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changed setup option to disable global animations to only affect toons
[rocksndiamonds.git]
/
src
/
anim.c
diff --git
a/src/anim.c
b/src/anim.c
index e836ff6a3aaf8ff85dabe6b0679111df38133f88..b651ac6fc5cbe1e31556d82b2585415a6149a180 100644
(file)
--- a/
src/anim.c
+++ b/
src/anim.c
@@
-531,10
+531,6
@@
static void InitGlobalAnimControls(void)
anim->state = ANIM_STATE_INACTIVE;
anim->state = ANIM_STATE_INACTIVE;
- // if draw order is undefined, set to default value "0"
- if (anim->control_info.draw_order == ARG_UNDEFINED_VALUE)
- anim->control_info.draw_order = 0;
-
part_nr = 0;
for (p = 0; p < NUM_GLOBAL_ANIM_PARTS_ALL; p++)
part_nr = 0;
for (p = 0; p < NUM_GLOBAL_ANIM_PARTS_ALL; p++)
@@
-606,10
+602,6
@@
static void InitGlobalAnimControls(void)
if (part->control_info.class == get_hash_from_key("pointer") &&
part->control_info.style == STYLE_DEFAULT)
part->control_info.style |= STYLE_PASSTHROUGH;
if (part->control_info.class == get_hash_from_key("pointer") &&
part->control_info.style == STYLE_DEFAULT)
part->control_info.style |= STYLE_PASSTHROUGH;
-
- // if draw order is undefined, inherit it from main animation
- if (part->control_info.draw_order == ARG_UNDEFINED_VALUE)
- part->control_info.draw_order = anim->control_info.draw_order;
}
if (anim->num_parts > 0 || anim->has_base)
}
if (anim->num_parts > 0 || anim->has_base)
@@
-788,7
+780,7
@@
static void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage)
int mode_nr;
int i;
int mode_nr;
int i;
- if (!setup.
to
ons)
+ if (!setup.
global_animati
ons)
return;
if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1 &&
return;
if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1 &&
@@
-898,6
+890,11
@@
static void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage)
int frame;
int last_anim_random_frame = gfx.anim_random_frame;
int frame;
int last_anim_random_frame = gfx.anim_random_frame;
+ if (!setup.toons &&
+ part->graphic >= IMG_TOON_1 &&
+ part->graphic <= IMG_TOON_20)
+ continue;
+
// when preparing source fading buffer, only draw animations to be stopped
if (drawing_target == DRAW_TO_FADE_SOURCE &&
game_mode_anim_action[part->mode_nr] != ANIM_STOP)
// when preparing source fading buffer, only draw animations to be stopped
if (drawing_target == DRAW_TO_FADE_SOURCE &&
game_mode_anim_action[part->mode_nr] != ANIM_STOP)