Wait states are checked on descriptor input every pulse (this happens in
comm.c, in the game_loop).  Since they don't have an input buffer or any
of that nice stuff, it's really only possible to call interpret or the
do_* function on mobs directly, so the commands go straight through.
Your best bet for getting mob delays is to set up some sort of command
queue, and add to that queue inside of interpret and wherever functions
are called directly.  Then each pulse, run through the queue(s) and
execute the command.
Another way is to buffer mob commands the way players do.  That might be
easier in terms of integrating into the current code, but could get
really ugly for CPU and memory usage.
--Palrich.

Dale Kingston wrote:
> 
> ok all i got a question i'm trying to add wait states to mobs but i can't
> get it to make them wait; if i switch the mob and and the wait state works
> fine but just adding it to a mob doesn't do anything anyone know where in
> the code that wait state is for pc? or how i could do this?
> 
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