It's good. kingkingyyk3?, yes him.
May 28, 2009 #22 WolfieeifloW WEHZ Helper Reaction score 372 Ahh, alright. Glad you like this too . And I know him. I was just saying lol at him .
May 29, 2009 #23 B BlackRose Forum User Reaction score 239 You don't need to null that trigger, it stays around all game, or so someone says.
Jun 1, 2009 #25 WolfieeifloW WEHZ Helper Reaction score 372 Anything you didn't like ? Any comments on the code?
Jun 1, 2009 #26 T TriggerHappy ... Reaction score 341 Store GetOwningPlayer(d.caster) as a struct var, you are calling it multiple times. Store NUMFLAMES(d.level) in a local, you are also calling that multiple times. Same goes for GetWidgetLife(dd.dfog), and GetUnitAbilityLevel(dd.dfog, BUFFID). You seem to do this alot I don't see where you ever remove d.sfxdum, unless you gave it a negative HP Regen value in the OE. All I got for now, sorry. BTW, you don't need to null triggers.
Store GetOwningPlayer(d.caster) as a struct var, you are calling it multiple times. Store NUMFLAMES(d.level) in a local, you are also calling that multiple times. Same goes for GetWidgetLife(dd.dfog), and GetUnitAbilityLevel(dd.dfog, BUFFID). You seem to do this alot I don't see where you ever remove d.sfxdum, unless you gave it a negative HP Regen value in the OE. All I got for now, sorry. BTW, you don't need to null triggers.
Jun 1, 2009 #27 WolfieeifloW WEHZ Helper Reaction score 372 Update WolfieNoCT said: Changelog v1.1 - Added a couple locals and a struct member - Added a boolean to make a circle or not Click to expand...
Update WolfieNoCT said: Changelog v1.1 - Added a couple locals and a struct member - Added a boolean to make a circle or not Click to expand...