The Dink Network

disable_all_sprites() and its uses

April 24th 2015, 03:45 AM
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yeoldetoast
Peasant They/Them Australia
LOOK UPON MY DEFORMED FACE! 
Has anyone actually used the DinkC command disable_all_sprites()? I can't seem to find any real reference to it on this forum containing examples of use, and it doesn't appear to have been used in the original game.
I tried using it in a simple script attached to a key and I found that it doesn't get rid of what are presumably background sprites and kills off Dank as well meaning you can't really do anything afterwards. Do any of you know of any suitable use cases?
April 24th 2015, 09:14 AM
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The command is bugged too; it doesn't always even get rid of all the ordinary sprites.

You can use sp_disabled(&sprite,0) to enable some sprites. That might be useful in some specific circumstances?

I don't think I've ever used sp_disabled at all. It would be great if it completely shelved a sprite in the middle of what it was doing, to be enabled later. As it is, though, there rarely seems to be a point in using sp_disabled over sp_nodraw or sp_active.
April 24th 2015, 11:02 PM
peasantmb.gif
yeoldetoast
Peasant They/Them Australia
LOOK UPON MY DEFORMED FACE! 
Thanks Scratcher. The sp_nodraw() command always bothered me as you have to set it to 1 for it to NOT do something which seemed counter-intuitive.