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Bug? Open CE and then open table vs Opening table directly.

 
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careca777
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PostPosted: Mon Sep 20, 2021 2:43 am    Post subject: Bug? Open CE and then open table vs Opening table directly. Reply with quote

Hi, i think i may have discovered a small bug, nothing fancy.
So i noticed that when i open CE and then open my table that has:
First of all, a little background:
In my table i have this as "cheat table lua script":
Code:
AddressList['Hide Search Panel'].Active=true

and in the entry pointed at by it i have:
Code:
MainForm.Panel5.visible = false

So i can toggle to show or hide the panel as needed.

Now this is when it becomes inconsistent:

When i start CE and then open the table, it works as expected, the panel hides and the entry on the table by the name 'Hide Search Panel' gets checked with the cross/activated.

But if i open the table directly, which in its turn opens CE automatically, the panel still gets hidden, but the entry does not get the check.
It's as if it is checked, but it's not.
This means that if i want the panel to show up again, i have to activate, (which does nothing) and deactivate the entry, for it to show the panel.

Hope this made sense.
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LeFiXER
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PostPosted: Mon Sep 20, 2021 4:26 am    Post subject: Reply with quote

I made a small extension to add this functionality to the menu at the top of the Cheat Engine window.

Assuming you have the latest version installed, place it in this folder:
Code:

C:\Program Files\Cheat Engine 7.3\autorun


Restart Cheat Engine.



compactMode.lua
 Description:

Download
 Filename:  compactMode.lua
 Filesize:  307 Bytes
 Downloaded:  138 Time(s)

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Dark Byte
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PostPosted: Mon Sep 20, 2021 5:07 am    Post subject: Reply with quote

weird. in the lua script try putting
Code:

AddressList.rebuildDescriptionCache()

and see if that works.

Perhaps the lua code runs before the descriptions are loaded but that should mean it should never hide the panel so not sure

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careca777
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PostPosted: Mon Sep 20, 2021 5:43 am    Post subject: Reply with quote

Thanks for the suggestions, but it is now working as expected, could not replicate as of this moment. I suspect it will mess up again in the future, as it did in the past, and when it does, i will try that line and report back.
As for the lua script, maybe there is a way to put it in, but i didn't find it yet.
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careca777
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PostPosted: Mon Sep 20, 2021 5:28 pm    Post subject: Reply with quote

Ok, im back, i figured out what's happening, without the game running, it behaves as expected, with the game running and autoattach, it does what i described.

It was weird to me why it suddenly was working again, and it was because i tested without the game running.

AddressList.rebuildDescriptionCache() did nothing.

hope this new information lead to something.
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careca777
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PostPosted: Tue Sep 21, 2021 3:48 pm    Post subject: Reply with quote

bump
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careca777
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PostPosted: Wed Sep 22, 2021 5:19 pm    Post subject: Reply with quote

bump
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Dark Byte
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PostPosted: Wed Sep 22, 2021 6:02 pm    Post subject: Reply with quote

try using a timer of 1 second which executes your code

perhaps your code runs before the UI init code runs

Code:

createTimer(1000, function()
  <your whole script>
end)

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careca777
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PostPosted: Thu Sep 23, 2021 2:22 am    Post subject: Reply with quote

Hi, im back to report the timer works! Changed to 500ms and it's almost seamless.
Thank you.
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Dark Byte
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PostPosted: Thu Sep 23, 2021 3:20 am    Post subject: Reply with quote

ok. If that works you could try a first show notification for it to almost work instantaneously

Code:

MainForm.registerFirstShowCallback(function()
  --your code
end)


I'm not sure it'll work depending on the order the show code is executed, so just give it a try.

(else a timer of 1 ms might even work)

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careca777
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PostPosted: Thu Sep 23, 2021 4:17 am    Post subject: Reply with quote

Perfect! Thanks, that works even better.
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