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 _______________________________________________ Ohrrpgce mailing list [email protected] http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
