ZakkWylde-
New Member
- Reaction score
- 14
First, I need to make sure that this doesn't leak (and yes I could probably combine the first two functions =P):
OK; here's the removal of those guys...(eehhh it's a bit GUI converted-looking)
JASS:
function yA takes integer Id,real X1,real Y1,real X2,real Y2,real YH returns nothing
local unit zA=CreateUnit(Player(PLAYER_NEUTRAL_AGGRESSIVE), Id, X1, Y1, YH)
call IssuePointOrderById(zA,851990,X2,Y2)
call SetUnitMoveSpeed(zA, 370)
call GroupAddUnit(udg_Level1Pat,zA) //before you say this leaks...wait
call GroupAddUnit(udg_AllUnits,zA) //before you say this leaks...wait
set zA=null
endfunction
function ZA takes integer Id,rect r1,rect r2 returns nothing
local real X1=GetRectCenterX(r1)
local real Y1=GetRectCenterY(r1)
local real X2=GetRectCenterX(r2)
local real Y2=GetRectCenterY(r2)
call yA(Id,X1,Y1,X2,Y2,0)
endfunction
function Patrol1 takes nothing returns nothing
local integer Ar = 039;earc039;
//===========Archers
call ZA(Ar, gg_rct_Level1Archer1a, gg_rct_Level1Archer1b)
call ZA(Ar, gg_rct_Level1Archer2a, gg_rct_Level1Archer2b)
call ZA(Ar, gg_rct_Level1Archer3a, gg_rct_Level1Archer3b)
call ZA(Ar, gg_rct_Level1Archer4a, gg_rct_Level1Archer4b)
call ZA(Ar, gg_rct_Level1Archer5a, gg_rct_Level1Archer5b)
call ZA(Ar, gg_rct_Level1Archer6a, gg_rct_Level1Archer6b)
call ZA(Ar, gg_rct_Level1Archer7a, gg_rct_Level1Archer7b)
call ZA(Ar, gg_rct_Level1Archer8a, gg_rct_Level1Archer8b)
call ZA(Ar, gg_rct_Level1Archer9a, gg_rct_Level1Archer9b)
call ZA(Ar, gg_rct_Level1Archer10a, gg_rct_Level1Archer10b)
call ZA(Ar, gg_rct_Level1Archer11a, gg_rct_Level1Archer11b)
call ZA(Ar, gg_rct_Level1Archer12a, gg_rct_Level1Archer12b)
call ZA(Ar, gg_rct_Level1Archer13a, gg_rct_Level1Archer13b)
call ZA(Ar, gg_rct_Level1Archer14a, gg_rct_Level1Archer14b)
call ZA(Ar, gg_rct_Level1Archer15a, gg_rct_Level1Archer15b)
call ZA(Ar, gg_rct_Level1Archer16a, gg_rct_Level1Archer16b)
endfunction
//=======================================================
function InitTrig_Level1Patrol takes nothing returns nothing
set gg_trg_Level1Patrol = CreateTrigger()
call TriggerAddAction(gg_trg_Level1Patrol, function Patrol1 )
endfunction
OK; here's the removal of those guys...(eehhh it's a bit GUI converted-looking)
JASS:
function Trig_Level1Finish_Conditions takes nothing returns boolean
if ( GetUnitTypeId(GetTriggerUnit()) == 039;Edem039; ) then
return true
endif
return false
endfunction
function Trig_Level1Finish_Func002002 takes nothing returns nothing
call RemoveUnit( GetEnumUnit() )
call GroupRemoveUnit(udg_Level1Pat, GetEnumUnit())
call GroupRemoveUnit(udg_AllUnits, GetEnumUnit())
endfunction
function Trig_Level1Finish_Actions takes nothing returns nothing
call ForGroupBJ( udg_Level1Pat, function Trig_Level1Finish_Func002002 )
call DisableTrigger( GetTriggeringTrigger() )
endfunction
//===========================================================================
function InitTrig_Level1Finish takes nothing returns nothing
set gg_trg_Level1Finish = CreateTrigger( )
call TriggerRegisterEnterRectSimple( gg_trg_Level1Finish, gg_rct_Level2Init )
call TriggerAddCondition( gg_trg_Level1Finish, Condition( function Trig_Level1Finish_Conditions ) )
call TriggerAddAction( gg_trg_Level1Finish, function Trig_Level1Finish_Actions )
endfunction