Reply to Re: set_mode()
If you don't have an account, just leave the password field blank.
Mode zero is triggered in two scenarios. The first occurs on initial launch after dink.ini/hard.dat load, and also when restarting using the escape or dinfo game over menus. In mode zero, the player sprite's values are reset to defaults and the engine ver text sprite at the bottom of the screen is drawn, after which main() in the start script is called.
After all of this eventuates, mode one is automatically set. Mode one hands player sprite control over to mouse input which will be forced within the boundary of the (full) screen, but otherwise allows for pretty much everything else should one want to manually script it in.
Mode two must be triggered by the scripter, and will set mode three automatically, and also load the screen specified by the player_map value, draw it, and then init the status bar health value. This all occurs in that order.
Pretty much everything should be possible in mode one and later. I've used waits extensively on the title screen with no trouble, and button brains will also work regardless of mode. I can't remember if drawing the screen cancels a fade, however.
After all of this eventuates, mode one is automatically set. Mode one hands player sprite control over to mouse input which will be forced within the boundary of the (full) screen, but otherwise allows for pretty much everything else should one want to manually script it in.
Mode two must be triggered by the scripter, and will set mode three automatically, and also load the screen specified by the player_map value, draw it, and then init the status bar health value. This all occurs in that order.
Pretty much everything should be possible in mode one and later. I've used waits extensively on the title screen with no trouble, and button brains will also work regardless of mode. I can't remember if drawing the screen cancels a fade, however.