Free Hero Mesh

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Overview
Comment:Make visual non-continuous animations to stop at the beginning of each turn (maybe this should be changed so that it only applies if the object's OF_BUSY flag was set at the time the animation started?)
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SHA1: cb74a8d881e877e508313b88b4f999b17b90f97a
User & Date: user on 2020-12-31 04:32:36
Other Links: manifest | tags
Context
2021-01-01
04:13
Change the logic for movement; this way seems to be closer to how it works in Hero Mesh, due to my experiments check-in: c53823977e user: user tags: trunk
2020-12-31
04:32
Make visual non-continuous animations to stop at the beginning of each turn (maybe this should be changed so that it only applies if the object's OF_BUSY flag was set at the time the animation started?) check-in: cb74a8d881 user: user tags: trunk
2020-12-30
01:04
Make BEGIN_TURN message to receive the saved X/Y coordinates rather than the current coordinates check-in: 0d6a84171e user: user tags: trunk
Changes

Modified exec.c from [ceec97a522] to [d2b7e53c78].

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  all_flushed=0;
  lastimage_processing=0;
  vstackptr=0;
  current_key=key;
  for(n=0;n<nobjects;n++) if(o=objects[n]) {
    o->distance=0;
    o->oflags&=~(OF_KEYCLEARED|OF_DONE);
    if(o->anim) o->anim->count=0;



  }
  // Input phase
  m=VOIDLINK;
  v=NVALUE(0);
  if(!quiz_obj.t) {
    n=lastobj;
    while(n!=VOIDLINK) {







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  all_flushed=0;
  lastimage_processing=0;
  vstackptr=0;
  current_key=key;
  for(n=0;n<nobjects;n++) if(o=objects[n]) {
    o->distance=0;
    o->oflags&=~(OF_KEYCLEARED|OF_DONE);
    if(o->anim) {
      o->anim->count=0;
      if(o->anim->status==ANISTAT_VISUAL) o->anim->status=0;
    }
  }
  // Input phase
  m=VOIDLINK;
  v=NVALUE(0);
  if(!quiz_obj.t) {
    n=lastobj;
    while(n!=VOIDLINK) {