Certain characters (especially the semicolon) couldn't be used in SEXP help. By using the same character replacement as in briefings and messages, now they can.
* refactor hud escort list to be less crazy
- don't keep rebuilding list
- add and remove ships more efficiently
- better handling of player ships in multi (fixes#1674)
* fix sorting issues
- incomplete priority sort
- reversed alpha sort
* fix additional sorting issue
* improve safety check in list sort function
* add safety checks to hud_add_ship_to_escort()
this wasn't meant to be used outside of the module so
it was not really safe to use with sexps previously
* remove entries properly in hud_add_remove_ship_escort()
Checks whether the game is running in the specified language. Since the fiction viewer doesn't use XSTR-style localization, this SEXP can be used to display different stages for different languages.
* wip
* basics are working
* turret case is handled
* better fighter beam handling
* missing commit?
* handle missile spawn
* clean up, commenting and ssb handling
* random in sphere and per burst rot counts for "share random" flag
* clean up, clarity and comments
* accidental whitespace changes
* bugfix
* NULL -> nullptr
* more efficiency/clarity
* review tweaks and bugfixes
Here's a bug that's been around ever since version 3.6. If the subsystem names were not essentially the same, the function wouldn't do the expected string comparison.
The script-eval SEXP evaluates all arguments as individual script commands, which is not ideal because most FREDders expect the arguments to be concatenated. Since the script-eval-block SEXP handles its arguments this way, it makes sense to hide the script-eval SEXP in FRED to prevent confusion.
Commit 6c2ebab01c (#3439) added a `max_line_length` argument to `split_str()`, but one call had the extra argument added in the wrong spot, and so a previously-pointless-but-harmless `ignored_char` of 0 became a `max_line_length` of 0, resulting (ultimately) in an exception in the unicode code when the iterator tried to decrement at the beginning of a ship's description. This gets rid of the argument entirely, rather than reordering them, because ignoring null characters doesn't really do anything anyway.
I've also added `Assertion`s to check `max_line_length` that should prevent this specific problem from occurring again in the future.
* Validate user-provided values passed to Random::next()
* return low value on invalid range
* call LuaError() instead of Warning() in rand32() script function
* Added a byte limit for line length in split function
* Fix call error
* Ádd missing limits import
* Change hardcoded values into defines
* Cleanup default argument
If the `for-players` collection has no valid arguments, don't short-circuit, just to be on the safe side.
Don't short-circuit at all for the `for-ship-*` sexps, because ships can arrive and depart.
#3271 changed the logic of `stuff_token_list()` in such a way that the supplied index being used to access an array was no longer skipped if it was invalid; naturally, this means that this warning was now being inevitably followed up by an out-of-bounds array access. Adding a `!skip_this_entry` check should hopefully fix the problem while still allowing the loadout count parsing code below it to run, which was presumably the reason the `continue` statement was replaced with the `skip_this_entry` variable in the first place. Fixes#3405.
To be more user-friendly, and to accommodate buggy retail missions, make the one-argument version of `is-ship-visible` default to the first player in multiplayer mode.. Also, change the warning to an mprintf.
There were a few assertions in the SEXP code that would trip if an invalid variable name were specified in a SEXP, but nothing that actually stopped a Release build from performing an out-of-bounds array access if someone made a typo in notepad. Since, as far as I could tell, everything should go through `get_sexp_text_for_variable()` first, I changed its `Assert()` into an `Error()` that should hopefully ensure that we avoid ever doing anything with `Sexp_variables[-1]`.
This moves the ## to # escape sequence logic from `mission_process_alt_types` to its own function where it can be used elsewhere (such as for ship class and weapon class display names that need to do the same thing). Also, this introduces a !! escape sequence for exclamation points that is needed for exclamation points to be used in scripts, as @naomimyselfandi pointed out.