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Fontmap Glitches?

 
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The0neThe0nly
Expert Cheater
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Joined: 08 Dec 2009
Posts: 119
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PostPosted: Sun Jul 28, 2013 3:51 pm    Post subject: Fontmap Glitches? Reply with quote

I have 2 fontmaps,
fontmap is green
fontmap3 is white.

In my code, to see if something is set to "on" or not in my D3D gui it does
Code:
if sumstat.FontMap == fontmap3 then
(stuff that turns the cheat on)
sumstat.FontMap = fontmap
else
sumstat.FontMap = fontmap3
(stuff that turns the cheat off)
end


Although when I click my textcontainer (sumstat) it turns on successfully, but when I click it again it doesn't turn off. So then I turned it on and ran this in the lua engine:
Code:
print(sumstat.FontMap)
print(fontmap)
if sumstat.FontMap == fontmap3 then
print("fontmap3")
else
print("fontmap")
end

In output, sumstat.FontMap and fontmap were the same values. But it still printed fontmap3 after the if statement...

Is this a bug?
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Dark Byte
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Joined: 09 May 2003
Posts: 25296
Location: The netherlands

PostPosted: Sun Jul 28, 2013 3:58 pm    Post subject: Reply with quote

try using a different variable to keep track which fontmap to use.
Perhaps the if returns true because it's the same class

Or somewhere around the line you overwrote fontmap3

do a "return sumstat.FontMap" and verify it is at least a TD3DHook_FontMap fontmap object and not something else

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