Oni (folder)/GameDataFolder/IGMD/global: Difference between revisions

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#You can always <tt>fork</tt> what you want to be <tt>fork</tt>ed inside <tt>func pre</tt>. And it will be exactly the same as if you placed the <tt>fork</tt>ed call directly inside <tt>func main</tt>.
#You can always <tt>fork</tt> what you want to be <tt>fork</tt>ed inside <tt>func pre</tt>. And it will be exactly the same as if you placed the <tt>fork</tt>ed call directly inside <tt>func main</tt>.
#If you put <tt>fork pre</tt> instead of <tt>pre</tt> in <tt>func main</tt>, you can no longer consider that you're "just adding stuff to the beginning of <tt>func main</tt>". You can make an inline call into a forked call, but not the other way round.
#If you put <tt>fork pre</tt> instead of <tt>pre</tt> in <tt>func main</tt>, you can no longer consider that you're "just adding stuff to the beginning of <tt>func main</tt>". You can make an inline call into a forked call, but not the other way round.
#In some cases, you may want to be sure some part of <tt>func pre</tt> is executed rigorously 'before' <tt>func main</tt>. And that's something you can not be sure of with a <tt>fork</tt>ed call.
#In some cases, you may want to be sure some part of <tt>func pre</tt> is executed ''rigorously before'' <tt>func main</tt>. And that's something you can not guarantee with a <tt>fork</tt>ed call.
Sure you can't do anything you want in an inline-called <tt>func pre</tt>, like put a <tt>sleep</tt> statement, or a call to <tt>chr_wait_animtype</tt>.
Sure you can't put anything you want in an inline-called <tt>func pre</tt>, like a <tt>sleep</tt> statement, or a call to <tt>chr_wait_animtype</tt>.
It's up to you to bear in mind that what you're looking at is in fact just a part of every level's <tt>func main</tt>.
It's up to you to bear in mind that what you're looking at is in fact just a part of every level's <tt>func main</tt>.