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added delay counter data type and adjusted related functions
[rocksndiamonds.git]
/
src
/
anim.c
diff --git
a/src/anim.c
b/src/anim.c
index 7f6691f0fac1f6c82a4fc7909fa457c97b3b9175..aa005263a2f03c0feb619382b0ebdd60398fb5ad 100644
(file)
--- a/
src/anim.c
+++ b/
src/anim.c
@@
-124,7
+124,8
@@
struct GlobalAnimPartControlInfo
unsigned int initial_anim_sync_frame;
unsigned int anim_random_frame;
unsigned int initial_anim_sync_frame;
unsigned int anim_random_frame;
- unsigned int step_delay, step_delay_value;
+
+ DelayCounter step_delay;
int init_delay_counter;
int anim_delay_counter;
int init_delay_counter;
int anim_delay_counter;
@@
-436,8
+437,8
@@
static void InitToonControls(void)
part->initial_anim_sync_frame = 0;
part->anim_random_frame = -1;
part->initial_anim_sync_frame = 0;
part->anim_random_frame = -1;
- part->step_delay = 0;
- part->step_delay
_
value = graphic_info[control].step_delay;
+ part->step_delay
.count
= 0;
+ part->step_delay
.
value = graphic_info[control].step_delay;
part->state = ANIM_STATE_INACTIVE;
part->last_anim_status = -1;
part->state = ANIM_STATE_INACTIVE;
part->last_anim_status = -1;
@@
-543,8
+544,8
@@
static void InitGlobalAnimControls(void)
part->initial_anim_sync_frame = 0;
part->anim_random_frame = -1;
part->initial_anim_sync_frame = 0;
part->anim_random_frame = -1;
- part->step_delay = 0;
- part->step_delay
_
value = graphic_info[control].step_delay;
+ part->step_delay
.count
= 0;
+ part->step_delay
.
value = graphic_info[control].step_delay;
part->state = ANIM_STATE_INACTIVE;
part->last_anim_status = -1;
part->state = ANIM_STATE_INACTIVE;
part->last_anim_status = -1;
@@
-1531,8
+1532,7
@@
static int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part,
// special case to prevent expiring loop sounds when playing
PlayGlobalAnimSoundIfLoop(part);
// special case to prevent expiring loop sounds when playing
PlayGlobalAnimSoundIfLoop(part);
- if (!DelayReachedExt(&part->step_delay, part->step_delay_value,
- anim_sync_frame))
+ if (!DelayReachedExt(&part->step_delay, anim_sync_frame))
return ANIM_STATE_RUNNING;
#if 0
return ANIM_STATE_RUNNING;
#if 0