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Author Topic:   sp_kill or sp_active?
Beuc posted 03-16- 04:09 AM CT (US)   Click Here to See the Profile for Beuc   Click Here to Email Beuc  
To delete sprites, I see
sp_kill(&sprite, 10);
but also
sp_active(&sprite, 0);

What is the difference with them?


Btw, I noticed that when you use sp_kill, even with a draw_hard_map just after, it doesn't delete the hardness (but sp_active do).

Thanks.

Phoenix posted 03-18- 02:01 PM CT (US)     Click Here to See the Profile for Phoenix  Click Here to Email Phoenix     
I do know a little difference between them...

sp_kill(&sprite, 10);
The # you enter there (10) tells sp_kill to wait 10 miliseconds before killing the sprite.
I think this is to avoid a wait(10); and then do a sp_active(&sprite, 0); (This won't stop the script while waiting for the sprite's death)

sp_active(&sprite, 0);
This kills the sprite right away. DEAD! ;)

Beuc posted 03-20- 04:54 AM CT (US)     Click Here to See the Profile for Beuc  Click Here to Email Beuc     
Mmm, this nick reminds me someone :)

So I reformulate:
What is the difference between
sp_kill_wait(&sprite) and sp_active(&sprite, 0).

They seem to have the same function,
but sp_active seeems to work better with sprite with warp.

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