void SetEntitiesPaused(int pausestate)
This function stops entity movement codes from being processed until they are unpaused.
pausestate is either 1 (on) or 0 (off).
You would use this in situations where the screen stops updating. For instance, a textbox that halts the game until the player closes.
Not using this function would result in the entities moving around while the screen isn't being updated. Once the textbox closes the things are being drawn again, the enties will all appear to warp to their new locations.
SetEntitiesPaused(1); TextBox("Nobody's moving behind ME, that's for sure"); SetEntitiesPaused(0);
Talkback #1 written by resident on 2008-06-09.
It occurs to me that a version of this that you can trigger on a per entity basis may be handy.
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