Quote:
I absolutely hate having to use this:
Code:
if(entity != NULL)
{
  if(entity.skill1 == 1)
  {
    //yuck.
  }
}


That kind of code is everywhere in GRUNTS. It seems that every time I turn around... An entity has disappeared.

What's obnoxious is when I have to perform a "dangerous instruction" such as c_trace in an event function. I have to put a wait(1) statement before the instruction or the engine will spit out an error message... But then there's a chance that my pointers will be invalid. So I have to perform another check. And then another, because I want to see if c_trace hit an entity.

Code:
if( event_type == EVENT_IMPACT )
{
  if( your ) // ok, "you" are an entity...
  {
    wait(1); // I want to perform a c_trace. Gotta wait...
    if( your ) // pointers may be null! Another check...
    {
      c_trace( ARGUMENTS );
      if( your ) // another blasted check!
      {
        // code 'n stuff
      }
    }
  }
}




Eats commas for breakfast.

Play Barony: Cursed Edition!