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Thread: Script Counters Roll Over to Max Int When Going Below Zero

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    Quote Originally Posted by SUCCESSOR View Post
    o.O I don't know if I am tired from school and work but sometimes when you talk I can't wrap my head around what you are trying to say. Longs, Zscript variables, do indeed wrap if you exceed them. I know they have a funniness about them with the whole decimal thing it does, but... that's another bag of WTF. I don't know what behavior you'd want counters to have that would change the way they behave. I don't believe it would happen in game besides through scripting.

    If you are coding and setting a value to a variable without concern for what that variable can contain or what you are writing to it then you aren't coding very well.
    (Emphasis, mine.)

    Absolutely true. I check for these sorts of things whenever possible, but when people have a script like this:

    Code:
    item script foo{
        void run(int ctr){
            Game->Counter[ctr]++;
        }
    }
    ...and trust me, these about in the database...

    ...then it can cause rollover. It's illogical for a counter to roll over anyway. That's my real point. That, and the behaviour doesn't match internal counter ref behaviour from items, IIRC.

    ZScript fix values do indeed wrap, although the values generated are bizarre.

    214747 += 1 goes to 214748, and ++ again wraps to -214747.7296. ??? What?

    9999 - 3647 = 6352, not 7296. What is happening there?

    214748.3647 += .0001 wraps to -214748.3648.

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