Reply to Windemere variable thing
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The following is based on my probably flawed understanding of the Dink engine:
One of the good (bad) things about dink is that, basically, only one script runs at a time. This means that you can have globals like ¤t_sprite and &missile_target, because for example, when an arrow hits something, and its damage proc is run, there are no other damage procs running at that exact instant, so &missile_target is well defined...
If multiple scripts were running at once, then you'd have a problem... I suppose &missile_target could several values simultaneously, differentiated only by context, but then it'd hardly be a global...
So, does Windemere run scripts simultaneously? If not, do ¤t_sprite, &enemy_sprite, &missile_target, etc. stay? Or will they be replaced by something more stable?
One of the good (bad) things about dink is that, basically, only one script runs at a time. This means that you can have globals like ¤t_sprite and &missile_target, because for example, when an arrow hits something, and its damage proc is run, there are no other damage procs running at that exact instant, so &missile_target is well defined...
If multiple scripts were running at once, then you'd have a problem... I suppose &missile_target could several values simultaneously, differentiated only by context, but then it'd hardly be a global...
So, does Windemere run scripts simultaneously? If not, do ¤t_sprite, &enemy_sprite, &missile_target, etc. stay? Or will they be replaced by something more stable?