <lynxlynxlynx> the stealfailed and pickpocketfailed triggers both trigger attackedby (if the gameflag is set)?
[18:55:15] <fuzzie> pickpocketfailed is unused in original.
[18:55:48] <fuzzie> so if our GF_STEAL_IS_ATTACK is set, then we should *not* trigger attackedby, right?
[18:56:02] <fuzzie> erm, unset
[18:56:10] <lynxlynxlynx> yes
[18:56:26] <fuzzie> sorry
[18:56:35] <fuzzie> you mean: the version which doesn't do stealfailed/pickpocketfailed?
[18:56:48] <fuzzie> if so, yes, as far as i know, they should both just do the whole AttackedBy thing.
[18:58:15] <lynxlynxlynx> ok
[18:58:21] <lynxlynxlynx> thanks
[19:05:53] <lynxlynxlynx> and sets damage type to the trigger param <-- this confuses me
[19:06:34] <lynxlynxlynx> so the caller should know the type already and we should set LastDamageType or should the attackedby trigger get another parameter to be set with the same type
[19:06:47] <fuzzie> the attackedby trigger should have the damage type in it, no?
[19:08:04] <fuzzie> oh, that's the one which we don't care about because it's broken in the original
[19:08:45] <fuzzie> that's interesting because the original happily overwrites the LastDamageType field
[19:08:54] <fuzzie> anyway, forget that then :)
[19:11:14] <lynxlynxlynx> :)
[19:16:23] <lynxlynxlynx> the ea change, you'd rather see it in Actor::RefreshEffects?
[19:18:26] <fuzzie> i'm not sure
[19:18:30] <fuzzie> just want to avoid effect loops
[19:23:16] <lynxlynxlynx> doesn't look like it would affect that, pcf_ea only resets the foot circle
[19:28:23] <lynxlynxlynx> it would be nice if ::attackedby was appropriate, since we need to know the attacker's ea too
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[21:03:40] <CIA-26> GemRB: 03lynxlupodian * r4ad1d91fd146 10gemrb/gemrb/ (3 files in 3 dirs): a few AttackedBy fixes and additions
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[22:15:36] <CIA-26> GemRB: 03lynxlupodian * r220de34ef4f9 10gemrb/gemrb/core/Store.cpp: Store::AddItem: fixed sigfpe if the store item is not charged properly
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