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 Mouse.Where is failing to respond
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J-son




PostPosted: Thu Feb 06, 2014 11:07 pm   Post subject: Mouse.Where is failing to respond

Alright. I am using a for loop, and Mouse.Where after the for to read the Mouse's button.
When the button goes down, my code is to advance.

However, only RARELY does pressing the mouse actually work. Most of the time there is no response.
I had my code working earlier- I changed a few variables prior to this for loop, but I doubt they have any impact on this.

Turing:

for k : 1 .. 25
    for p : 1 .. 20
        Mouse.Where (Mx, My, Mb)
        if (((Stat.XC (CurT) * 40 - 20) - (k * 40 - 20)) ** 2) + (((Stat.YC (CurT) * 40 + 80) - (p * 40 + 80)) ** 2) <= (Stat.Burst (CurT) * 40) ** 2 then
            Draw.Box (k * 40 - 40 + PosX, p * 40 + 60 + PosY, k * 40 + PosX, p * 40 + 100 + PosY, 116)
            Draw.Box (k * 40 - 41 + PosX, p * 40 + 59 + PosY, k * 40 + PosX + 1, p * 40 + 101 + PosY, 14)
            if Mx > k * 40 - 40 + PosX and Mx < k * 40 + PosX and My > p * 40 + 60 + PosY and My < p * 40 + 100 + PosY then
                Draw.Box (k * 40 - 40 + PosX, p * 40 + 60 + PosY, k * 40 + PosX, p * 40 + 100 + PosY, 55)
                Draw.Box (k * 40 - 41 + PosX, p * 40 + 59 + PosY, k * 40 + PosX + 1, p * 40 + 101 + PosY, 52)
                if Mb = 1 then
                    for Check : 1 .. FightSize
                        if Stat.Real (Check) = true and Check not= CurT then
                            if k = Stat.XC (CurT) and p = Stat.YC (CurT) then
                                Cancel := true
                                exit
                            end if
                        end if
                    end for
                    Advant (1) := k * 40 - Stat.XC (CurT) * 40
                    Advant (2) := p * 40 - Stat.YC (CurT) * 40
                    for decreasing Shakugan : 10 .. 1
                        Draw.Line (Stat.XC (CurT) * 40 - 20 + PosX, Stat.YC (CurT) * 40 + 80 + PosY, Stat.XC (CurT) * 40 - 20 + (Advant (1) div Shakugan) + PosX,
                            Stat.YC (CurT) *
                            40 + 80 + (Advant (2) div Shakugan) + PosY, 37)
                        Draw.Oval (Stat.XC (CurT) * 40 - 20 + (Advant (1) div Shakugan) + PosX, Stat.YC (CurT) * 40 + 60 + 20 + (Advant (2) div Shakugan) + PosY, 2, 2, 54)
                        View.Update
                        delay (100)
                    end for
                    Stat.XC (CurT) := k
                    Stat.YC (CurT) := p
                    FirstNo := true
                    Moved := true
                    exit
                end if
            end if
        end if
        exit when Moved = true
    end for
    exit when Moved = true
end for
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Raknarg




PostPosted: Fri Feb 07, 2014 12:56 am   Post subject: RE:Mouse.Where is failing to respond

Without context this code is really just not making sense to me.

If you want a better response (if no one else if able to help you right now), upload the whole code, and document your code so we know what the block is supposed to be doing.
DemonWasp




PostPosted: Fri Feb 07, 2014 2:04 am   Post subject: RE:Mouse.Where is failing to respond

Turing:

    for p : 1 .. 20
        Mouse.Where (Mx, My, Mb)
        [...snip...]
                    for decreasing Shakugan : 10 .. 1
                        [...snip...]
                        delay (100)
                    end for
        [...snip...]
    end for


If you pause for a full second in between calls to Mouse.Where, it's easily possible to miss entire clicks. You need to avoid having too many long delays between each call to Mouse.Where.
J-son




PostPosted: Fri Feb 07, 2014 8:08 am   Post subject: Re: Mouse.Where is failing to respond

Turing:

for k : 1 .. 25 % For horizontal blocks
    for p : 1 .. 20 % For Vertical Blocks
        Mouse.Where (Mx, My, Mb) % Detect Mouse x,y,b
        if (((Stat.XC (CurT) * 40 - 20) - (k * 40 - 20)) ** 2) + (((Stat.YC (CurT) * 40 + 80) - (p * 40 + 80)) ** 2) <= (Stat.Burst (CurT) * 40) ** 2 then
            % ^ If the block is within the move radius of the Character (Stat.Burst) then see below
            Draw.Box (k * 40 - 40 + PosX, p * 40 + 60 + PosY, k * 40 + PosX, p * 40 + 100 + PosY, 116)
            % Then draw two boxes, one dark ^, and one light that is larger for a glow.
            Draw.Box (k * 40 - 41 + PosX, p * 40 + 59 + PosY, k * 40 + PosX + 1, p * 40 + 101 + PosY, 14)
            if Mx > k * 40 - 40 + PosX and Mx < k * 40 + PosX and My > p * 40 + 60 + PosY and My < p * 40 + 100 + PosY then
                % If the mouse is within the Box's radius, then see below.
                Draw.Box (k * 40 - 40 + PosX, p * 40 + 60 + PosY, k * 40 + PosX, p * 40 + 100 + PosY, 55)
                Draw.Box (k * 40 - 41 + PosX, p * 40 + 59 + PosY, k * 40 + PosX + 1, p * 40 + 101 + PosY, 52)
                % Draw another two boxes, different in colour. ^
                if Mb = 1 then
                    % If the mouse is clicked, see below.
                    for Check : 1 .. FightSize
                        % For 1 .. People + Enemies (FightSize) Ids
                        if Stat.Real (Check) = true and Check not= CurT then
                            % If the target exists and the target is not the character moving then
                            if k = Stat.XC (CurT) and p = Stat.YC (CurT) then
                                % If you try to move on top of another person's box then Cancel = true and exit.
                                Cancel := true
                                exit
                            end if
                        end if
                    end for
                    % If the box is free, then proceed
                    Advant (1) := k * 40 - Stat.XC (CurT) * 40
                    Advant (2) := p * 40 - Stat.YC (CurT) * 40
                    % The distance from your new position to your old is Advant
                    for decreasing Shakugan : 10 .. 1
                        % Animation begins
                        Draw.Line (Stat.XC (CurT) * 40 - 20 + PosX, Stat.YC (CurT) * 40 + 80 + PosY, Stat.XC (CurT) * 40 - 20 + (Advant (1) div Shakugan) + PosX,
                            Stat.YC (CurT) *
                            40 + 80 + (Advant (2) div Shakugan) + PosY, 37)
                        Draw.Oval (Stat.XC (CurT) * 40 - 20 + (Advant (1) div Shakugan) + PosX, Stat.YC (CurT) * 40 + 60 + 20 + (Advant (2) div Shakugan) + PosY, 2, 2, 54)
                        View.Update
                        delay (100)
                    end for
                    % Animation ends, if all is successful then New co-ordinates are assigned
                    Stat.XC (CurT) := k
                    Stat.YC (CurT) := p
                    FirstNo := true
                    % ^ This means the person has done an action without ending their turn
                    Moved := true
                    % ^ Moved means they have moved
                    exit
                    % Exit
                end if
            end if
        end if
        exit when Moved = true
    end for
    exit when Moved = true
end for
Raknarg




PostPosted: Fri Feb 07, 2014 12:40 pm   Post subject: RE:Mouse.Where is failing to respond

Oh good call, DemonWasp.

He's right, if your delays are too long, it won't even register your mouse. Usually if you ahve a delay it's only for a few milliseconds. Why's yours so long?
Zren




PostPosted: Fri Feb 07, 2014 1:01 pm   Post subject: RE:Mouse.Where is failing to respond

Some things that make your code easier to read:

When doing a long calculation, break it up and put it the parts on their own line and assign it to a variable. This way you can use descriptive variable names to make the code more readable.

Turing:

if (((Stat.XC (CurT) * 40 - 20) - (k * 40 - 20)) ** 2) + (((Stat.YC (CurT) * 40 + 80) - (p * 40 + 80)) ** 2) <= (Stat.Burst (CurT) * 40) ** 2 then


Turing:

var x := (Stat.XC (CurT) * 40 - 20) - (k * 40 - 20)
var y := (Stat.YC (CurT) * 40 + 80) - (p * 40 + 80)
var r := Stat.Burst (CurT) * 40
if x ** 2 + y ** 2 <= r ** 2 then


Turing:

var blockX := k * 40 - 20
var blockY := p * 40 + 80
var characterX := Stat.XC (CurT) * 40 - 20
var characterY := Stat.YC (CurT) * 40 + 80
var x := characterX - blockX
var y := characterY - blockY
var r := Stat.Burst (CurT) * 40
if x ** 2 + y ** 2 <= r ** 2 then


I'm guessing Stat is a record. XY and YC are the center of the blocks?

What does the number 40 represent? What about 80? 20? You have a LOT of "Magic Numbers" that represent some transformation on the coordinates, but you haven't described them.

Assign the value to a variable if you ever use a number more than once. You ought to be assigning it to a variable. That way you only have to change it in one spot should you ever need to. Even if you only use it once, using a descriptive variable name will make the code more readable than a number the reader has to guess at.

Turing:

var descriptiveVariableName1 := 40
var descriptiveVariableName2 := 20
var descriptiveVariableName3 := 80

var blockX := k * descriptiveVariableName1 - descriptiveVariableName2
var blockY := p * descriptiveVariableName1 + descriptiveVariableName3
var characterX := Stat.XC (CurT) * blockWidth - descriptiveVariableName2
var characterY := Stat.YC (CurT) * blockHeight + descriptiveVariableName3
var x := characterX - blockX
var y := characterY - blockY
var r := Stat.Burst (CurT) * descriptiveVariableName1
if x ** 2 + y ** 2 <= r ** 2 then


I'm guessing 40, 20 and 80 all have something in common, or are based on 40?

Turing:

var descriptiveVariableName1 := 40
var descriptiveVariableName2 := descriptiveVariableName1 div 2
var descriptiveVariableName3 := descriptiveVariableName1 * 2
J-son




PostPosted: Fri Feb 07, 2014 3:38 pm   Post subject: Re: Mouse.Where is failing to respond

I didn't think I would need to post other parts of my code, I needed to know why the Mouse did not respond.

For the delay:
If the mouse is pressed, then it moves into the animation.
The animation needs the delay so the user can see the character moving.
So: for decreasing Shakugan : 10 .. 1, draw the line, delay, draw the line a bit further, and so on.
When the animation is finished, a variable is called to true and then the loop is exited. After this, the character cannot be moved until they leave their turn.

My problem is: I cannot get the Mouse click to activate. With no clicks, there will be no animation. No animation means no delay.
My other problem is: This code worked previously. I then added a second character into the controls, and now clicking rarely works.

Background info:
I am making a game - a turn based RPG, similar to Tactics ogre, Grimoire of the rift etc..
Except the map is 2d, so each 'block' or 'tile' is 40x40.
The 20 and 80 is to get into the middle of the block, so I can judge distances of the character.
E.G - If the character has 3 'burst,' the character can go to a block with its middle 120 away from his current tile's middle.

Vars:
Stat := Person's stats, Type
Records - XC,YC: - X-Coordinate, Y-Coordinate
Burst: Similar to move
CurT: Current Target
Advant, Shakugan: Animation vars, not much use
FightSize: Determines the amount of players of both sides
Mb: Mouse button
Moved: Determines whether the player has used up his/her Movement for his turn

So- I've placed a delay before the [if Mb = 1 then] and after it.
If works for the before, which means it gets to that code.
After the code, however, no reaction.

I still can't find out why
evildaddy911




PostPosted: Fri Feb 07, 2014 4:15 pm   Post subject: RE:Mouse.Where is failing to respond

there could be 2 reasons for that. one would be its not running the mouse.where line, another could be a second delay somewhere else.

question: is this section of your code within another loop? otherwise it could easily be doing the 25*20=500 iterations, then continuing. looking at the code, if the mouse is not pressed in time, the 500 iterations could be over in under 10 milliseconds if you have a decent computer

If it is already inside an infinite loop, then you need to check for any other delays that could be causing it to miss the click
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J-son




PostPosted: Fri Feb 07, 2014 4:43 pm   Post subject: Re: Mouse.Where is failing to respond

I only have 2 delays - One for buttons in the "Action" section, which does not run if movement is being run, and the movement animation.

My laptop is a gaming laptop, Top of the line (MSI GS70)

It is in an infinite loop, with boolean vars causing lines to run or not.

I ran my file again, the char moved twice then once again not reponding

Edit: I've done more testing .. may have the problem strangled in a bit
J-son




PostPosted: Fri Feb 07, 2014 5:43 pm   Post subject: Re: Mouse.Where is failing to respond

I've found the problem; it appears to be 2 sections of code that conflict.

Prior to my original posted code, where these 2 chunks.

Chunk A:
Turing:

for k : 1 .. 25
    for p : 1 .. 20
        if BattleBlock (k, p) = 1 or BattleBlock (k, p) = 2 then
            Pic.Draw (TileWater, -40 + k * 40 + PosX, 60 + p * 40 + PosY, picCopy)
        elsif BattleBlock (k, p) = 3 or BattleBlock (k, p) = 4 or BattleBlock (k, p) = 5 or BattleBlock (k, p) = 7 then
            Pic.Draw (TileTree, -40 + k * 40 + PosX, 60 + p * 40 + PosY, picCopy)
        elsif BattleBlock (k, p) = 6 then
            Pic.Draw (TileBridge, -40 + k * 40 + PosX, 60 + p * 40 + PosY, picCopy)
        elsif BattleBlock (k, p) = 8 or BattleBlock (k, p) = 9 then
            Pic.Draw (TileFlower, -40 + k * 40 + PosX, 60 + p * 40 + PosY, picCopy)
        elsif BattleBlock (k, p) < 20 then
            Pic.Draw (TileGrass2, -40 + k * 40 + PosX, 60 + p * 40 + PosY, picCopy)
        else
            Pic.Draw (TileGrass, -40 + k * 40 + PosX, 60 + p * 40 + PosY, picCopy)
        end if
    end for
end for


Chunk B
Turing:

for T : 1 .. FightSize
    Mouse.Where (Mx, My, Mb)
    if Stat.Real (T) = true then             % Detect what is clicked
        if Mx > Stat.XC (CurT) * 40 - 40 + PosX and Mx < Stat.XC (CurT) * 40 + PosX and Stat.YC (CurT) * 40 + 60 + PosY < My and Stat.YC (CurT) * 40 + 100 + PosY > My then
            Draw.Box (Stat.XC (CurT) * 40 - 40 + PosX, Stat.YC (CurT) * 40 + 60 + PosY, Stat.XC (CurT) * 40 + PosX, Stat.YC (CurT) * 40 + 100 + PosY, 121)
            if Mb = 1 then
                % if char selected
                ClickedChar := true
                SelectChar := CurT
                exit
            end if
        elsif Mx > Stat.XC (T) * 40 - 40 + PosX and Mx < Stat.XC (T) * 40 + PosX and Stat.YC (T) * 40 + 60 + PosY < My and Stat.YC (T) * 40 + 100 + PosY > My then
            Draw.Box (Stat.XC (T) * 40 - 40 + PosX, Stat.YC (T) * 40 + 60 + PosY, Stat.XC (T) * 40 + PosX, Stat.YC (T) * 40 + 100 + PosY, 121)
            if Mb = 1 then
                % if char selected
                ClickedChar := true
                SelectChar := T
                exit
            end if
        elsif Mb = 1 and Mx > 0 and Mx < 800 and My > 100 and My < 700 then             % If map selected
            Burst := false
            Action := false
            ClickedChar := false
            PosX += Mx - Dx
            PosY += My - Dy
            exit
        end if
    end if
end for


The problem:
If Chunk A is on top of Chunk B, Moving works, but the enemies cannot be selected. Edit: Highlighting fails here
If Chunk B is on top of Chunk A, Moving fails but enemies can be selected. Edit: Enemies are highlighted, but cannot be selected

Still a problem with the mouse either way. I do not see a correlation between the Chunks of code, but obvious there is.
Zren




PostPosted: Fri Feb 07, 2014 7:52 pm   Post subject: Re: Mouse.Where is failing to respond

Tip: Whenever you have extremely similar code, there's likely tools to simplify things. Take Chunk A for example.
J-son @ Fri Feb 07, 2014 5:43 pm wrote:

Chunk A:
Turing:

for k : 1 .. 25
    for p : 1 .. 20
        if BattleBlock (k, p) = 1 or BattleBlock (k, p) = 2 then
            Pic.Draw (TileWater, -40 + k * 40 + PosX, 60 + p * 40 + PosY, picCopy)
        elsif BattleBlock (k, p) = 3 or BattleBlock (k, p) = 4 or BattleBlock (k, p) = 5 or BattleBlock (k, p) = 7 then
            Pic.Draw (TileTree, -40 + k * 40 + PosX, 60 + p * 40 + PosY, picCopy)
        elsif BattleBlock (k, p) = 6 then
            Pic.Draw (TileBridge, -40 + k * 40 + PosX, 60 + p * 40 + PosY, picCopy)
        elsif BattleBlock (k, p) = 8 or BattleBlock (k, p) = 9 then
            Pic.Draw (TileFlower, -40 + k * 40 + PosX, 60 + p * 40 + PosY, picCopy)
        elsif BattleBlock (k, p) < 20 then
            Pic.Draw (TileGrass2, -40 + k * 40 + PosX, 60 + p * 40 + PosY, picCopy)
        else
            Pic.Draw (TileGrass, -40 + k * 40 + PosX, 60 + p * 40 + PosY, picCopy)
        end if
    end for
end for



The only difference in most of those if statements is the picId you're going to draw, and the blockId you use to select which picId. You can map blockIds to picIds with an array.

Turing:

var blockIdToPicId : array 1 .. 3 of int
blockIdToPicId(1) := TileWater % Ocean
blockIdToPicId(2) := TileWater % Lake
blockIdToPicId(3) := TileTree % Forest

var blockId := BattleBlock (k, p)
var picId := blockIdToPicId(blockId)
Pic.Draw (picId, ...)


~~~

Quote:
If Chunk A is on top of Chunk B, Moving works, but the enemies cannot be selected


All chunk A does is draw things. Chunk B has logic code AND drawing code intermingled. Try to break apart the logic from the drawing code.

Turing:

% Game Loop
loop
    % Input
    Mouse.Where(...)
   
    % Events
    events() % if mouse.b = 1 then
   
    % Logic
    update() % character(i).position += character(i).velocity
   
    % Draw next frame
    draw() % drawBoard(), drawBrick(), etc

    % FPS Control
    Time.DelaySinceLast(1000 div 60)
end loop


~~~

Turing:

for T : 1 .. FightSize
    Mouse.Where (Mx, My, Mb)


Why are you updating the mouse variables FightSize number of times every game loop?


~~~

The only common thing between the two pieces of code that I can see is that you change PosX and PosY in Chunk B, and Chunk A references it.
J-son




PostPosted: Fri Feb 07, 2014 11:10 pm   Post subject: Re: Mouse.Where is failing to respond

I attempted to separate the code, where Draw used to be was then LogicFix (k)
However, Highlighting stopped working, and so enemies still could not be accessed.

I've noticed that clicking is slower or inaccurate when the Mouse.Where is not in the for loops.
So I put it after every for loop I have that used the mouse.

Enemy clicking still fails to respond, movement is fixed.

I've gone closer to the problem:

Turing:

for T : 1 .. FightSize
    if Stat.Real (T) = true then             % Detect what is clicked
        if Mx > Stat.XC (CurT) * 40 - 40 + PosX and Mx < Stat.XC (CurT) * 40 + PosX and Stat.YC (CurT) * 40 + 60 + PosY < My and Stat.YC (CurT) * 40 + 100 + PosY > My then
            Draw.Box (Stat.XC (CurT) * 40 - 40 + PosX, Stat.YC (CurT) * 40 + 60 + PosY, Stat.XC (CurT) * 40 + PosX, Stat.YC (CurT) * 40 + 100 + PosY, 35)
            if Mb = 1 then
                % if char selected
                ClickedChar := true
                SelectChar := CurT
                exit
            end if
        elsif Mx > Stat.XC (T) * 40 - 40 + PosX and Mx < Stat.XC (T) * 40 + PosX and Stat.YC (T) * 40 + 60 + PosY < My and Stat.YC (T) * 40 + 100 + PosY > My then
            Draw.Box (Stat.XC (T) * 40 - 40 + PosX, Stat.YC (T) * 40 + 60 + PosY, Stat.XC (T) * 40 + PosX, Stat.YC (T) * 40 + 100 + PosY, 40)
            if Mb = 1 then
                % if char selected
                ClickedChar := true
                SelectChar := T
                exit
            end if
        elsif Mb = 1 and Mx > 0 and Mx < 800 and My > 100 and My < 700 then             % If map selected
            Draw.Oval (Mx, My, 60, 60, 30)
            Burst := false
            Action := false
            ClickedChar := false
            PosX += Mx - Dx
            PosY += My - Dy
            exit
        end if
    end if
end for


The enemy's Stat.Real is true.
So, the if statement is passed, and proceeds to the next if.
Now, the first if determines if it is the character's whose turn it is, is highlighted.
The second elsif is for any character who is waiting.. enemies fall in this category.
The last determines if no character is clicked but the map is.

My problem now- when I click on the enemy, it goes straight to the last elsif
This means the previous elsif is not true.

How so?

Mx > Stat.XC (T) * 40 - 40 + PosX and Mx < Stat.XC (T) * 40 + PosX and Stat.YC (T) * 40 + 60 + PosY < My and Stat.YC (T) * 40 + 100 + PosY > My

Let's say Mx = 100, My = 200
PosX and PosY = 0
Stat.XC = 3,Stat.YC = 3 (Actual coordinates)

So 100 > 80 and 100 < 120 and 180 < 200 and 220 > 200
It should work
J-son




PostPosted: Sat Feb 08, 2014 9:37 am   Post subject: Re: Mouse.Where is failing to respond

I've narrowed the possibilities down further:

It appears the for loop is the cause.

It goes from the character 1 .. FightSize (12)
Char 1 is the main character, 10 being the target I am using.
So, in the first for loop, if Mouse.Click = 1 then it will go to the last elsif and exit. This causes no targeting.

Only problem now is my 'Moving' is having hiccups. It's working 70% of the time, it may be a for loop problem too.
J-son




PostPosted: Sat Feb 08, 2014 9:52 am   Post subject: Re: Mouse.Where is failing to respond

It appears that for loop had caused all problems.

Through more tests, it appears when I click for a location to move - It goes through that loop first, and counts the 'Move' as an outlier click.
There, it cancels the 'Move' boolean and therefore cancels the 'Move.'

Future reference of new code:

Turing:

for T : 1 .. 10
    if Stat.Real (T) = true then             % Detect what is clicked
        if Mx > Stat.XC (CurT) * 40 - 40 + PosX and Mx < Stat.XC (CurT) * 40 + PosX and Stat.YC (CurT) * 40 + 60 + PosY < My and Stat.YC (CurT) * 40 + 100 + PosY > My then
            Draw.Box (Stat.XC (CurT) * 40 - 40 + PosX, Stat.YC (CurT) * 40 + 60 + PosY, Stat.XC (CurT) * 40 + PosX, Stat.YC (CurT) * 40 + 100 + PosY, 35)
            if Mb = 1 then
                % if char selected
                ClickedChar := true
                SelectChar := CurT
                FlipSide := false
                exit
            end if
        elsif Mx > Stat.XC (T) * 40 - 40 + PosX and Mx < Stat.XC (T) * 40 + PosX and Stat.YC (T) * 40 + 60 + PosY < My and Stat.YC (T) * 40 + 100 + PosY > My then
            Draw.Box (Stat.XC (T) * 40 - 40 + PosX, Stat.YC (T) * 40 + 60 + PosY, Stat.XC (T) * 40 + PosX, Stat.YC (T) * 40 + 100 + PosY, 40)
            if Mb = 1 then
                % if char selected
                ClickedChar := true
                SelectChar := T
                FlipSide := false
                exit
            end if
        elsif Mb = 1 and Mx > 0 and Mx < 800 and My > 100 and My < 700 and MovingInAction = false then             % If map selected
            Draw.Oval (Mx, My, 60, 60, 30)
            ClickedChar := false
            FlipSide := true
        end if
    end if
end for
if FlipSide = true then
    PosX += Mx - Dx
    PosY += My - Dy
    Burst := false
    Action := false
end if
Insectoid




PostPosted: Sat Feb 08, 2014 10:58 pm   Post subject: RE:Mouse.Where is failing to respond

Maybe you could find a way to eliminate the for loops entirely.
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