re-added explicitly setting draw order for pointer-style animations Even though pointer-style animations are handled specially when being drawn (on top of all other global animations), they are not handled specially when being checked for clicks. Therefore, forcing a high draw order for pointer-style animations is still required (as the draw order is not only used for drawing, but also for the order of checking animations for mouse clicks). This reverts commit d1a0dcb3.
changed setup option to disable global animations to only affect toons All global animations can still be disabled in the setup config file, but this should probably only be used for testing purposes, as global animations are an integral part of certain custom level sets now.
reverted setting (and maybe inheriting) draw order for global animations Although this feature seems to be quite useful (setting draw order for main animations once, and let animation parts inherit the draw order from the main animation if it is not defined for the animation part), it would have to be implemented for all other attributes, too (like X and Y position of the main animation and animation parts, for example), so it seems to be better to not make an exception for this specific attribute. This reverts commit 895d5cb3.
fixed correctly using defined draw order of global animations Before this change, there was only limited support for the attribute ".draw_order" for global animations, which did not work correctly if the global animations had different game modes defined (like ".MAIN"), as global animations were drawn in numerical game mode order, so draw order was ignored between game modes and also between main animations. With this change, global animations will really be drawn with their defined draw order.
reverted order of processing game modes for global animations clicks The assumptions that led to the change that is reverted here were simply wrong: When drawing global animations in a certain order, checking for mouse clicks must be done in reverse order, to ensure that the click is processed for the topmost global animation. This includes processing game modes in reverse order (which are handled in normal order when drawing global animations). Processing clicks for a global animation based custom mouse pointer should be handled separately anyway, to process it independently from the game mode it was defined for. This reverts commit e3411dc9.