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fixed state of global animation parts waiting for initial event
author
Holger Schemel
<info@artsoft.org>
Tue, 14 Nov 2023 23:30:30 +0000
(
00:30
+0100)
committer
Holger Schemel
<info@artsoft.org>
Wed, 15 Nov 2023 10:39:39 +0000
(11:39 +0100)
src/anim.c
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diff --git
a/src/anim.c
b/src/anim.c
index 7ecdf8fdc04d9aeadd06f7bbb6c0ef639016623b..222369e1abb3b0c364e6198dfae4f23bae4256b8 100644
(file)
--- a/
src/anim.c
+++ b/
src/anim.c
@@
-1934,9
+1934,13
@@
static void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim,
for (i = 0; i < num_parts; i++)
anim->part[i].state = ANIM_STATE_INACTIVE;
for (i = 0; i < num_parts; i++)
anim->part[i].state = ANIM_STATE_INACTIVE;
- // ... then set current animation part
s to "running"
+ // ... then set current animation part
to "running" ...
part->state = ANIM_STATE_RUNNING;
part->state = ANIM_STATE_RUNNING;
+ // ... unless it is waiting for an initial event
+ if (part->init_event_state)
+ part->state = ANIM_STATE_WAITING;
+
anim->state = HandleGlobalAnim_Part(part, anim->state);
if (anim->state & ANIM_STATE_RESTART)
anim->state = HandleGlobalAnim_Part(part, anim->state);
if (anim->state & ANIM_STATE_RESTART)