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3.6.1 When decompiling the script, the label fails to display normally #99

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XMDS opened this issue Nov 29, 2020 · 4 comments
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priority:p1 High Priority scope:disassembler type:bug Something isn't working
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@XMDS
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XMDS commented Nov 29, 2020

@x87 I noticed at compile time. The label is compiled into a numeric offset
A simple example:

{$CLEO .cs}
0000: NOP
jump @1

:1
xxxx() 
0001: wait 0 ms 
00D6: if and
0256:   player $PLAYER_CHAR defined 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @1 
0226: 0@ = actor $PLAYER_ACTOR health 
0AD1: show_formatted_text_highpriority "HEALTH: %d" time 3000 0@ 
0A93: terminate_this_custom_script 

:xxxx
015D: set_gamespeed 1.0
return

Decompile:

{$CLEO .cs}

0000: NOP 
0002: jump -9 
0050: gosub -72 
0001: wait 0 ms 
00D6: if and
0256:   player $PLAYER_CHAR defined 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false -9 
0226: 0@ = actor $PLAYER_ACTOR health 
0AD1: show_formatted_text_highpriority "HEALTH: %D" time 3000 0@ 
0A93: terminate_this_custom_script 
015D: set_gamespeed 1.0 
0051: return
@XMDS
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XMDS commented Nov 29, 2020

@x87 It seems to be related to this update, there is no such problem in 3.6.0
#81

@x87 x87 added priority:p1 High Priority scope:disassembler type:bug Something isn't working labels Nov 29, 2020
@x87
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x87 commented Nov 29, 2020

@XMDS please test with this exe
https://sannybuilder.com/dev/sanny361.zip

@x87 x87 added this to the v3.6.2 milestone Nov 29, 2020
@wmysterio
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please test with this exe

Work.

@x87
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x87 commented Nov 29, 2020

Fixed in 3.6.2

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