Projectile randomly being screwy

LearningCode

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Yea, there's this spell where the hero creates a projectile and fires it forward.
Kinda' like shockwave, just that it deals damage based on how much "Rage" the caster has.

So, I made it in JASS.

The problem is that the spell frequently travels in the wrong direction or spawn wrongly (Instead of spawning at the caster, the dummy spawns at the caster with a polar offset, which is random, too).

I've tried to alleviate the spawning wrongly by pausing the caster -Failed-

Meh, here's the code, it's killing me to figure this out -___-

JASS:

scope CFCast initializer CFInit

   globals
      private constant integer CFraw = 'A02B'
      private constant integer Rageraw = 'A02C'
      private constant integer Dummy = 'h00A'
      private constant integer tickAmount = 20
      
      group Fordamage = CreateGroup()
   endglobals

   private struct CF
      private static CF data = 0
      private static CF data2 = 0
      
      unit caster
      real casterMAXHP
      real casterHP
      real casterX
      real casterY
      integer casterSTR
      integer CFLevel
      integer RageLevel
      
      unit dummy
      real dummyX
      real dummyY
      
      integer ticks = 0
      real radian
      real distance
      real damage
      
      group injured = CreateGroup()
      
      static method CFDamage takes nothing returns boolean
         local CF cf = CF.data2
         local unit u = GetFilterUnit()
         local sound s = gg_snd_CF
         local location l = GetUnitLoc(u)
         
         if IsUnitEnemy(u, GetOwningPlayer(cf.caster)) == true and IsUnitInGroup(u, cf.injured) == false then
            call PlaySoundAtPointBJ(s, 100.00, l, GetUnitFlyHeight(u))
            call DestroyEffect(AddSpecialEffectTarget("Objects\\Spawnmodels\\Human\\HumanBlood\\BloodElfSpellThiefBlood.mdl", u, "chest"))
            call UnitDamageTarget(cf.caster, u, cf.damage, false, false, ATTACK_TYPE_HERO, DAMAGE_TYPE_MIND, null)
            call GroupAddUnit(cf.injured, u)
          endif
          set u = null
          set s = null
          call RemoveLocation(l)
          set l = null
          return false
      endmethod
      
      private method periodic takes nothing returns nothing
         local CF cf = CF.data
         
         if cf.ticks < tickAmount then
            
            set cf.dummyX = cf.casterX + (cf.ticks * cf.distance) * Cos(cf.radian)
            set cf.dummyY = cf.casterY + (cf.ticks * cf.distance) * Sin(cf.radian)
            
            call SetUnitX(cf.dummy, cf.dummyX)
            call SetUnitY(cf.dummy, cf.dummyY)
            
            set cf.ticks = cf.ticks + 1
            set CF.data2 = cf
            
            call GroupEnumUnitsInRange(Fordamage, cf.dummyX, cf.dummyY, 200.00, function CF.CFDamage)
         else
            call PauseUnit(cf.caster, false)
            call cf.stopPeriodic()
            call cf.destroy()
         endif
      endmethod
      
      implement T32x
      
      static method CFEffect takes nothing returns nothing
         local CF cf = CF.create()
         local real X = GetSpellTargetX()
         local real Y = GetSpellTargetY()
         set cf.caster = GetTriggerUnit()
         
         call PauseUnit(cf.caster, true)
         
         set cf.casterMAXHP = GetUnitState(cf.caster, UNIT_STATE_MAX_LIFE)
         set cf.casterHP = GetUnitState(cf.caster, UNIT_STATE_LIFE)
         set cf.casterMAXHP = cf.casterMAXHP / 20
         set cf.casterHP = cf.casterHP - cf.casterMAXHP
         call SetUnitState(cf.caster, UNIT_STATE_LIFE, cf.casterHP)
         
         set cf.CFLevel = GetUnitAbilityLevel(cf.caster, CFraw)
         set cf.RageLevel = GetUnitAbilityLevel(cf.caster, Rageraw)
         set cf.casterSTR = GetHeroStr(cf.caster, true)
         
         if ModuloInteger(cf.CFLevel, 2) == 0 then
            set cf.damage = ((cf.CFLevel * 10) + (cf.casterSTR * (cf.CFLevel * 0.25))) * (cf.RageLevel * 0.1)
         else
            set cf.damage = ((cf.CFLevel * 10) + (cf.casterSTR *  ((cf.CFLevel + 1) * 0.25))) * (cf.RageLevel * 0.1)
         endif
         set cf.radian = Atan2(Y - cf.casterY, X - cf.casterX)
         set cf.distance = 500 / tickAmount
         set cf.casterX = GetUnitX(cf.caster)
         set cf.casterY = GetUnitY(cf.caster)
         set cf.dummyX = GetUnitX(cf.caster)
         set cf.dummyY = GetUnitY(cf.caster)
         
         set cf.dummy = CreateUnit(GetOwningPlayer(cf.caster), Dummy, cf.dummyX, cf.dummyY, cf.radian)
         set CF.data = cf
         call cf.startPeriodic()
      endmethod
      
      method onDestroy takes nothing returns nothing
         set .caster = null
         call KillUnit(.dummy)
         call RemoveUnit(.dummy)
         set .dummy = null
         
         call GroupClear(.injured)
         call DestroyGroup(.injured)
         set .injured = null
         
         set .ticks = 0
         set .radian = 0
      endmethod

   endstruct

   private function CFCond takes nothing returns boolean
      return GetSpellAbilityId() == CFraw
   endfunction

   private function CFInit takes nothing returns nothing
      local trigger t = CreateTrigger()
      local integer i = 0
      
      loop
      exitwhen i == 7
         call TriggerRegisterPlayerUnitEvent(t, Player(i), EVENT_PLAYER_UNIT_SPELL_EFFECT, null)
      set i = i+1
      endloop
      
      call TriggerAddCondition(t, Condition(function CFCond))
      call TriggerAddAction(t, function CF.CFEffect)
   endfunction

endscope
 

LearningCode

New Member
Reaction score
24
Okay, gonna' try it out now =x

[EDIT]
It worked O_O
So..
Tell me..

Why did it work after that minor change? o.0
 
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