Post: OverFlow Fix?
01-28-2015, 09:14 PM #1
oCmKs_4_LiFe
< ^ > < ^ >
(adsbygoogle = window.adsbygoogle || []).push({}); does anyone have a overflow fix script that i can just add to my menu then call onplayerspawned? Smile
(adsbygoogle = window.adsbygoogle || []).push({});
02-12-2015, 08:35 AM #2
iiiCenTurY
Gym leader
Here: Smile

    self waittill( "spawned_player" );

isFirstSpawn = true;
if(isFirstSpawn)
{
initOverFlowFix();
self welcomeMessage(); //optionable
isFirstSpawn = false;
}


    initOverFlowFix()
{
self.stringTable = [];
self.stringTableEntryCount = 0;
self.textTable = [];
self.textTableEntryCount = 0;

if(isDefined(level.anchorText) == false)
{
level.anchorText = createServerFontString("default",1.5);
level.anchorText setText("anchor");
level.anchorText.alpha = 0;

level.stringCount = 0;
}
}

clearStrings()
{
level.anchorText clearAllTextAfterHudElem();
level.stringCount = 0;

foreach(player in level.players)
{
player purgeTextTable();
player purgeStringTable();
player recreateText();
}
}

setSafeText(player, text)
{
stringId = player getStringId(text);

if(stringId == -1)
{
player addStringTableEntry(text);
stringId = player getStringId(text);
}

player editTextTableEntry(self.textTableIndex, stringId);

if(level.stringCount > 50)
clearStrings();

self setText(text);
}

recreateText()
{
foreach(entry in self.textTable)
entry.element setSafeText(self, lookUpStringById(entry.stringId));
}

addStringTableEntry(string)
{
entry = spawnStruct();
entry.id = self.stringTableEntryCount;
entry.string = string;

self.stringTable[self.stringTable.size] = entry;
self.stringTableEntryCount++;
level.stringCount++;
}

lookUpStringById(id)
{
string = "";

foreach(entry in self.stringTable)
{
if(entry.id == id)
{
string = entry.string;
break;
}
}
return string;
}

getStringId(string)
{
id = -1;

foreach(entry in self.stringTable)
{
if(entry.string == string)
{
id = entry.id;
break;
}
}
return id;
}

getStringTableEntry(id)
{
stringTableEntry = -1;

foreach(entry in self.stringTable)
{
if(entry.id == id)
{
stringTableEntry = entry;
break;
}
}
return stringTableEntry;
}

purgeStringTable()
{
stringTable = [];

foreach(entry in self.textTable)
stringTable[stringTable.size] = getStringTableEntry(entry.stringId);

self.stringTable = stringTable;
}

purgeTextTable()
{
textTable = [];

foreach(entry in self.textTable)
{
if(entry.id != -1)
textTable[textTable.size] = entry;
}
self.textTable = textTable;
}

addTextTableEntry(element, stringId)
{
entry = spawnStruct();
entry.id = self.textTableEntryCount;
entry.element = element;
entry.stringId = stringId;

element.textTableIndex = entry.id;

self.textTable[self.textTable.size] = entry;
self.textTableEntryCount++;
}

editTextTableEntry(id, stringId)
{
foreach(entry in self.textTable)
{
if(entry.id == id)
{
entry.stringId = stringId;
break;
}
}
}

deleteTextTableEntry(id)
{
foreach(entry in self.textTable)
{
if(entry.id == id)
{
entry.id = -1;
entry.stringId = -1;
}
}
}

clear(player)
{
if(self.type == "text")
player deleteTextTableEntry(self.textTableIndex);

self destroy();
}

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