// animation synchronized with global frame counter, not move position
if (graphic_info[graphic].anim_global_sync || sync_frame < 0)
sync_frame = FrameCounter;
// animation synchronized with global frame counter, not move position
if (graphic_info[graphic].anim_global_sync || sync_frame < 0)
sync_frame = FrameCounter;
return getAnimationFrame(graphic_info[graphic].anim_frames,
graphic_info[graphic].anim_delay,
return getAnimationFrame(graphic_info[graphic].anim_frames,
graphic_info[graphic].anim_delay,
element_mm <= EL_MM_RUNTIME_END_NATIVE ?
EL_MM_RUNTIME_START + element_mm - EL_MM_RUNTIME_START_NATIVE :
element_mm <= EL_MM_RUNTIME_END_NATIVE ?
EL_MM_RUNTIME_START + element_mm - EL_MM_RUNTIME_START_NATIVE :
int el_act_dir2img(int element, int action, int direction)
{
element = GFX_ELEMENT(element);
int el_act_dir2img(int element, int action, int direction)
{
element = GFX_ELEMENT(element);
else if (IN_FIELD(x, y, MAX_LEV_FIELDX, MAX_LEV_FIELDY))
sync_frame = GfxFrame[x][y];
else
else if (IN_FIELD(x, y, MAX_LEV_FIELDX, MAX_LEV_FIELDY))
sync_frame = GfxFrame[x][y];
else
else if (IN_FIELD(x, y, MAX_LEV_FIELDX, MAX_LEV_FIELDY))
sync_frame = GfxFrame[x][y];
else
else if (IN_FIELD(x, y, MAX_LEV_FIELDX, MAX_LEV_FIELDY))
sync_frame = GfxFrame[x][y];
else