sadly no. can't export, can't copy & paste, nothing...Faceless said:Does it not allow you to save decompiled code? Because you can always open code in Notepad or something.
ModGuy said:Let me know if it works out.
gollum said:I've run into another obstacle...
I'd like to import obj.IKController, but obviously the compiler doesn't recognize the path and thus terminates prematurely.
maybe you can give me some help before I retype everything into a nested class ;)
var ik:Class = l.eDOM.getDefinition("obj.IKController") as Class;
ModGuy said:Seems to work fine.Code:var ik:Class = l.eDOM.getDefinition("obj.IKController") as Class;
var ik:Class = l.eDOM.getDefinition("obj.IKController") as Class;
l.her.torsoIK = new ik(l.her, l.her.torso, l.her.torso.leg, l.her.torso.rightCalfContainer.calf);
gollum said:when I do this:
Code:var ik:Class = l.eDOM.getDefinition("obj.IKController") as Class; l.her.torsoIK = new ik(l.her, l.her.torso, l.her.torso.leg, l.her.torso.rightCalfContainer.calf);
it breaks her... this is basically the initialization of the default IKController, so it shouldn't do anything, unless I missed something (which I probably did)
actually just one line, "her.updateKneeTarget();"... so back to messing around, thanks for your help again :)ModGuy said:gollum said:when I do this:
Code:var ik:Class = l.eDOM.getDefinition("obj.IKController") as Class; l.her.torsoIK = new ik(l.her, l.her.torso, l.her.torso.leg, l.her.torso.rightCalfContainer.calf);
it breaks her... this is basically the initialization of the default IKController, so it shouldn't do anything, unless I missed something (which I probably did)
Most likely missing a ton of initialization code after that, there'd be no point in assigning a variable (torsoIK) if it never got used.
Instead of attempting to recreate the object, just modify it directly if possible. Otherwise find the rest of the setup code related to torsoIK.
gollum said:actually just one line, "her.updateKneeTarget();"... so back to messing around, thanks for your help again :)
ModGuy said:Noted. Never actually checked, just assumed it was more.
package flash
{
import flash.events.Event;
import flash.display.MovieClip;
public dynamic class Main extends flash.display.MovieClip
{
var l;
var trigger = false;
var swallowed = 0;
var dialogue;
var dc:Class;
var z = new MovieClip();
public function initl(l){
l.unloadMod();
dialogue = l.dialogueControl;
l.registerUnloadFunction(undo);
dc = l.eDOM.getDefinition("obj.dialogue.Dialogue") as Class;
z.addEventListener(Event.ENTER_FRAME, update);
l.updateStatus("SwallowAll enabled.");
}
public function update(e){
if(l.him.ejaculating && l.her.held) {
trigger = true;
} else if(trigger) {
if(swallowed == 2 && !l.him.ejaculating) {
trigger = false;
swallowed = 0;
} else if(swallowed <= 2 && !l.her.swallowing) {
l.her.swallow();
swallowed++;
speech();
}
}
if(l.her.cumInMouth) {
l.her.swallow();
speech();
}
}
public function speech() {
dialogue.buildState(dc.HELD, dc.ONE_OFF_BUILD);
}
public function undo(){
z.removeEventListener(Event.ENTER_FRAME, update);
}
}
}
gollum said:I'm just throwing things here to have an incentive to figure it out before an answer comes in ;)
gollum said:but this question is for you:
in the alt-compiler, is the l parameter from the init function the g in the sdt methods?
I'm trying to get access to the g.dialogueControl.buildState function, the compiler accepts both "l.dialogueControl" and "l.eDOM.getDefinition("obj.dialogue.Dialogue")", but when triggering the function-call (him ejaculating inside her) I get an error for a not defined value.
l.eDOM.getDefinition("g")
-> .dialogueControl.buildState
l.g
-> .dialogueControl.buildState
Useful objects include:
...
g A very useful class - acts as a intermediary for other classes.
ModGuy said:1. "l" is the loader object, not sure if that helps at all.
[snip]
Because I already declared it in the loader (BUT MODGUY HOW WAS I SUPPOSED TO KNOW?)
From the dev guide:
Useful objects include:
...
g A very useful class - acts as a intermediary for other classes.
gollum said:well, I'm stuck now...
I want to remove the pleasure gain from the licking-action (or remove the random-part in the function calls) but I have no clue how to do that except creating a new tongue-object and copying the code except the random-parts... is there an easier way?
BuckWild said:Incoming re-upload to solidfiles?
ModGuy said:Exactly.