#gemrb@irc.freenode.net logs for 25 Nov 2014 (GMT)

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[15:42:40] <lynxlynxlynx> fuzzie: do you have a few minutes?
[15:44:31] <fuzzie> hi
[15:44:41] <fuzzie> i am on a phone on a train
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[15:45:00] <fuzzie> so only if I can be helpful with only irc :)
[15:45:20] <lynxlynxlynx> perhaps, you have great memory
[15:46:28] <lynxlynxlynx> our Activate/Deactivate script commands only toggle IF_VISIBLE, not IF_ACTIVE. Now git blame doesn't show many changes there, but afaik that is so on purpose
[15:47:17] <fuzzie> yes
[15:47:39] <lynxlynxlynx> we have a bug in IsOverMe not ignoring such actors and I was just wondering if you know anything about the previous line — it's easy to just check for IF_VISIBLE in the trigger itself
[15:48:48] <fuzzie> i don't think trigers should ever check if_Active
[15:49:00] <fuzzie> so if visible is good, check visible
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[15:49:19] <fuzzie> i really need to pick up the RE properly I guess
[15:49:24] <lynxlynxlynx> the use case uses [] matching, so it would probably get filtered out before anyway
[15:49:42] <lynxlynxlynx> ok
[15:49:44] <fuzzie> because a few minutes checking is easy
[15:50:11] <fuzzie> and unfortjnately I stuffed my uni schedule full until late dec
[15:50:27] <fuzzie> because I want to be done with classes asap
[15:51:01] <fuzzie> but poke me in an hour if you remember
[15:51:07] <fuzzie> i will have code then
[15:52:33] <lynxlynxlynx> nah, i'll just let ishad test it
[15:52:58] <lynxlynxlynx> i can think of more interesting stuff that isn't animation related to re too
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[15:53:55] <Seniorita> [commit] lynxlynxlynx: GameScript::IsOverMe: ignore deactivated actors https://github.com/gemrb/gemrb/commit/aec8b0a01a5896af88cddbe7029e53a102d95727
[15:58:48] <lynxlynxlynx> nothing stands out in bg2 though
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