1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
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a mark, then it is added like using Connect (if the object's flags
allow it) and then the return value will be 2.
,FakeMove ( obj dir -- result ) **
Works like FakeMove but you can specify a different object instead of
the current one.
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.
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>
>
>
>
>
>
>
>
>
>
>
>
>
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1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
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a mark, then it is added like using Connect (if the object's flags
allow it) and then the return value will be 2.
,FakeMove ( obj dir -- result ) **
Works like FakeMove but you can specify a different object instead of
the current one.
FindConnection ( link -- result ) **
Find all connected objects to this one, execute the link for all objects
in the connected group (including this one), and then pushes zero. If
any of the CONNECT messages return nonzero, then it will stop and then
the result is that value instead, and won't execute the link at all. If
this object doesn't have the Connection flag, or its other flags are not
appropriate, then it just does nothing and the result is zero.
,FindConnection ( obj link -- result ) **
Similar to FindConnection but uses a specified object instead of
necessarily using the current object. If the object is zero then it
will do nothing and the result is zero.
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.
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2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
|
Should use the ,Connect instruction to add additional objects to the
connection group; it will then send this message to those objects too.
If the return value is true, then the movement fails, and none of the
objects in the group will move. The Inertia of this object is set
automatically before calling this message; it can change the Inertia
before returning if it wants a different value for Inertia. Arg1 is
the number of objects in the group previously to this one, Arg2 is the
direction of movement, and Arg3 is the total Weight so far.
CREATE
Sent when the object is created by the Create instruction. This is done
after the object is created, but before sending any other messages. The
From is the object that created it. The return value will be used as the
Arg3 of the SUNK and CREATED messages it might send if appropriate. From
is the object which executed the Create instruction to create it.
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|
>
>
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2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
|
Should use the ,Connect instruction to add additional objects to the
connection group; it will then send this message to those objects too.
If the return value is true, then the movement fails, and none of the
objects in the group will move. The Inertia of this object is set
automatically before calling this message; it can change the Inertia
before returning if it wants a different value for Inertia. Arg1 is
the number of objects in the group previously to this one, Arg2 is the
direction of movement, and Arg3 is the total Weight so far. If this
message is sent for FindConnection, then Arg3 is a mark instead, and
the Inertia is not automatically changed.
CREATE
Sent when the object is created by the Create instruction. This is done
after the object is created, but before sending any other messages. The
From is the object that created it. The return value will be used as the
Arg3 of the SUNK and CREATED messages it might send if appropriate. From
is the object which executed the Create instruction to create it.
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