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Is the LOCK state preserved across CALL's at all, like INST is? #31
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If you mean that if the current script is in a CALLed script, yeah the caller script can't be interrupted if it was LOCKed before. If you mean can the CALLed script be interrupted if the caller script was LOCKed first, it seems yes. If the CALLed script is interrupted, the CALL doesn't end, it still waits for the current instance to end. |
Wow that's interesting, thanks so much! • A CALLed script always starts UNLK'ed? • What if it calls UNLK explicitly? The CALLer's LOCK state isn't affected? Meaning it keeps a record of whether each script in a CALL stack was in a LOCK state separately, instead of just keeping in like a single hidden agent-wide variable? (That's what I meant with my confusingly-worded question ^^' )
• So wait you mean if you MESG or the game sends an Event, that it will interrupt the CALLed script with the new script, but when that script is done, it will return to the CALLer script?! (That's wild if true! :o ) |
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Goooood to know! I mentioned it in—Oh well thanks GitHub, isn't that nifty! XD |
The INST state is preserved by pushing it to a stack of some kind across CALL's and restoring it when the CALL completes, but what about the LOCK state?
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