MeleeStartingUnitsUndead
- Parameters
whichPlayer playerstartLoc locationdoHeroes booleandoCamera booleandoPreload boolean- comment
- bug
Leaks.
Uncleared handle variables:
nearestMinenearMineLocnearTownLocheroLoc
In Jass you must set local variables that hold agents (or any child type) to
nullat the end of functions to avoid reference counter leaks.Objects not removed (e.g. RemoveLocation):
- Loc, Loc
nearTownLoc = MeleeGetProjectedLoc(startLoc, GetUnitLoc(nearestMine) - Loc, Loc
nearMineLoc = MeleeGetProjectedLoc(GetUnitLoc(nearestMine) - Loc, Loc
heroLoc = MeleeGetProjectedLoc(GetUnitLoc(nearestMine) - Loc, Loc
heroLoc = MeleeGetProjectedLoc(GetUnitLoc(nearestMine) - Loc
heroLoc = Location(peonX, peonY - 2.00 * unitSpacing)
- patch
1.00
- Source
- Blizzard.j (suggest an edit or discuss on Github)
- return type
nothing- Source code
function MeleeStartingUnitsUndead takes player whichPlayer, location startLoc, boolean doHeroes, boolean doCamera, boolean doPreload returns nothing local boolean useRandomHero = IsMapFlagSet(MAP_RANDOM_HERO) local real unitSpacing = 64.00 local unit nearestMine local location nearMineLoc local location nearTownLoc local location heroLoc local real peonX local real peonY local real ghoulX local real ghoulY if (doPreload) then call Preloader( "scripts\\UndeadMelee.pld" ) endif set nearestMine = MeleeFindNearestMine(startLoc, bj_MELEE_MINE_SEARCH_RADIUS) if (nearestMine != null) then // Spawn Necropolis at the start location. call CreateUnitAtLoc(whichPlayer, 'unpl', startLoc, bj_UNIT_FACING) // Replace the nearest gold mine with a blighted version. set nearestMine = BlightGoldMineForPlayerBJ(nearestMine, whichPlayer) // Spawn Ghoul near the Necropolis. set nearTownLoc = MeleeGetProjectedLoc(startLoc, GetUnitLoc(nearestMine), 288, 0) set ghoulX = GetLocationX(nearTownLoc) set ghoulY = GetLocationY(nearTownLoc) set bj_ghoul[GetPlayerId(whichPlayer)] = CreateUnit(whichPlayer, 'ugho', ghoulX + 0.00 * unitSpacing, ghoulY + 0.00 * unitSpacing, bj_UNIT_FACING) // Spawn Acolytes near the mine. set nearMineLoc = MeleeGetProjectedLoc(GetUnitLoc(nearestMine), startLoc, 320, 0) set peonX = GetLocationX(nearMineLoc) set peonY = GetLocationY(nearMineLoc) call CreateUnit(whichPlayer, 'uaco', peonX + 0.00 * unitSpacing, peonY + 0.50 * unitSpacing, bj_UNIT_FACING) call CreateUnit(whichPlayer, 'uaco', peonX + 0.65 * unitSpacing, peonY - 0.50 * unitSpacing, bj_UNIT_FACING) call CreateUnit(whichPlayer, 'uaco', peonX - 0.65 * unitSpacing, peonY - 0.50 * unitSpacing, bj_UNIT_FACING) // Create a patch of blight around the gold mine. call SetBlightLoc(whichPlayer,nearMineLoc, 768, true) // Set random hero spawn point to be off to the side of the start location. set heroLoc = MeleeGetProjectedLoc(GetUnitLoc(nearestMine), startLoc, 384, 45) else // Spawn Necropolis at the start location. call CreateUnitAtLoc(whichPlayer, 'unpl', startLoc, bj_UNIT_FACING) // Spawn Acolytes and Ghoul directly south of the Necropolis. set peonX = GetLocationX(startLoc) set peonY = GetLocationY(startLoc) - 224.00 call CreateUnit(whichPlayer, 'uaco', peonX - 1.50 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING) call CreateUnit(whichPlayer, 'uaco', peonX - 0.50 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING) call CreateUnit(whichPlayer, 'uaco', peonX + 0.50 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING) call CreateUnit(whichPlayer, 'ugho', peonX + 1.50 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING) // Create a patch of blight around the start location. call SetBlightLoc(whichPlayer,startLoc, 768, true) // Set random hero spawn point to be just south of the start location. set heroLoc = Location(peonX, peonY - 2.00 * unitSpacing) endif if (doHeroes) then // If the "Random Hero" option is set, start the player with a random hero. // Otherwise, give them a "free hero" token. if useRandomHero then call MeleeRandomHeroLoc(whichPlayer, 'Udea', 'Udre', 'Ulic', 'Ucrl', heroLoc) else call SetPlayerState(whichPlayer, PLAYER_STATE_RESOURCE_HERO_TOKENS, bj_MELEE_STARTING_HERO_TOKENS) endif endif if (doCamera) then // Center the camera on the initial Acolytes. call SetCameraPositionForPlayer(whichPlayer, peonX, peonY) call SetCameraQuickPositionForPlayer(whichPlayer, peonX, peonY) endif endfunction