anim->base = *part;
anim->has_base = TRUE;
}
+
+ // apply special settings for pointer-style animations
+ if (part->control_info.class == get_hash_from_key("pointer"))
+ {
+ // force animation to be on top (must set anim and part control)
+ if (anim->control_info.draw_order == 0)
+ anim->control_info.draw_order = 1000000;
+ if (part->control_info.draw_order == 0)
+ part->control_info.draw_order = 1000000;
+
+ // force animation to pass-through clicks (must set part control)
+ if (part->control_info.style == STYLE_DEFAULT)
+ part->control_info.style |= STYLE_PASSTHROUGH;
+ }
}
if (anim->num_parts > 0 || anim->has_base)
part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_2;
- gfx.cursor_mode_override = CURSOR_NONE;
+ // do not use global animation mouse pointer when reloading artwork
+ if (global.anim_status != GAME_MODE_LOADING)
+ gfx.cursor_mode_override = CURSOR_NONE;
}
else if (part->control_info.class == get_hash_from_key("door_1"))
{