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Choices also merge from FGD #192

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sinewavey opened this issue May 15, 2024 · 4 comments
Open

Choices also merge from FGD #192

sinewavey opened this issue May 15, 2024 · 4 comments

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@sinewavey
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sinewavey commented May 15, 2024

I have the following line in my FGD:

image

I've tried a few different combinations including 0 and 1, "Yes" and "No', etc.
However, it looks like keys end up colliding here as well like spawnflags regardless of the above tweak.

image

Expected behavior shown in TrenchBroom with the same exact fgd:

image

Is this intentional?

@Garux
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Garux commented May 15, 2024

I'm looking at halflife.fgd and e.g. in @BaseClass base(Targetname,Global) = Breakable no collision of choices occurs 🤔

@Garux
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Garux commented May 15, 2024

ok, problem is triggered by equal 'qwe' strings, empty in your case

@BaseClass color(123 123 123) size( -8 -8 -8, 8 8 8 ) = Breakable
[
	material(choices) : "qwe" =
	[
		2: "Glass"
		3: "Wood"
	]
	explosion(choices) : "qwe" =
	[
		0: "Random"
		1: "Relative to Attack"
	]
]

@PointClass base(Breakable) = func_breakable : "Breakable Object" 
[
]

@sinewavey
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Excellent - thank you! That closes this - we'll handle it on our side

@Garux
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Garux commented May 15, 2024

This is bug tho, somewhere matching is done by long name, while should use key name.

@Garux Garux reopened this May 15, 2024
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