A new event for on_event(int event,int data),
event=CHAR_STOP, data=CHARID.
It seems that scripters are routinely having to put
Code: ags
in repeatedly_execute(), which may well be more clutter than they really want in their main loop (bearing in mind that it's all unoptimized bytecode).
Also, I imagine that the engine already knows about this event, and needs only to share the information.
Note: The event of ceasing to walk is not the same as the state of not-walking, but I think this is generally what scripters are trying to emulate. At least that's what I've been thinking about lately (and trying decide how far to go with it).
event=CHAR_STOP, data=CHARID.
It seems that scripters are routinely having to put
if(character[EGO].walking==0){ ...stuff... };
in repeatedly_execute(), which may well be more clutter than they really want in their main loop (bearing in mind that it's all unoptimized bytecode).
Also, I imagine that the engine already knows about this event, and needs only to share the information.
Note: The event of ceasing to walk is not the same as the state of not-walking, but I think this is generally what scripters are trying to emulate. At least that's what I've been thinking about lately (and trying decide how far to go with it).