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CiciEf

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  1. Hello I'm trying to adjust some prims in a house I bought. I want to reduce the extent of a floor. It seems I need to use the Slice tool, but this only works on the prim's original Z-axis (regardless of its current rotation). Is there a way to redefine the axes, or any other way to change how Slice operates? Thanks, Cici
  2. Oh good grief. Sorry! But still dont understand where the functions are going
  3. OK so here are a) my source code (extract) b) the preprocessor output I get a syntax error on the first line of deductScores() The functions in between are used in the program. If I comment out deductScores, the functions reappear in the preprocessed output (with no syntax error) //Re-pack table to the left defragTable() { integer i; integer j; integer cnt = 0; list tempTable = []; // Put active tiles in temp list for (i=0; i<15; i++) { if (l2i(TABLE, i) > 0) { tempTable += l2i(TABLE, i); cnt++; } } // Clear table TABLE = [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]; for (i=0, j=0; i<15; i++) clearTile(offset(BOARD_TABLE,i)); // Rebuild table for (i=0; i<len(tempTable); i++) { if (l2i(tempTable, i) > 0) { TABLE[j] = l2i(tempTable, i); placeTile(offset(BOARD_TABLE,j), (integer)TABLE[j]); j++; } } } switchTurns() { if (whoseTurn == 1) whoseTurn = 0; else whoseTurn = 1; } // Bomb out if we ever overflow the hand area integer checkHandsOverflow(integer count) { if ( count > maxHANDS-1) { llSay(0, "Sorry - game has overflowed hand area - please complain to the designer!"); return( 1 ); } return( 0 ); } setMeld(integer row, integer tile) { integer rStart; integer indx; integer score; integer rTouch; integer vTouch; //debug("TABLE: setMeld got row " + (string)row + " tile " + (string)tile); /* Hand baton to scoring script */ logMeld(row, tile); llMessageLinked(LINK_ROOT, TO_SCORER, (string)row + "|" + (string)tile, (string)activePlayer); } integer deductScores(pl) { integer i; integer s = 0; for (i=0; i < (integer)cntDEDUCT[pl]; i++) { if (i < 2) s += 1; else if (i < 5) s += 2; else s += 3; } return( s ); } defragTable() { integer i; integer j; integer cnt = 0; list tempTable = []; for (i=0; i<15; i++) { if (llList2Integer(TABLE, i) > 0) { tempTable += llList2Integer(TABLE, i); cnt++; } } TABLE = [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]; for (i=0, j=0; i<15; i++) clearTile(offset(BOARD_TABLE,i)); for (i=0; i<llGetListLength(tempTable); i++) { if (llList2Integer(tempTable, i) > 0) { TABLE=lazy_list_set(TABLE,j,[llList2Integer(tempTable, i)]); placeTile(offset(BOARD_TABLE,j), llList2Integer(TABLE,j)); j++; } } } integer deductScores(pl) { integer i; integer s = 0; for (i=0; i < llList2Integer(cntDEDUCT,pl); i++) { if (i < 2) s += 1; else if (i < 5) s += 2; else s += 3; } return( s ); }
  4. Hi Wulfie Not sure how best to share. Should I post my whole script file? I'm getting a syntax error which appears to be being caused by the disappearing functions
  5. Hi I have a weird bug. My pre-processed source code is dropping several functions from the raw source. If I comment out one short function from my source, they all reappear. I have been having stack-heap collision issues as the script is quite large. Could this be a symptom of the pre-processor running out of memory during its run? I'm at a loss. (It's the Firestorm pre-processor I'm referring to btw). Any help appreciated.
  6. Hey animats. Could you re-post the Corsica link please. Not sure it's right.
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