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Development Roundup, We need you!


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Natsheh
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Join Date: Sep 2012
Old 01-10-2021 , 07:07   Re: Development Roundup, We need you!
Reply With Quote #81

Quote:
Originally Posted by fysiks View Post
Why do you think that? Do you have an example of code that is broken because of this? Also, wouldn't that remove CSW_P228 and CSW_G3SG1 through CSW_VESTHELM? Note that it is defined the same way in the cstrike module.

Additionally, if you can show it's actually a bug, you should create an issue on GitHub if you believe there is a bug.
because first bit ( 1 << 0 ) is a none weapon ( not used )

#define CSW_NONE 0

also lets not consider the VESTHELM of being a weapon.

CSW_ALL_WEAPONS should be more correct holding this value 0x7FFFFFFE = which is 0111 1111 1111 1111 1111 1111 1111 1110 in bits

excluding the CSW_VEST, CSW_VESTHELM and excluding THE CSW_NONE which is 0


Code:
CSW_ALL_WEAPONS = ~( CSW_ALL_ARMORS| (1<<CSW_NONE) )
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Last edited by Natsheh; 01-10-2021 at 07:33.
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fysiks
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Old 01-10-2021 , 21:18   Re: Development Roundup, We need you!
Reply With Quote #82

Last night (this morning) I was tired and turns out I was thinking about thing 1 shift off. Therefore, I was wrong about the CSW_P228 part.

Also, "1<<CSW_VESTHELM" is not really valid because it tries to set the 33rd bit but there are only 32 bits in a cell in AMX Mod X. Therefore, 1<<CSW_VESTHELM is 0 and doesn't do anything for this bitsum. So, your original correction was wrong but this latest version is correct.

Quote:
Originally Posted by Natsheh View Post
Code:
CSW_ALL_WEAPONS = ~( CSW_ALL_ARMORS| (1<<CSW_NONE) )
I'm currently struggling with understanding why these bit sums are defined at all, I don't see where they would be useful. In fact, I think they are misleading and should probably be removed entirely. If someone was to need something like this, they should use a switch.

Regardless, this discussion should be occurring in a GitHub issue, not here. Please create an issue on GitHub.
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