Overview
Comment: | Cause visual animations of an object to reset the first time each turn that object sets a logical animation |
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Downloads: | Tarball | ZIP archive | SQL archive |
Timelines: | family | ancestors | descendants | both | trunk |
Files: | files | file ages | folders |
SHA1: |
f263eed6d9d02deab1685d6073af866a |
User & Date: | user on 2020-12-20 01:22:56 |
Other Links: | manifest | tags |
Context
2020-12-20
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07:39 | Add checks for OF_DESTROYED and OF_VISUALONLY flags of an object that is trying to move, at the necessary times check-in: 040a277835 user: user tags: trunk | |
01:22 | Cause visual animations of an object to reset the first time each turn that object sets a logical animation check-in: f263eed6d9 user: user tags: trunk | |
2020-12-19
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22:31 | Add a message that game cannot continue with no objects check-in: f1435f4c66 user: user tags: trunk | |
Changes
Modified exec.c from [d24ac241a4] to [3b5e9774eb].
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224 225 226 227 228 229 230 231 232 233 234 235 236 237 | 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 | + | 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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