But this is redundante hehehe, because if we pass a device in editable don’t need tags anymore
FindObjectsWithTag<public>(Tag:tag,CreativeDevice:(creative_device))<transacts>:[]creative_object_interface=
TaggedObjects:=CreativeDevice.FindCreativeObjectsWithTag(Tag)
var Objects:[]creative_object_interface=array{}
for (Obj:TaggedObjects, TaggedObject:=creative_device_base[Obj]):
set Objects += array{TaggedObject}
return Objects
in device
CustomPlayerTagged:=CustomPlayer.FindObjectsWithTag(Tag:=npc_tag{},CreativeDevice:=Self)
this works fine, and we can pass a self creative base for custom class or module
custom_tag_module := module:
FindObjectsWithTag<public>(Tag:tag,CreativeDevice:(creative_device))<transacts>:[]creative_object_interface=
TaggedObjects:=CreativeDevice.FindCreativeObjectsWithTag(Tag)
var Objects:[]creative_object_interface=array{}
for (Obj:TaggedObjects, TaggedObject:=creative_device_base[Obj]):
set Objects += array{TaggedObject}
return Objects
CustomPlayerTagged:=custom_tag_module.FindObjectsWithTag(Tag:=npc_tag{},CreativeDevice:=Self)
for (CustomPlayerTaggedIndex->Obj:CustomPlayerTagged, NPC:=npc_spawner_device[Obj]):
Debug.Log("TESTAGS::CustomPlayerTagged as CustomPlayer.FindObjectsWithTag {CustomPlayerTaggedIndex}")