#gemrb@irc.freenode.net logs for 22 Jun 2014 (GMT)

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[15:25:25] <miartad> yo
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[15:39:56] <lynxlynxlynx> oj
[15:53:41] <miartad> hey where can i find some ID for actor or scriptable
[15:53:52] <miartad> i need for debugger as condition to stop program
[15:54:13] <lynxlynxlynx> should be in the debug dump right after the name
[15:54:15] <lynxlynxlynx> global id
[15:54:31] <lynxlynxlynx> what are you looking at?
[15:55:41] <miartad> Gemrb::Actor
[15:55:45] <miartad> is it in scriptable?
[15:56:06] <miartad> i have it
[15:56:08] <miartad> globalid
[15:56:25] <miartad> my debugger wont work with strings for some reason so i cant compare to character name
[16:00:34] <lynxlynxlynx> yeah, but what problem are you investigating?
[16:00:40] <miartad> ah that orb
[16:00:53] <lynxlynxlynx> i fixed that already
[16:00:55] <miartad> i just wanna know how triggers and effects work
[16:01:36] <lynxlynxlynx> two mostly separate things
[16:02:26] <miartad> well when spell is cast you create a trigger and maybe projectile and then when effects are update it looks through triggers and apply it?
[16:03:09] <lynxlynxlynx> spells and physical combat damage are all delivered using projectiles, which have effects attached
[16:03:27] <miartad> i see
[16:03:38] <miartad> where are projects resolved and updated?
[16:04:04] <lynxlynxlynx> spellcasting does send trigger notices, so others can react and adapt (in the next tick)
[16:08:32] <lynxlynxlynx> the projectile effects are applied on hit
[16:08:32] <lynxlynxlynx> so it can be asap or delayed
[16:08:33] <lynxlynxlynx> iirc in Projectile::Payload, but it should all resolve to a simple ApplyEffects or similar from EffectQueue
[16:13:50] <miartad> and where is resolved when they hit? like distance its also in effects?
[16:13:59] <miartad> i think i saw some decrement there
[16:14:05] <miartad> but i dont think it was on projectile
[16:16:48] <lynxlynxlynx> the projectile is the moving bit, like the name suggests
[16:17:16] <lynxlynxlynx> probably has a dostep method like movables
[16:17:40] <lynxlynxlynx> they hit when the target coordinates match their own
[16:17:52] <lynxlynxlynx> you can't miss in ie
[16:18:01] <lynxlynxlynx> i mean, once the projectile is on its way
[16:18:02] <miartad> yea i figured as much
[16:18:20] <miartad> someone in globaltimer:update likes goto :D
[16:19:03] <miartad> i figured it would be better for me to step through whole gameloop before asking questions
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[16:23:09] <lynxlynxlynx> depends on the question, but it can be a useful exercise anyway
[16:23:25] <lynxlynxlynx> just figured out the reason caster hold isn't working is siiiimple :)
[16:23:33] <fuzzie> neat?
[16:24:19] <lynxlynxlynx> yep, will fix not being immobile when casting elemental conjurations
[16:24:55] <miartad> interestingly enough projectile update is not in gameloop but in drawwindows
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[16:31:48] <Pepelka13> [commit] lynxlynxlynx: fx_pause_target is called with empty parameters, at least in bg2 https://github.com/gemrb/gemrb/commit/c7bb60726dcede2e2dd287c158e32bb3fd1c7a8f
[16:33:30] <miartad> lynx any reason why you dont use c++ stl?
[16:34:08] <lynxlynxlynx> for what?
[16:34:19] <miartad> generaly for strings or memory allocation
[16:34:25] <miartad> i see c is prefered over c++ libraries
[16:39:06] <lynxlynxlynx> our memory allocation is a mix of both
[16:39:19] <lynxlynxlynx> most strings are c strings though, true
[16:39:34] <miartad> i was wondering if its because of compatibility or speed
[16:39:40] <miartad> or not
[16:40:28] <lynxlynxlynx> i'd say preference of the first devs and the fact that you have less work on import/export of the data
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[17:27:48] <fuzzie> we do use quite a number of c++ strings
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[17:41:36] <brada> i have converted most GUI related things to C++ strings btw
[17:44:24] <brada> now if only i werent busy moving I would be able to get that all finished :/
[17:45:42] <lynxlynxlynx> should we be getting scared of the upcoming flood?
[17:48:18] <Pepelka13> [wiki] notourbug - created http://www.gemrb.org/wiki/doku.php?id=notourbug&rev=1403459023&do=diff
[17:55:15] <miartad> oww why are projectiles updated and deal damage in DrawWindows routine
[17:55:17] <miartad> not in game loop
[17:57:06] <lynxlynxlynx> i doubt that's right
[18:00:34] <miartad> http://fpaste.org/111974/46002914/
[18:00:36] <Pepelka13> #111974 • Fedora Project Pastebin
[18:00:37] <Pepelka13> »Fedora Sticky Notes is a feature-rich, yet lightweight paste utility«
[18:00:59] <miartad> that really confusing
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[18:02:54] <lynxlynxlynx> oh
[18:03:18] <lynxlynxlynx> the main part where the actors are is also a control
[18:03:49] <miartad> u mean the portrait on GUI?
[18:04:14] <lynxlynxlynx> the GameControl - most of the screen
[18:04:22] <lynxlynxlynx> where the area is displayed
[18:04:46] <miartad> ah but shouldnt this be in gameloop
[18:07:04] <lynxlynxlynx> too much interdependence, i guess
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[18:36:45] <Pepelka13> [wiki] iwd2_bugs - moved from the main todo http://www.gemrb.org/wiki/doku.php?id=iwd2_bugs&rev=1403462005&do=diff
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[18:47:25] <Pepelka13> [bug] config.h is not properly populated with directories from CMake http://sourceforge.net/p/gemrb/bugs/269/
[18:50:41] <Pepelka13> [commit] lynxlynxlynx: SetupControls: enable changing of depleted quickspell button assignments https://github.com/gemrb/gemrb/commit/3716bde30be3ce7694e7a44e511bfdc16254e3f2
[18:53:28] <Pepelka13> [bug] #269 config.h is not properly populated with directories from CMake http://sourceforge.net/p/gemrb/bugs/269/?limit=25#7a67
[19:05:33] <Pepelka13> [bug] #269 config.h is not properly populated with directories from CMake http://sourceforge.net/p/gemrb/bugs/269/?limit=25#40fa
[19:09:34] <Pepelka13> [bug] #269 config.h is not properly populated with directories from CMake http://sourceforge.net/p/gemrb/bugs/269/?limit=25#229c
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