Bump, to let you see the first cut of the module is out...
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Number dialog options - adds an index number before each dialog option when they are displayed to the player. For example,
1. Hello there!
2. Goodbye
This allows you to visually show the player which option the shortcut keys will choose, as well as seperating the options if you don't use a bullet point.
function Globals::find(String ss) {
if (this.last!=null && ss==this.last) return this.lasti;
this.last=ss;
int left=0;
int right=this.count-1;
while (left <= right) {
int mid = (left+right)/2;
int cmp = ss.CompareTo(this.name[mid], true);
if (cmp>0)
left = mid+1;
else if (cmp<0)
right = mid-1;
else {
this.lasti=mid;
return mid;
}
}
// No match, then insert
int i=this.count;
this.count++;
while (i>left) {
int j=i-1;
this.name[i]=this.name[j];
this.val[i]=this.val[j];
i=j;
}
this.name[left]=ss;
this.val[left]=0;
this.str[left]="";
this.lasti=left;
return left;
}
int diffx=cGoomba.x - cMario.x;
int diffy=cGoomba.y - cMario.y;
if (diffx<0) diffx= 0-diffx;
if ((diffx < ((31+37)/2)) && (diffy > 30) && (diffy<36)) {
// Kill the Goomba
}
function strcmp(String a, String b) {
int i=0;
while (i<a.Length) {
if (i>=b.Length) return 1;
else if (a.Chars[i]<b.Chars[i]) return -1;
else if (a.Chars[i]>b.Chars[i]) return 1;
i++;
}
if (i<b.Length) return -1;
else return 0;
}
cDummy.AddInventory(player.ActiveInventory);
player.LoseInventory(player.ActiveInventory);
player.ActiveInventory=null;
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