i have some code that needs to loop and set soemthing up. but it relies on the code it runs from to of been updated correctly. i have a thread (update_all) that does this.
I have waitthread update_allcmds, but it does not wait for it to finish. it atcs like thread.
Code: Select all
waitthread update_allcmds
}
wait 1 // IF I PUT WAIT 1 HERE IT WORKS COS ITS ENOUGH TIME FOR THE THREAD TO FINISH
for(local.i=1;local.i<=game.all_commands.size;local.i++)
{
iprintln game.all_commands[local.i][1]
}
for(local.i=1;local.i <= game.scripts.size;local.i++)
{
local.jente = game.scripts[local.i][1]
//level.run[local.jente] = waitthread getcmd "adverts" //local.jente
MY VARS RETURN NIL COS ADVERTS has not been updated into game.all_commands yet.
local.hm = waitthread getcmd "adverts" 1 //local.jente
iprintln local.hm
exec game.scripts[local.i][4]
}
Code: Select all
update_allcmds:
for(local.i=1;local.i<=game.commands.size;local.i++)
{
for(local.s=1;local.s <= game.commands[local.i].size; local.s++ )
{
game.all_commands[local.i][local.s] = game.commands[local.i][local.s]
}
}
if(game.loaded_weapons==NIL)
{
end
}
local.i = game.commands.size
for(local.n=1;local.n<=game.loaded_weapons.size;local.n++)
{
local.i++
for(local.s=1;local.s <= game.loaded_weapons[local.n].size; local.s++ )
{
game.all_commands[local.i][local.s] = game.loaded_weapons[local.n][local.s]
}
}
local.i = game.all_commands.size
for(local.n=1;local.n<=game.scripts.size;local.n++)
{
local.i++
for(local.s=1;local.s <= game.scripts[local.n].size; local.s++ )
{
game.all_commands[local.i][local.s] = game.scripts[local.n][local.s]
}
}
end
g_debugscript or something?
im off to bed now. i bet its something stupid i just cant think., please point that out. good night!
