As I'm in the process of revising the entire header_operations.py file, I find myself confused with many operations. So I would be grateful if other community members could provide input on their effects and purposes.
store_atan2. What does it do? It's never used anywhere, and comments are pretty confusing.
party_get_cur_town. This one just freaks me out. It should be complete duplicate of party_get_attached_to, but actually both are often used together in various checks. So they are different after all? If so, then how they are different?
store_num_free_stacks and store_num_free_prisoner_stacks. I suppose these are deprecated in Warband? Or are there still some limits on the number of party troop stacks?
party_leave_cur_battle. Only used once in Native code, and in a context which just doesn't make sense (as in that dialog branch the encounter is immediately cancelled anyway). So what does this operation actually do? Is it just an inverse of party_quick_attach_to_current_battle?
party_set_marshall. It is not clear what game effects are there from declaring a party as a marshall (I mean effects provided by game engine, not scripting).
I'll be adding more questions as my revision goes further, so far processed ~20% of the file.
store_atan2. What does it do? It's never used anywhere, and comments are pretty confusing.
party_get_cur_town. This one just freaks me out. It should be complete duplicate of party_get_attached_to, but actually both are often used together in various checks. So they are different after all? If so, then how they are different?
store_num_free_stacks and store_num_free_prisoner_stacks. I suppose these are deprecated in Warband? Or are there still some limits on the number of party troop stacks?
party_leave_cur_battle. Only used once in Native code, and in a context which just doesn't make sense (as in that dialog branch the encounter is immediately cancelled anyway). So what does this operation actually do? Is it just an inverse of party_quick_attach_to_current_battle?
party_set_marshall. It is not clear what game effects are there from declaring a party as a marshall (I mean effects provided by game engine, not scripting).
I'll be adding more questions as my revision goes further, so far processed ~20% of the file.