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Re: [Enigma-devel] Annother patch


From: Tacvek
Subject: Re: [Enigma-devel] Annother patch
Date: Mon, 1 May 2006 16:10:27 -0400


----- Original Message ----- From: "Ronald Lamprecht" <address@hidden>
To: "Tacvek" <address@hidden>
Cc: <address@hidden>
Sent: Monday, May 01, 2006 2:51 PM
Subject: Re: [Enigma-devel] Annother patch


Hi,

Your patch compiles without warnings but causes trouble somewhere in the initialisation Lua code: Just run a Level which uses different kinds of stones - nearly all Levels show "dummy images".

The bug may not be within your patch - we still might have a Lua 5.1 incompatibility somewhere in the initialization code that did not show up with tolua++ 1.0.91 - but I thought the enabled typechecking should detect the problems.

It does detect the problem (for me at least). However, the problem is only printed to the console.

Below is the diff. I've inlined it, because it should be trivial to apply by hand. Much of the code is simply a copy and paste from the next function in the file.


Index: models.lua
===================================================================
--- models.lua (revision 135)
+++ models.lua (working copy)
@@ -297,7 +297,12 @@

function def_anim_images(name, frames, opt)
    opt = opt or {}
-    display.DefineAnim(name, opt.loop)
+    if loop then
+        if opt.loop==0 then loopbool=false else loopbool=true end
+    else
+        loopbool=false
+    end
+    display.DefineAnim(name, loopbool)
    for i=1,getn(frames) do
 local frame=frames[i]
 opt.filename = frame[1]







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