So that means if I define a global variable and define a local variable with the same, the slic compile doesn't notice it.
-Martin
-Martin
TEST_Advance = AdvanceDB(ADVANCE_SUBNEURAL_ADS); // should be 161 TEST_Building = BuildingDB(IMPROVE_CAPITOL); // should be 14
int_t int0; int_t int1; int_t int2; int_t int3; int_t int4; int_t int5; int_t int6; int_t int7; int_t int8; int_t int9; int_t int10; int_t int11; int_t int12; int_t int13; int_t int14; int_t int15; int_t int16; int_t int17; int_t int18; int_t int19; int_t int20; int_t int21; int_t int22; int_t int23; int_t int24; int_t int25; int_t int26; int_t int27; int_t int28; int_t int29; HandleEvent(ArmyClicked)'MG_TestSomething'pre{ int0 = BuildingDB(); int1 = AdvanceDB(); MessageAll('MGMAETestMessage'); } MessageBox'MGMAETestMessage'{ Text(ID_TEST_MESSAGE_FOR_MAE); Duration(1); MessageType("GIFT"); }
HandleEvent(ArmyClicked)'MG_TestSomething'pre{ int0 = BuildingDB(); int1 = AdvanceDB(); int2 = AdvanceDB(1); int3 = AdvanceDB(ADVANCE_ADV_NAVAL_TACTICS); int4 = AdvanceDB(ADVANCE_ADV_NAVAL_TACTICSS); MessageAll('MGMAETestMessage'); }
int_t MOD_NUMOFTILEIMPS; // no. of tileimps in this Mod int_t MOD_NUMOFWONDERS; // no. of wonders in this Mod int_t MOD_NUMOFBUILDINGS; // no. of buildings in this Mod int_t MOD_NUMOFUNITS; // no. of units in this Mod int_t MOD_NUMOFADVANCES; // no. of advances in this Mod int_t MOD_NUMOFSTRATEGIES; // no. of strategies in this Mod int_t MOD_NUMOFGOVERNMENTS; // no. of governments in this Mod int_t MOD_NUMOFTERRAINS; // no. of terrains in this Mod int_t TEST_Tileimp; int_t TEST_Wonder; int_t TEST_Building; int_t TEST_Unit; int_t TEST_Advance; int_t TEST_Strategy; int_t TEST_Government; int_t TEST_Terrain;
HandleEvent(BeginTurn) 'SetupGamestart' pre { . . . GetModInfo(); . . . DisableTrigger('SetupGamestart'); }
void_f GetModInfo() { MOD_NUMOFTILEIMPS = TerrainImprovementDB(); MOD_NUMOFWONDERS = WonderDB(); MOD_NUMOFBUILDINGS = BuildingDB(); MOD_NUMOFUNITS = UnitDB(); MOD_NUMOFADVANCES = AdvanceDB(); MOD_NUMOFSTRATEGIES = StrategyDB(); MOD_NUMOFGOVERNMENTS = GovernmentDB(); MOD_NUMOFTERRAINS = TerrainDB(); }
HandleEvent(BeginTurn) 'SetupEveryTurnPre' pre { int_t setupPlayer; setupPlayer = player[0]; TEST_Building = BuildingDB(IMPROVE_CAPITOL); TEST_Tileimp = TerrainImprovementDB(TILEIMP_COLONIAL); TEST_Wonder = WonderDB(WONDER_GLOBAL_SURVEILLANCE_CENTER); TEST_Unit = UnitDB(UNIT_SETTLER); TEST_Advance = AdvanceDB(ADVANCE_SUBNEURAL_ADS); TEST_Strategy = StrategyDB(STRATEGY_GOVT_FUNDAMENTALISM); TEST_Government = GovernmentDB(GOVERNMENT_ADV_GANG); TEST_Terrain = TerrainDB(TERRAIN_SPECIAL2); if (setupPlayer == 0) { // TEST Message(1, 'GeneralGamestatsMsg'); } . . . }
GENERAL_GAME "(Tileimps: {MOD_NUMOFTILEIMPS}, Wonders: {MOD_NUMOFWONDERS}, Buildgs: {MOD_NUMOFBUILDINGS}, Units: {MOD_NUMOFUNITS}, Advances: {MOD_NUMOFADVANCES}, Strat: {MOD_NUMOFSTRATEGIES}, Govs: {MOD_NUMOFGOVERNMENTS}, Terrains: {MOD_NUMOFTERRAINS})\n TestTileImp: {TEST_Tileimp}, TestWonder: {TEST_Wonder}, TestBldg: {TEST_Building}, TestUnit: {TEST_Unit}, TestAdv: {TEST_Advance}, TestStrat: {TEST_Strategy}, TestGov: {TEST_Government}, TestTerrain: {TEST_Terrain}"
HandleEvent(ArmyClicked)'MG_TestSomething'pre{ int0 = BuildingDB(); int1 = AdvanceDB(); int2 = AdvanceDB(1); int3 = AdvanceDB(ADVANCE_SUBNEURAL_ADS); int4 = BuildingDB(IMPROVE_CAPITOL); MessageAll('MGMAETestMessage'); }
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