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

- or should I do something useful in the meantime, like getting rich and famous? 
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');
}
).
and trying to play any Mod for playtesting some noticeable malfunctions should occur since most SLICpacks are dealing with buildings and advances.


Comment