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stop_entire_game
Prototypevoid stop_entire_game(bool stop)
stop_entire_game()
will stop the entire game, except for choice statements, if stop
is 1.
c
// Modified excerpt from lraise.c
void raise(void)
{
playsound(33, 22000, 0, 0,0);
script_attach(1000);
playsound(10,22050,0,0,0);
wait(1000);
stop_entire_game(1);
choice_start();
set_y 240
title_start();
YOU ARE NOW LEVEL &level
You may increase one of your attributes.
title_end();
"Increase Attack"
"Increase Defense"
"Increase Magic"
choice_end();
// handle choices
}
Note that there is no direct call of stop_entire_game(0)
. It is automatically reset to 0 once the choice statement has finished.
However, if stop is set to 0 from within DinkC, all current sprites will be drawn to the background, almost like a snapshot.