for(M in world)
//SEARCH PLAYERS IN WORLD
var/Mname = lowertext(M.name)
var/pn = lowertext(pname)
if(Mname == pn)
//IF PLAYER FOUND
pname = M.name
var/foundS = 1//VARS FOR THE NEXT FOR LOOPS
var/foundM = 1
for(var/p in src.panes)//CHECK THROUGH THE 'PANES' LIST
if(p == "whisperpane[M]")
foundS = 1
break
else
foundS = 0
continue
if(!foundS)//IF THE WISPERPANE OF THE TARGET PLAYER TO SEND A WHISPER TO DOESN'T HAVE AN EXISTING TAB
//CREATE ONE:
winclone(src,"whisperpane","whisperpane[M]")//CLONE A BLANK TAB
winset(src,"whisperpane[M]","title=[M]") //CREATE A WHISPER TAB WITH NAME OF PLAYER YOU ARE WHISPERING TO..
src.panes += "whisperpane[M]"//ADD THE TAB TO 'PANES' LIST
for(var/P in M.panes)//DO SAME BUT FOR THE PLAYER RECIEVEING THE WHISPER
//CHECK THE RECIEVING PLAYERS LIST
if(P == "whisperpane[src]")
foundM = 1
break
else
foundM = 0
continue
//SAME AGAIN IF THERE'S NO EXISTING TAB... CREATE ONE:
if(!foundM)
//HERE'S THE ERROR: (WINCLONE(M,...BLAHH
winclone(M,"whisperpane","whisperpane[src]")
winset(M,"whisperpane[src]","title=[src]") //CREATE A WHISPER TAB WITH NAME OF PLAYER YOU ARE WHISPERING TO..
M.panes += "whisperpane[src]"
Problem description:
So basically as described in the code, this is a system I'm trying to create of PMs or whispers in a seperate tab control, when the verb is used to send a message to the player (M), it either creates a new tab or writes to the existing tab... however when I run this in my game I get a runtime error that M is a bad client?
I am hosting the game on my computer and I am playing both the characters who are whispering to eachother.
Anyone have any ideas?
Thanks, Farkas
So all my little testing strings are saying exactly what they're supposed to be saying, the problem being is that a new tab isn't being created in 'M's interface!
Anyone have a clue as to why?
Thanks, Farkas