What leaks here?

cyb3rhack-r

New Member
I've been staring at the codes and trying to fix anything but it seems to leak handle that causes lag about after 30 minutes of spamming this ability. I'm suspecting that something leaks in "static method end." Don't mind about the custom damage function I made since I somehow checked it and nothing leaks, unless otherwise this code is leakless xD

Thanks for your help.

JASS:
scope ALoT
globals
private constant group EffectGroup = CreateGroup( ) // Handle size = 1
endglobals
 
private struct check
group EndGroup = CreateGroup( )
unit CastingUnit
unit Dummy
effect Projectile
real Damage
real Reduction
real OriginX
real OriginY
real TargetX
real TargetY
real Distance
method destroy takes nothing returns nothing
set this.CastingUnit = null
set this.Dummy = null
set this.Projectile = null
call this.deallocate()
endmethod
 
static method end takes nothing returns nothing
local timer End = GetExpiredTimer( )
local thistype this = LoadInteger( HT, GetHandleId( End ), StringHash( "ALoT" ) )
local unit Target
loop
set Target = FirstOfGroup( this.EndGroup )
exitwhen Target == null
call UnitRemoveAbility( Target, 'BLoT' )
call UnitRemoveAbility( Target, 'ELoT' )
call GroupRemoveUnit( this.EndGroup, Target )
endloop
call FlushChildHashtable( HT, StringHash( "ALoT IsUnitDamaged" ) )
call DestroyGroup( this.EndGroup )
call FlushChildHashtable( HT, GetHandleId( End ) )
call DestroyTimer( End )
call this.destroy( )
//call DisplayTextToForce( GetPlayersAll( ), "d" )
set End = null
set Target = null
endmethod
 
static method expire takes nothing returns nothing
local timer Checker = GetExpiredTimer( )
local thistype this = LoadInteger( HT, GetHandleId( Checker ), StringHash( "ALoT" ) )
local real DamageCheck
local real TempX = this.OriginX - GetUnitX( this.Dummy )
local real TempY = this.OriginY - GetUnitY( this.Dummy )
local real Distance = SquareRoot( TempX * TempX + TempY * TempY )
local integer Level = GetUnitAbilityLevel( CastingUnit, 'ALoT' )
local boolean SafeMaxX = GetUnitX( this.Dummy ) >= GetRectMaxX( bj_mapInitialPlayableArea ) - 50
local boolean SafeMinX = GetUnitX( this.Dummy ) <= GetRectMinX( bj_mapInitialPlayableArea ) + 50
local boolean SafeMaxY = GetUnitY( this.Dummy ) >= GetRectMaxY( bj_mapInitialPlayableArea ) - 50
local boolean SafeMinY = GetUnitY( this.Dummy ) <= GetRectMinY( bj_mapInitialPlayableArea ) + 50
local boolean IsSafeXY = SafeMaxX or SafeMinX or SafeMaxY or SafeMinY
local unit Target
local timer End
if Distance < this.Distance - 110 then
call GroupEnumUnitsInRange( EffectGroup, GetUnitX( this.Dummy ), GetUnitY( this.Dummy ), 55, null )
call UseCode( StringHash( "ALoT" ), this.Reduction, 0 )
call Write( StringHash( "ALoT" ), "Damage before reduction is " + R2S( GetDDDamage( StringHash( "ALoT" ) ) ) + "." )
loop
set Target = FirstOfGroup( EffectGroup )
exitwhen Target == null or this.Damage <= 0
if LoadBoolean( HT, StringHash( "ALoT IsUnitDamaged" ), GetHandleId( Target ) ) then
elseif IsUnitType( Target, UNIT_TYPE_ANCIENT ) then
elseif IsUnitType( Target, UNIT_TYPE_DEAD ) then
elseif IsUnitType( Target, UNIT_TYPE_MECHANICAL ) then
elseif IsUnitType( Target, UNIT_TYPE_STRUCTURE ) then
elseif IsUnitEnemy( Target, GetOwningPlayer( this.CastingUnit ) ) and UnitAlive( Target ) then
set DamageCheck = GetWidgetLife( Target )
call DamageTarget( StringHash( "ALoT" ), this.CastingUnit, Target, false )
call UnitAddAbility( Target, 'ELoT' )
call SetUnitAbilityLevel( Target, 'ELoT', Level )
call GroupAddUnit( this.EndGroup, Target )
call GroupRemoveUnit( EffectGroup, Target )
set End = CreateTimer( )
call SaveInteger( HT, GetHandleId( End ), StringHash( "ALoT" ), this )
call TimerStart( End, 3, false, function thistype.end )
call SaveBoolean( HT, StringHash( "ALoT IsUnitDamaged" ), GetHandleId( Target ), true )
if DamageCheck > GetWidgetLife( Target ) then
set this.Damage = this.Damage - this.Reduction
endif
endif
call GroupRemoveUnit( EffectGroup, Target )
endloop
endif
if this.Damage <= 0 then
call PauseTimer( Checker )
call DestroyEffect( this.Projectile )
call RemoveUnit( this.Dummy )
call DestroyTimer( Checker )
call FlushChildHashtable( HT, StringHash( "ALoT IsUnitDamaged" ) )
elseif Distance > this.Distance - 95 or IsSafeXY then
call PauseTimer( Checker )
if Distance > this.Distance - 95 then
call SetUnitPosition( this.Dummy, this.TargetX, this.TargetY )
endif
call DestroyEffect( AddSpecialEffect( "war3mapImported\\ALoT.mdx", GetUnitX( this.Dummy ), GetUnitY( this.Dummy ) ) )
call UseCode( StringHash( "ALoT" ), this.Damage, 0 )
call Write( StringHash( "ALoT" ), "Damage before reduction is " + R2S( GetDDDamage( StringHash( "ALoT" ) ) ) + "." )
call DamageArea( StringHash( "ALoT" ), this.CastingUnit, 110, GetUnitX( this.Dummy ), GetUnitY( this.Dummy ), false, false, 0, EffectGroup )
loop
set Target = FirstOfGroup( EffectGroup )
exitwhen Target == null
call UnitAddAbility( Target, 'ELoT' )
call SetUnitAbilityLevel( Target, 'ELoT', Level )
call GroupAddUnit( this.EndGroup, Target )
call GroupRemoveUnit( EffectGroup, Target )
endloop
set End = CreateTimer( )
call SaveInteger( HT, GetHandleId( End ), StringHash( "ALoT" ), this )
call TimerStart( End, 3, false, function thistype.end )
set Target = null
set End = null
call RemoveUnit( this.Dummy )
call DestroyTimer( Checker )
call FlushChildHashtable( HT, StringHash( "ALoT IsUnitDamaged" ) )
endif
set Checker = null
endmethod
 
static method create takes unit CastingUnit, real PointX, real PointY returns thistype
local timer Checker = CreateTimer( )
local thistype this = thistype.allocate( )
local real Damage = ( ( GetUnitAbilityLevel( CastingUnit, 'ALoT' ) - 1 ) * 30 ) + 100
local real Speed = ( ( GetUnitAbilityLevel( CastingUnit, 'ALoT' ) - 1 ) * 500 ) + 1500
local real OriginX = GetUnitX( CastingUnit )
local real OriginY = GetUnitY( CastingUnit )
local real Angle = Rad2Deg( Atan2( PointY - OriginY, PointX - OriginX ) )
local real TempX
local real TempY
local unit Dummy
set TempX = PointX - OriginX
set TempY = PointY - OriginY
set Dummy = CreateUnit( GetOwningPlayer( CastingUnit ), 'eDGe', OriginX, OriginY, Angle )
set this.CastingUnit = CastingUnit
set this.Dummy = Dummy
set this.Projectile = AddSpecialEffectTarget( "Abilities\\Spells\\Other\\BlackArrow\\BlackArrowMissile.mdl", this.Dummy, "origin" )
set this.Damage = Damage
set this.Reduction = Damage * 0.2
set this.OriginX = SafeX( OriginX )
set this.OriginY = SafeY( OriginY )
set this.TargetX = SafeX( PointX )
set this.TargetY = SafeY( PointY )
set this.Distance = SquareRoot( TempX * TempX + TempY * TempY )
call StaticSlide( Dummy, PointX, PointY, Speed, Projectile )
call SaveInteger( HT, GetHandleId( Checker ), StringHash( "ALoT" ), this )
call TimerStart( Checker, 0.03125, true, function thistype.expire )
set Checker = null
set Dummy = null
return this
endmethod
endstruct
 
public function Cast takes unit CastingUnit, real TargetPointX, real TargetPointY, integer AbilityCode returns nothing
if AbilityCode == 'ALoT' then
call check.create( CastingUnit, TargetPointX, TargetPointY )
endif
endfunction
endscope
 
//===========================================================================
function InitTrig_ALoT_Copy takes nothing returns nothing
// Do nothing!
endfunction
 
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