- Fixed the Reunite and Leave Town debug option
- Removed the cartoon_happening code - Added a MODE_CUTSCENE for possible future use git-svn-id: http://openexile.googlecode.com/svn/trunk@102 4ebdad44-0ea0-11de-aab3-ff745001d230
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@@ -50,7 +50,7 @@ extern Rect bg[];
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extern WindowPtr mainPtr;
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extern short dungeon_font_num,geneva_font_num,town_type,which_combat_type;
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extern eGameMode overall_mode;
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extern bool play_sounds,boom_anim_active,cartoon_happening,in_startup_mode;
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extern bool play_sounds,boom_anim_active,in_startup_mode;
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extern GWorldPtr fields_gworld,boom_gworld,dlg_buttons_gworld[NUM_BUTTONS][2],terrain_screen_gworld,missiles_gworld,invenbtn_gworld;
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//extern party_record_type party;
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extern GWorldPtr bg_gworld;
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@@ -128,20 +128,19 @@ Rect explode_place_rect[30];
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// Animation vars
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//extern town_record_type anim_town;
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//extern tiny_tr_type anim_t_d;
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extern short anim_step;
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short store_anim_type;
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extern char anim_str[60];
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extern location anim_str_loc;
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// if < 6; target PC, if >= 100, targ monst, if 6, go to anim_pc_loc
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short anim_pc_targets[6];
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short anim_monst_targets[60];
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short anim_pcs[6];
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location anim_pc_locs[6],anim_monst_locs[60];
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location anim_string_loc;
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char anim_string[60];
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//extern short anim_step;
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//extern char anim_str[60];
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//extern location anim_str_loc;
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//
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//// if < 6; target PC, if >= 100, targ monst, if 6, go to anim_pc_loc
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//short anim_pc_targets[6];
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//short anim_monst_targets[60];
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//
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//short anim_pcs[6];
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//
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//location anim_pc_locs[6],anim_monst_locs[60];
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//location anim_string_loc;
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//char anim_string[60];
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char last_light_mask[13][13];
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void apply_unseen_mask()
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@@ -438,16 +437,10 @@ void do_missile_anim(short num_steps,location missile_origin,short sound_num)
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return;
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// initialize general data
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if ((in_startup_mode == true) && (store_anim_type == 0)) {
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if (in_startup_mode) {
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current_terrain_ul.h = 306;
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current_terrain_ul.v = 5;
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}
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else if ((cartoon_happening == true) && (store_anim_type > 0)) {
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current_terrain_ul = store_anim_ul;
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}
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else {
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current_terrain_ul.h = current_terrain_ul.v = 5;
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}
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} else current_terrain_ul.h = current_terrain_ul.v = 5;
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// make terrain_template contain current terrain all nicely
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draw_terrain(1);
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@@ -621,17 +614,10 @@ void do_explosion_anim(short sound_num,short special_draw)
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return;
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// initialize general data
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if ((in_startup_mode == true) && (store_anim_type == 0)) {
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if (in_startup_mode) {
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current_terrain_ul.h = 306;
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current_terrain_ul.v = 5;
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}
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else if ((cartoon_happening == true) && (store_anim_type > 0)) {
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current_terrain_ul = store_anim_ul;
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}
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else {
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current_terrain_ul.h = current_terrain_ul.v = 5;
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}
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} else current_terrain_ul.h = current_terrain_ul.v = 5;
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// make terrain_template contain current terrain all nicely
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draw_terrain(1);
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