- Fixed some bugs and inconsistencies in the dialog code
- Started a utility to quickly preview a dialog - Moved the ppats from the individual applications into the Graphics file; reduces redudancy git-svn-id: http://openexile.googlecode.com/svn/trunk@26 4ebdad44-0ea0-11de-aab3-ff745001d230
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@@ -43,7 +43,6 @@ Rect sbar_rect = {283,546,421,562};
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Rect shop_sbar_rect = {67,258,357,274};
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Rect item_sbar_rect = {146,546,253,562};
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Boolean bgm_on = FALSE,bgm_init = FALSE;
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short dungeon_font_num,geneva_font_num;
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short dialog_answer;
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Point store_anim_ul;
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scenario_data_type scenario;
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@@ -178,15 +177,13 @@ int main(void)
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init_buf();
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load_sounds();
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set_up_apple_events();
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//import_template_terrain();
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//import_anim_terrain(0);
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plop_fancy_startup();
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party.stuff_done[SDF_NO_FRILLS] = 0;
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party.stuff_done[SDF_NO_SOUNDS] = 0;
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//party.stuff_done[SDF_NO_FRILLS] = 0;
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//party.stuff_done[SDF_NO_SOUNDS] = 0;
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init_screen_locs();
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@@ -194,7 +191,7 @@ int main(void)
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init_dialogs();
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//init_party(0);
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PSD[SDF_GAME_SPEED] = 1;
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//PSD[SDF_GAME_SPEED] = 1;
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//init_anim(0);
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@@ -267,7 +264,7 @@ void Initialize(void)
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// To make the Random sequences truly random, we need to make the seed start
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// at a different number. An easy way to do this is to put the current time
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// and date into the seed. Since it is always incrementing the starting seed
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// will always be different. Don’t for each call of Random, or the sequence
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// will always be different. Don’t for each call of Random, or the sequence
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// will no longer be random. Only needed once, here in the init.
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//
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unsigned long time;
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