Reply to Re: Why Can't I Quit You, DinkC?
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I'd like to see that code, actually
I was talking about your example, so I think you have the code.
Anyway, I just checked, and it is correct that returning from a function will make the script resume, no matter what it was waiting for (I tested wait, move_stop and say_stop; are there any others?) Here's the script:
If you talk to the sprite within 5 seconds of entering the screen (or in my case, with a single-screen test dmod, starting the dmod), it will talk when those 5 seconds are up, and then dink unfreezes. Effectively, this turns the move_stop into a move (the move does continue, and it does stop when it reaches 600).
In Freedink it doesn't underline, it just prints the & sign. The underlining sounds like a failed attempt to provide this as a "color". After all, underlining was treated as a color code on ancient (text only) video cards. You can check if it also underlines if you put the & in a different position than the first character. Another option is that the text renderer that Dink uses (directX, I think?) supports this as a way to mark hotkeys. Freedink uses a different renderer (SDL), so that would explain the difference.
I was talking about your example, so I think you have the code.
Anyway, I just checked, and it is correct that returning from a function will make the script resume, no matter what it was waiting for (I tested wait, move_stop and say_stop; are there any others?) Here's the script:
void main () { wait (1); // This is required. run (); // This is not reached if you talk to the sprite in time. freeze (1); say_stop ("Too late!", ¤t_sprite); unfreeze (1); } void run () { wait (5000); // 5 seconds after the script starts, resume something. } void talk () { freeze (1); move_stop (¤t_sprite, 6, 600, 1); // Execution can resumed from here before the move is completed. say_stop ("Somebody stop me!", ¤t_sprite); unfreeze (1); }
If you talk to the sprite within 5 seconds of entering the screen (or in my case, with a single-screen test dmod, starting the dmod), it will talk when those 5 seconds are up, and then dink unfreezes. Effectively, this turns the move_stop into a move (the move does continue, and it does stop when it reaches 600).
In Freedink it doesn't underline, it just prints the & sign. The underlining sounds like a failed attempt to provide this as a "color". After all, underlining was treated as a color code on ancient (text only) video cards. You can check if it also underlines if you put the & in a different position than the first character. Another option is that the text renderer that Dink uses (directX, I think?) supports this as a way to mark hotkeys. Freedink uses a different renderer (SDL), so that would explain the difference.