redraw_mask &= ~fade_mask;
}
-static void SetAnimStatus_BeforeFadingOut()
+static void SetScreenStates_BeforeFadingIn()
{
- global.anim_status = GAME_MODE_PSEUDO_FADING;
}
-static void SetAnimStatus_AfterFadingIn()
+static void SetScreenStates_AfterFadingIn()
{
global.anim_status = global.anim_status_next;
BackToFront();
}
+static void SetScreenStates_BeforeFadingOut()
+{
+ global.anim_status = GAME_MODE_PSEUDO_FADING;
+}
+
+static void SetScreenStates_AfterFadingOut()
+{
+ global.border_status = game_status;
+}
+
void FadeIn(int fade_mask)
{
+ SetScreenStates_BeforeFadingIn();
+
#if 1
DrawMaskedBorder(REDRAW_ALL);
#endif
FADE_SXSIZE = FULL_SXSIZE;
FADE_SYSIZE = FULL_SYSIZE;
- SetAnimStatus_AfterFadingIn();
+ SetScreenStates_AfterFadingIn();
}
void FadeOut(int fade_mask)
{
- SetAnimStatus_BeforeFadingOut();
+ SetScreenStates_BeforeFadingOut();
#if 0
DrawMaskedBorder(REDRAW_ALL);
else
FadeExt(fade_mask, FADE_MODE_FADE_OUT, FADE_TYPE_FADE_OUT);
- global.border_status = game_status;
+ SetScreenStates_AfterFadingOut();
}
static void FadeSetLeaveNext(struct TitleFadingInfo fading_leave, boolean set)