int src_bitmap_width, src_bitmap_height;
/* now check if no animation frames are outside of the loaded image */
int src_bitmap_width, src_bitmap_height;
/* now check if no animation frames are outside of the loaded image */
/* this avoids calculating wrong start position for out-of-bounds frame */
src_x = graphic_info[i].src_x;
src_y = graphic_info[i].src_y;
/* this avoids calculating wrong start position for out-of-bounds frame */
src_x = graphic_info[i].src_x;
src_y = graphic_info[i].src_y;
Error(ERR_INFO_LINE, "-");
graphic_info[i] = graphic_info[fallback_graphic];
Error(ERR_INFO_LINE, "-");
graphic_info[i] = graphic_info[fallback_graphic];
}
/* check if last animation frame is inside specified bitmap */
last_frame = graphic_info[i].anim_frames - 1;
}
/* check if last animation frame is inside specified bitmap */
last_frame = graphic_info[i].anim_frames - 1;
- getFixedGraphicSource(i, last_frame, &src_bitmap, &src_x, &src_y);
+ getGraphicSourceXY(i, last_frame, &src_x, &src_y, FALSE);
EL_INTERNAL_CASCADE_SP_ACTIVE,
EL_INTERNAL_CASCADE_DC_ACTIVE,
EL_INTERNAL_CASCADE_DX_ACTIVE,
EL_INTERNAL_CASCADE_SP_ACTIVE,
EL_INTERNAL_CASCADE_DC_ACTIVE,
EL_INTERNAL_CASCADE_DX_ACTIVE,
EL_INTERNAL_CASCADE_CHARS_ACTIVE,
EL_INTERNAL_CASCADE_STEEL_CHARS_ACTIVE,
EL_INTERNAL_CASCADE_CE_ACTIVE,
EL_INTERNAL_CASCADE_CHARS_ACTIVE,
EL_INTERNAL_CASCADE_STEEL_CHARS_ACTIVE,
EL_INTERNAL_CASCADE_CE_ACTIVE,
EL_INTERNAL_CASCADE_CHARS,
EL_INTERNAL_CASCADE_STEEL_CHARS,
EL_INTERNAL_CASCADE_CE,
EL_INTERNAL_CASCADE_CHARS,
EL_INTERNAL_CASCADE_STEEL_CHARS,
EL_INTERNAL_CASCADE_CE,
global.border_status = GAME_MODE_LOADING;
global.anim_status = global.anim_status_next = GAME_MODE_LOADING;
global.border_status = GAME_MODE_LOADING;
global.anim_status = global.anim_status_next = GAME_MODE_LOADING;
{
/* fall back to default level set (current set may have caused an error) */
SaveLevelSetup_LastSeries_Deactivate();
{
/* fall back to default level set (current set may have caused an error) */
SaveLevelSetup_LastSeries_Deactivate();