vercas
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You can generally use a Table instead of a HashTable.
This just removes a HashTable from the map!
This just removes a HashTable from the map!
// ====================================
// Functions provided :
// ====================================
// Agent2Widget(agent) -> widget
// Agent2Group(agent) -> group
// Agent2Trigger(agent) -> trigger
// Agent2Timer(agent) -> timer
// Agent2Location(agent) -> location
// Agent2Effect(agent) -> effect
// Agent2Unit(agent) -> unit
// Agent2Item(agent) -> item
// Widget2Unit(widget) -> unit
// Widget2Destructable(widget) -> destructable
// Widget2Item(widget) -> item
If you are sure on this, please post a demo.With an HandleTable and one global variable per handle type, like "widget", "location" and so one, it should work.
It is useful for converting. Just like getting dead items from item death event.Honestly kinkingyyk3, do you think about any other valid purpose other than fixing old maps which use the return bug and no hashtables ?
I don't think you can hit the limit.Anyway, we are talking about one hashtable only for a such generic code, so if you hurt the limit of 256 hashtable you are probably doing something wrong.
No i am not sure, just a theory, and i can't test it (i mean i can't use vJass, well i could do it in jass but meh ...)If you are sure on this, please post a demo.
It is useful for converting. Just like getting dead items from item death event.
Proof? Any native of return dying items other than using typecasting+GetTriggerWidget()?And without typecasting, you still can know which type of widget is dying, simply because the other event responses will return null, at least this way is not an exploit of a bug.
No i didn't, sorry.It does same functionality with Typecasting, did you realize that?