Re: Everything's so New and Shiny I Can't See!
Hoooooollllly craaaaaaap! I'm soooo rusty!
Was working on updating the PAC's script to work off the gun instead of the particle it creates. Within 10 minutes of editting CC files for the first time in about 3 years, I accomplished a consistent
rapidly-unplanned-exit-the-game feature everytime I pulled the trigger
*. Also an hour of my time was spent trying to figure out why I kept getting me an error for self:isActivated(). It's because I didn't capitalize the 'i' in 'is'
All the little techniques are slowly coming back to me. And now in retrospect I'm wondering if it's even worth the effort to make it work off the gun, because doing so adds an update function call for every instance of the weapon that otherwise wouldn't be there. But the good thing is I can determine who is holding the weapon without using the potentially buggy method of checking all actors and seeing which one is the closest within 30 pixels of the projectile. However, it's only buggy in a
very specific and rare situtaiton. Which could potentially be hilarious
or add another uplanned feature. It's a decision between efficient code vs. consistent code. Yea optimization problems.
Also, how efficient are Timers? Is each one constantly counting in the background, or do they just do a time comparison when a checking fuctions is called? I would assume the latter, but I just want to be sure before I start getting crazy with them.
*make a magazine for a gun, but don't bother defining a projectile for it to shoot. Fun times