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Reply to sp_kill_wait() - broken?

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March 18th, 05:08 AM
custom_simon.gif
SimonK
Peasant He/Him Australia
 
Maybe this is just Dink Smallwood HD but the command

sp_kill_wait(sprite);

doesn't seem to really do what it is supposed to, which is don't wait for anything for that sprite - usually number 1, Dink, and is usually used in magic or item scripts for spells or weapons animations.

sp_seq(1, &basehit);
sp_frame(1, 1); //reset seq to 1st frame
sp_kill_wait(1); //make sure dink will punch right away
sp_nocontrol(1, 1); //dink can't move until anim is done!
 &magic_level = 0;
 draw_status();
 &mholdx = sp_x(1, -1);
 &mholdy = sp_y(1, -1);


But I've noticed sometimes that the missile sprite is created and off flying before the magic/hit animation even starts. This anomaly doesn't occur every time, but enough to be annoying.

I don't remember seeing this in the old game engine, but maybe it was there back 20+ years ago.

Or maybe it's my scripts, but I'm pretty sure I've seen this with the standard fireball magic, which I haven't changed.