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static void animate(Uint32 n,Uint32 f,Uint32 a0,Uint32 a1,Uint32 t) {
Animation*an=objects[n]->anim;
objects[n]->image=a0;
f&=0x0B;
if(!an) an=objects[n]->anim=animalloc();
if(an->status&ANISTAT_SYNCHRONIZED) an->status=0;
if(an->count==max_animation) f=ANI_STOP;
if(f&(ANI_ONCE|ANI_LOOP)) {
switch(an->status) {
case 0:
an->vtime=an->lstep=an->vstep=0;
an->vimage=a0;
break;
case ANISTAT_LOGICAL:
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static void animate(Uint32 n,Uint32 f,Uint32 a0,Uint32 a1,Uint32 t) {
Animation*an=objects[n]->anim;
objects[n]->image=a0;
f&=0x0B;
if(!an) an=objects[n]->anim=animalloc();
if(an->status&ANISTAT_SYNCHRONIZED) an->status=0;
if(an->count==max_animation) f=ANI_STOP;
if(!an->count && (an->status&ANISTAT_VISUAL)) an->status=0;
if(f&(ANI_ONCE|ANI_LOOP)) {
switch(an->status) {
case 0:
an->vtime=an->lstep=an->vstep=0;
an->vimage=a0;
break;
case ANISTAT_LOGICAL:
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