+static void SetAnimStatus_BeforeFadingOut()
+{
+ global.anim_status = GAME_MODE_PSEUDO_FADING;
+}
+
+static void SetAnimStatus_AfterFadingIn()
+{
+ global.anim_status = global.anim_status_next;
+
+ // force update of global animation status in case of rapid screen changes
+ redraw_mask = REDRAW_ALL;
+ BackToFront();
+}
+
DrawTextBuffer(sx + sx_offset, sy + sy_offset, text_final, font_nr,
line_length, -1, max_lines, line_spacing, mask_mode,
request.autowrap, request.centered, FALSE);
DrawTextBuffer(sx + sx_offset, sy + sy_offset, text_final, font_nr,
line_length, -1, max_lines, line_spacing, mask_mode,
request.autowrap, request.centered, FALSE);
DrawTextSAligned(pos->x, pos->y, label_text, font_nr, pos->align);
}
DrawTextSAligned(pos->x, pos->y, label_text, font_nr, pos->align);
}
DrawBackground(DX, DY, DXSIZE, DYSIZE);
/* force DOOR font inside door area */
DrawBackground(DX, DY, DXSIZE, DYSIZE);
/* force DOOR font inside door area */
/* write text for request */
for (text_ptr = text, ty = 0; ty < MAX_REQUEST_LINES; ty++)
/* write text for request */
for (text_ptr = text, ty = 0; ty < MAX_REQUEST_LINES; ty++)