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eq ( in1 in2 -- bool )
Test if they are equal. Sounds cannot be compared, but you can compare
values of any other type. Strings compare as equal if they contain the
same text. Object references are only equal if they refer to the same
object; objects which no longer exist still compare correctly. Values
of two different types are never equal to each other.
FlushClass ( class -- ) **
Resets the Arrived, Busy, Departed, Inertia, Moved, and UserSignal flags
of all objects of the specified class to zero. If the class is -1, then
all objects are flushed in this way, and during the input phase, it also
skips the beginning and ending phases if the class is -1.
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eq ( in1 in2 -- bool )
Test if they are equal. Sounds cannot be compared, but you can compare
values of any other type. Strings compare as equal if they contain the
same text. Object references are only equal if they refer to the same
object; objects which no longer exist still compare correctly. Values
of two different types are never equal to each other.
Finished ( -- number )
Returns the value of an internal flag which tells it that the beginning
and ending phases should be skipped. This is a 8-bit number; zero means
don't skip them, and any other number means it does. When the game engine
sets this automatically, it normally sets it to 1, but "-1 FlushClass"
during the input phase sets it to 255. When you set this value by
yourself, you can use any 8-bit number.
=Finished ( number -- )
Write to the Finished variable. Only the low 8-bits are used. When set to
nonzero then the beginning and ending phases are skipped (see above), but
if IgnoreKey is used, then all phases are skipped, regardless of the
value of this flag.
FlushClass ( class -- ) **
Resets the Arrived, Busy, Departed, Inertia, Moved, and UserSignal flags
of all objects of the specified class to zero. If the class is -1, then
all objects are flushed in this way, and during the input phase, it also
skips the beginning and ending phases if the class is -1.
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