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Unimod fix> unitHP

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Unimod fix> unitHP

Postby Xandros » Fri Nov 07, 2014 12:32 pm

Last edited by Xandros on Fri Nov 21, 2014 3:40 pm, edited 2 times in total.
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Re: Unimod fix> unitHP

Postby illidans4 » Fri Nov 07, 2014 4:18 pm

Nice fix! I've faced something similar, you can see what I've done in UniModLib. The native functions reads more bytes then it should (I think 4 instead of 2), so binary AND can solve this. Also, I'd recommend using "local SYS_unitHP" instead of just "SYS_unitHP" declaration.
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Re: Unimod fix> unitHP

Postby Xandros » Sat Nov 08, 2014 12:39 am

Its not making any sense, because its declared in main scope
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Re: Unimod fix> unitHP

Postby illidans4 » Sun Nov 09, 2014 2:14 pm

I don't understand, it doesn't matter where a function is declared, only where it is called. If you mean the "env", it's a way of accessing global environment (as UniMod does some tricks when accessing global environment for custom native functions). It shouldn't affect anything whether you put a function declaration in the main scope or in onFirstFrame, it will get called only once in both cases. In the main scope, all custom functions are already accessible.
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Re: Unimod fix> unitHP

Postby Xandros » Fri Nov 21, 2014 11:51 am

Code has been updated.
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Re: Unimod fix> unitHP

Postby illidans4 » Fri Nov 21, 2014 1:51 pm

If you wrap it in "do ... end" and declare it like "local SYS_unitHP=unitHP", you'll also never lose the fix.
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Re: Unimod fix> unitHP

Postby Xandros » Fri Nov 21, 2014 3:41 pm

I forgot about one line. Now it can be wrapped 1000000 times and it will not break.
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