+
+ /* sort all animations according to draw_order and animation number */
+ for (m = 0; m < NUM_GAME_MODES; m++)
+ {
+ struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[m];
+
+ /* sort all main animations for this game mode */
+ qsort(ctrl->anim, ctrl->num_anims,
+ sizeof(struct GlobalAnimMainControlInfo),
+ compareGlobalAnimMainControlInfo);
+
+ for (a = 0; a < ctrl->num_anims; a++)
+ {
+ struct GlobalAnimMainControlInfo *anim = &ctrl->anim[a];
+
+ /* sort all animation parts for this main animation */
+ qsort(anim->part, anim->num_parts,
+ sizeof(struct GlobalAnimPartControlInfo),
+ compareGlobalAnimPartControlInfo);
+ }
+ }
+
+ for (i = 0; i < NUM_GAME_MODES; i++)
+ game_mode_anim_classes[i] = ANIM_CLASS_NONE;
+ for (i = 0; game_mode_anim_classes_list[i].game_mode != -1; i++)
+ game_mode_anim_classes[game_mode_anim_classes_list[i].game_mode] =
+ game_mode_anim_classes_list[i].class;
+
+ for (i = 0; i < NUM_ANIM_CLASSES; i++)
+ anim_class_game_modes[i] = GAME_MODE_DEFAULT;
+ for (i = 0; anim_class_game_modes_list[i].game_mode != -1; i++)
+ anim_class_game_modes[anim_class_game_modes_list[i].class_bit] =
+ anim_class_game_modes_list[i].game_mode;
+
+ anim_status_last = GAME_MODE_LOADING;
+ anim_classes_last = ANIM_CLASS_NONE;