0f07c14bd3
This isn't only more logical, it's also how SGPropertyNode::getBoolValue() acts. The fix has potential to break code, but so far I haven't seen any problems. I added a debug message to my copy and will for a while check all cases that I run into. To check yourself, just add one line: getBoolValue : func { val = me.getValue(); + if(val == nil) { debug.dump(me) } if(me.getType() == "STRING" and val == "false") { 0 } else { val != nil and val != 0 } } This will output a debug message to the terminal for each case where formerly "true" was returned, and now "false" is. |
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aircraft.nas | ||
atc-chatter.nas | ||
controls.nas | ||
debug.nas | ||
dynamic_view.nas | ||
fuel.nas | ||
globals.nas | ||
gui.nas | ||
lead_target.nas | ||
material.nas | ||
multiplayer.nas | ||
props.nas | ||
screen.nas | ||
track_target.nas | ||
tutorial.nas | ||
view.nas |