Reply to Re: Why Can't I Quit You, DinkC?
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Perhaps I understood you incorrectly? I meant that the point from where the spawned script was called will be ignored. When the spawned script returns, nothing happens. Well... probably the value of &return will be set, haven't played with that yet (and I think this'll be very tricky to check, seeing how all built-in functions *also* set &return, any suggestions?), but from the things I've tried, the control flow does not change once hitting it has stopped the "let's wait for the spawned script"-thing.
When just talking, I see "Hello", "Mneh", "Bye". When talking and then hitting, I see "Hello", "Boo", "Mneh", but never "Bye".
EDIT: Oh, hey, I guess you mean that, when not interrupted by a hit, the point from where the script was spawned is not ignored. Yeah, that's true. I was mostly still thinking in terms of interrupted scripts.
void talk( void ) { say("Hello",1); stuff(); say("Bye",1); } void hit( void ) { say("Boo",1); } void stuff( void ) { wait(10000); say_stop("Mneh",1); }
When just talking, I see "Hello", "Mneh", "Bye". When talking and then hitting, I see "Hello", "Boo", "Mneh", but never "Bye".
EDIT: Oh, hey, I guess you mean that, when not interrupted by a hit, the point from where the script was spawned is not ignored. Yeah, that's true. I was mostly still thinking in terms of interrupted scripts.