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For example, take if (obj_choicer_old.choiced == false). This incorrectly disassembles to:
push.v choiced
pushi.e 0
cmp.i.v EQ
This is because obj_choicer_old is the first Game Object in SURVEY_PROGRAM's Game Object list.
If it was instead the fourth game object, it would correctly disassemble to:
push.v 3.choiced
pushi.e 0
cmp.i.v EQ
I'm not sure if this affects pop opcodes too, but it probably does. I've got no proof of that though, so I'll leave this issue just for push.
Reproducing steps
Open data.win of SURVEY_PROGRAM
Go to gml_Object_obj_schoollobbycutscene_Step_0
Go to Disassembly tab
Search for choiced
Will find push.v choiced instead of expected push.v 0.choiced
Setup Details
UTMT Version: 7.0.0.0, also affects 6.x.x.x and 5.x.x.x, and probably all other versions too.
OS: Windows 10
Game: All games, anything where the first Game Object is used in dot notation. Can test using SURVEY_PROGRAM
The text was updated successfully, but these errors were encountered:
Describe the bug
For dot notation (https://manual.gamemaker.io/monthly/en/GameMaker_Language/GML_Overview/Addressing_Variables_In_Other_Instances.htm), using the first game object results in no asset index in the disassembly.
For example, take
if (obj_choicer_old.choiced == false)
. This incorrectly disassembles to:This is because
obj_choicer_old
is the first Game Object in SURVEY_PROGRAM's Game Object list.If it was instead the fourth game object, it would correctly disassemble to:
I'm not sure if this affects
pop
opcodes too, but it probably does. I've got no proof of that though, so I'll leave this issue just forpush
.Reproducing steps
gml_Object_obj_schoollobbycutscene_Step_0
choiced
push.v choiced
instead of expectedpush.v 0.choiced
Setup Details
The text was updated successfully, but these errors were encountered: