Implemented actions widget and editing functionalities
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<html>
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<head>
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<title>Shared data</title>
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<link href="style.css" rel="stylesheet" type="text/css">
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</head>
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<body background="images/back.gif">
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<!--START-->
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<h3>Shared data</h3>
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Shared data communication is probably the easiest way to synchronize
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the game. All communication is shielded from you. There is a set of
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1000000 values that are common to all entities of the game (preferably
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only use the first few to save memory). Each entity can set values and
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read values. <i>Game Maker</i> makes sure that each entity sees
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the same values. A value can either be a real or a string. There
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are just two routines:
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<p>
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<blockquote>
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<tt><b>mplay_data_write(ind,val)</b></tt>
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write value val (string or real) into location ind (ind between 0 and 1000000).<br>
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<tt><b>mplay_data_read(ind)</b></tt>
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returns the value in location ind (ind between 0 and 1000000). Initially all values are 0.<br>
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</blockquote>
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<p>
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To synchronize the data on the different machines you can either use a
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guaranteed mode that makes sure that the change arrives on the other machine
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(but which is slow) or non-guaranteed. To change this use the following routine:
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<p>
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<blockquote>
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<tt><b>mplay_data_mode(guar)</b></tt>
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sets whether or not to use guaranteed transmission for
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shared data. guar should either be true (the default) or false.<br>
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</blockquote>
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<!--END-->
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</body>
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</html>
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<!-- KEYWORDS
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shared data
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mplay_data_write()
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mplay_data_read()
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mplay_data_mode()
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-->
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