var cSecPerFrame: Number = 0.05; function Delay (timeDelay: Number, secPerFrame: Number): Void {var startTime: Number = getTimer () / 1000 ;; var tmpTime: Number = startTime; trace (tmpTime); while (tmpTime
Oh, the old soup is replaced with new drugs, but Delay is DELAY, but it is forcibly occupying Flash run resources, and even the screen is suspended together. ~~~~