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Event system not set up correctly for event_perform #99

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polygoned opened this issue Mar 25, 2013 · 3 comments
Open

Event system not set up correctly for event_perform #99

polygoned opened this issue Mar 25, 2013 · 3 comments
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Bug Issues that are non fatal and occur at run time or compile time. Reproducible Can be triggered determininistically by a discrete series of steps.
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@polygoned
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I'll probably need to discuss this with Josh but I'll post here as well. At the moment the events generated in IDE_EDIT_objectfunctionality.h include things like sub checks from events.res along with the code piece. However event_perform only wants to be calling the code piece so the event system isn't set up correctly for it right now.

Any ideas on the best way to resolve this? I thought about just moving all the code pieces into separate functions but I'm not sure if Josh will be too happy with that.

@JoshDreamland
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The simple solution is to treat the sub checks as with() code, and put them in the event loop.

If you find more shit that needs refactored, post it here before I write the C++ pretty-printer so it doesn't need any redoing.

@ghost ghost assigned JoshDreamland Mar 25, 2013
@RobertBColton
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RobertBColton commented Feb 23, 2020

Ok we're getting reports that event_perform is not working for ev_collision, and I've tested this locally. It's very easy to test, just make a new game with an object and try to fire the collision event from the create event, it won't work.

I looked in IDE EDIT folder and it seems to be because of what polygonz/Josh said. The collision event does get fired but it's checking to see if it's actually colliding, which it's not supposed to do when fired through event_perform.

NOTE: What should other be when collision event is fired manually?
EDIT: Nevermind the NOTE, the answer to this provided by YAL on the GMC is the user needs to add with (other) in GM to deal with that.

@JoshDreamland
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A simpler solution is to extract the event logic itself into a separate member function and call that from the original, similar to what we do for Stacked events. As fundies pointed on on Discord, it's probably best to roll this into the existing events PR since we're already fucking shit up.

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Bug Issues that are non fatal and occur at run time or compile time. Reproducible Can be triggered determininistically by a discrete series of steps.
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