Terminate: Difference between revisions
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Doom64hunter (talk | contribs) Created page with "The '''terminate''' command is used to exit the current state early, without propagating down the entire call chain. By contrast, the return command propagates along a call chain of states and completely terminates the execution of the innermost event or actor code. For clarity, this should be used instead of the break command. == Examples == When the following code snippet is run, quote 125 ("SPAWNED HEAVYHBOMB") and quote 126 ("RAN EVENT_EGS") a..." |
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'''endevent''' | '''endevent''' | ||
[[Category:EDuke32 specific commands]] | |||
[[Category:Event manipulation]] | [[Category:Event manipulation]] |
Latest revision as of 04:24, 7 January 2024
The terminate command is used to exit the current state early, without propagating down the entire call chain.
By contrast, the return command propagates along a call chain of states and completely terminates the execution of the innermost event or actor code.
For clarity, this should be used instead of the break command.
Examples
When the following code snippet is run, quote 125 ("SPAWNED HEAVYHBOMB") and quote 126 ("RAN EVENT_EGS") are displayed, but not quote 127 ("RAN TEST STATE").
definequote 125 SPAWNED HEAVYHBOMB definequote 126 RAN EVENT_EGS definequote 127 RAN TEST STATE state teststate1 terminate userquote 127 ends onevent EVENT_EGS ifactor HEAVYHBOMB { state teststate1 userquote 126 } endevent onevent EVENT_LOADACTOR ifvare THISACTOR 0 { // the concrete actor is irrelevant, only placeholder spawn HEAVYHBOMB // --> EVENT_EGS userquote 125 } endevent