On 8 July 2010 05:30, James Paige <[email protected]> wrote: > On Tue, Jul 06, 2010 at 06:10:04PM -0700, [email protected] > wrote: >> teeemcee >> 2010-07-06 18:10:04 -0700 (Tue, 06 Jul 2010) >> 222 >> "wait for all": yet another script command broken since revision 1 (it did >> not wait for NPCs). >> >> A blatantly misplaced 'EXIT FOR'. I wonder how many more lines of code still >> have not been looked at, after more than 5 years? > > If this has been broken since forever, I wonder if we should deprecate > the command entirely and replace it with a new one that does what it was > supposed to do. > > Fixing this now would break any game that uses this command on a map > where NPCs might be moving. (including random movement, if I read it > correctly) > > --- > James Paige
But it only waits if NPCs are suspended. This bugfix means waitforall will wait for at most a couple extra ticks, and anyone who is using a command like waitforall is prepared to wait an unpredictable amount of time, so I don't realistically see it breaking any games. _______________________________________________ Ohrrpgce mailing list [email protected] http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
