Make setmarker ignor null values, remove redundant marker control operations

This commit is contained in:
ApsZoldat
2023-12-04 22:39:27 +03:00
parent 90e40af8c1
commit cf02b0f36d
5 changed files with 198 additions and 131 deletions

View File

@@ -2303,7 +2303,7 @@ lst.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nLimited to 20 times a second per variable.
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.\n[accent]null []values are being ignored instead of converting to 0.
logic.nounitbuild = [red]Unit building logic is not allowed here.
@@ -2458,6 +2458,5 @@ lenum.within = Check if unit is near a position.
lenum.boost = Start/stop boosting.
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nSecond and third arguments are additional suffixes added using "-" separator.\nIf additional arguments are not strings, nothing is added to first string.
lenum.texturewidth = Width of texture in tiles. Zero value scales marker width to original texture's size.
lenum.textureheight = Height of texture in tiles. Zero value scales marker height to original texture's size.
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.