int mode_nr;
int i;
- if (!setup.toons)
+ if (!setup.global_animations)
return;
if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1 &&
int frame;
int last_anim_random_frame = gfx.anim_random_frame;
+ if (!setup.toons &&
+ part->graphic >= IMG_TOON_1 &&
+ part->graphic <= IMG_TOON_20)
+ continue;
+
// when preparing source fading buffer, only draw animations to be stopped
if (drawing_target == DRAW_TO_FADE_SOURCE &&
game_mode_anim_action[part->mode_nr] != ANIM_STOP)
TYPE_SWITCH,
&setup.toons, "toons"
},
+ {
+ TYPE_SWITCH,
+ &setup.global_animations, "global_animations"
+ },
{
TYPE_SWITCH,
&setup.scroll_delay, "scroll_delay"
si->sound_music = TRUE;
si->sound_simple = TRUE;
si->toons = TRUE;
+ si->global_animations = TRUE;
si->scroll_delay = TRUE;
si->forced_scroll_delay = FALSE;
si->scroll_delay_value = STD_SCROLL_DELAY;
BackToFront();
- // deactivate toons on error message screen
- setup.toons = FALSE;
+ // deactivate toons and global animations on error message screen
+ setup.global_animations = FALSE;
WaitForEventToContinue();
}
return TRUE;
// deactivate global animations (not accessible in game state "loading")
- setup.toons = FALSE;
+ setup.global_animations = FALSE;
// set game state to "loading" to be able to show busy animation
SetGameStatus(GAME_MODE_LOADING);
boolean sound_music;
boolean sound_simple;
boolean toons;
+ boolean global_animations;
boolean scroll_delay;
boolean forced_scroll_delay;
int scroll_delay_value;
{ TYPE_SWITCH, &setup.quick_switch, "Quick Player Focus Switch:" },
{ TYPE_SWITCH, &setup.quick_doors, "Quick Menu Doors:" },
{ TYPE_SWITCH, &setup.show_titlescreen,"Show Title Screens:" },
- { TYPE_SWITCH, &setup.toons, "Show Menu Animations:" },
+ { TYPE_SWITCH, &setup.toons, "Show Toons:" },
{ TYPE_SWITCH, &setup.small_game_graphics, "Small Game Graphics:" },
{ TYPE_YES_NO_AUTO, &setup.debug.xsn_mode, debug_xsn_mode },
{ TYPE_EMPTY, NULL, "" },