On Thu, Jul 08, 2010 at 12:21:14PM +1200, Ralph Versteegen wrote:
> 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.

Oh! Good. I forgot about that part :)

> 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.

Okay, That seems reasonable.

---
James
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