Reply to Re: Windemere variable thing
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Milo: I'm pretty sure those will be completely gone.
I think ¤t_sprite, &enemy_sprite, &missile_target are special variables. They're not real globals, so they'll work in whatever script calls them.
Simeon: Sort of. Dink isn't multi-threaded, so it can really only run one script at an exact instant. It runs one script and then the other in such a quick succession that you don't realize it.
If you do no-wait-infinite-loop, the game locks up, because it is devoting itself to running that one script until it gets to a wait or the end of the script function.
As it is, variable scoping in the Dink engine is not reliable. Try something like this:
void main(void)
{
int &rand = random(1,100);
say("&rand", ¤t_sprite);
}
And attach it to multiple sprites on the same screen. They'll all say the same number (... I think).
I think ¤t_sprite, &enemy_sprite, &missile_target are special variables. They're not real globals, so they'll work in whatever script calls them.
Simeon: Sort of. Dink isn't multi-threaded, so it can really only run one script at an exact instant. It runs one script and then the other in such a quick succession that you don't realize it.
If you do no-wait-infinite-loop, the game locks up, because it is devoting itself to running that one script until it gets to a wait or the end of the script function.
As it is, variable scoping in the Dink engine is not reliable. Try something like this:
void main(void)
{
int &rand = random(1,100);
say("&rand", ¤t_sprite);
}
And attach it to multiple sprites on the same screen. They'll all say the same number (... I think).