Condition Won't Be Met

PurgeandFire

zxcvmkgdfg
Reaction score
509
Ok... I know the code sucks right now but I'll fix it. I'm not a perfectionist atm :p I just want to get it to work. Anyone have any idea why it doesn't display "Woohoo!" in the "Revolve" function?

JASS:
scope FireSpawn

globals
    private constant integer r  = 'A000'
    private constant integer dr = 'n001'
    private integer angle = 0
    private integer times = 0
    private constant string sfx = "Abilities\\Weapons\\PhoenixMissile\\Phoenix_Missile.mdl"
    private unit Caster
endglobals
struct Fire
    unit u
    unit d
    unit F
    real x
    real y
    real dx
    real dy
    static method Filt takes nothing returns boolean
        return IsUnitEnemy(GetFilterUnit(),GetOwningPlayer(Caster)) and not IsUnitDeadBJ(GetFilterUnit())
    endmethod
endstruct

//! runtextmacro HSAS_Static("Fire","")

private function Conditions takes nothing returns boolean
    return GetSpellAbilityId() == r
endfunction

private function Blast takes nothing returns nothing
    local timer t = GetExpiredTimer()
    local Fire f = GetAttachedStructFire(t)
    local real ang = bj_RADTODEG*Atan2(GetUnitY(f.F)-f.dy,GetUnitX(f.F)-f.dx)
    local real X = GetUnitX(f.F)-f.dx
    local real Y = GetUnitY(f.F)-f.dy
    local real dist = SquareRoot(X*X+Y*Y)
    call DestroyEffect(AddSpecialEffect(sfx,f.dx,f.dy))
    set f.dx = f.dx+10*Cos(ang*bj_DEGTORAD)
    set f.dy = f.dy+10*Sin(ang*bj_DEGTORAD)
    call SetUnitPosition(f.d,f.dx,f.dy)
    if dist<10 then
        call PauseTimer(t)
        call DestroyTimer(t)
        call UnitDamageTarget(f.d,f.F,((GetUnitAbilityLevel(f.u,r)*25)+25),true,false,ATTACK_TYPE_NORMAL,DAMAGE_TYPE_NORMAL,WEAPON_TYPE_WHOKNOWS)
    endif
endfunction

private function Revolve takes nothing returns nothing
    local timer t = GetExpiredTimer()
    local group g = CreateGroup()
    local Fire f  = GetAttachedStructFire(t)
    local integer ang = angle
    local real dist
    set angle = angle + 10
    set ang = angle
    if angle == 360 then
        set angle = 0
    endif 
    set f.x = GetUnitX(f.u)
    set f.y = GetUnitY(f.u)
    set f.dx = f.x + 150 * Cos(angle*bj_DEGTORAD)
    set f.dy = f.y + 150 * Sin(angle*bj_DEGTORAD)
    call SetUnitPosition(f.d,f.dx,f.dy)
    call GroupEnumUnitsInRange(g,f.dx,f.dy,500.,Condition(function Fire.Filt))
    if FirstOfGroup(g) != null then
        set f.F = FirstOfGroup(g)
        call PauseTimer(t)
        call AttachStructFire(t,f)
//
//
//=============================


        call BJDebugMsg("Woohoo!")


//It doesn't display Woohoo!
//
//


        call TimerStart(t,0.1,true,function Blast)
    endif
    call DestroyGroup(g)
    set g = null
    set t = null
endfunction

private function FireSpawn takes nothing returns nothing
    local Fire f   = Fire.create()
    local timer t  = CreateTimer()
    set f.u        = GetTriggerUnit()
    set f.x        = GetUnitX(f.u)
    set f.y        = GetUnitY(f.u)
    set f.d        = CreateUnit(GetOwningPlayer(f.u),dr,GetUnitX(f.u),GetUnitY(f.u),270)
    set Caster     = GetTriggerUnit()
    call AttachStructFire(t,f)
    call TimerStart(t,0.05,true,function Revolve)
endfunction

//===========================================================================
function InitTrig_FireSpawn takes nothing returns nothing
    local trigger t = CreateTrigger()
    local integer i = 0
    loop
        call TriggerRegisterPlayerUnitEvent(t,Player(i),EVENT_PLAYER_UNIT_SPELL_EFFECT, null)
        set i = i + 1
        exitwhen i == bj_MAX_PLAYER_SLOTS
    endloop
    call TriggerAddCondition(t,Condition(function Conditions))
    call TriggerAddAction(t, function FireSpawn )
    set t = null
endfunction
endscope


Thank ya if you can help. :)

It revolves, it just doesn't... you know... Display "woohoo".
 
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