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FULLPIPE: Add calls to callback1 in Movement::gotoNextFrame()
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@ -1570,7 +1570,7 @@ void Movement::removeFirstPhase() {
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_updateFlag1 = 0;
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}
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bool Movement::gotoNextFrame(int callback1, void (*callback2)(int *)) {
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bool Movement::gotoNextFrame(void (*callback1)(int, Common::Point *point, int, int), void (*callback2)(int *)) {
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debug(8, "Movement::gotoNextFrame()");
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if (!callback2) {
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@ -1622,7 +1622,7 @@ bool Movement::gotoNextFrame(int callback1, void (*callback2)(int *)) {
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if (_currMovement->_framePosOffsets) {
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if (callback1) {
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point = *_currMovement->_framePosOffsets[_currDynamicPhaseIndex];
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//callback1(_currDynamicPhaseIndex, &point, _ox, _oy);
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callback1(_currDynamicPhaseIndex, &point, _ox, _oy);
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_ox += deltax - point.x;
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_oy += point.y;
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@ -155,7 +155,7 @@ class Movement : public GameObject {
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int calcDuration();
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void removeFirstPhase();
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bool gotoNextFrame(int callback1, void (*callback2)(int *));
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bool gotoNextFrame(void (*_callback1)(int, Common::Point *point, int, int), void (*callback2)(int *));
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bool gotoPrevFrame();
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void gotoFirstFrame();
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void gotoLastFrame();
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@ -174,7 +174,7 @@ class StaticANIObject : public GameObject {
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int16 _field_32;
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int _field_34;
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int _initialCounter;
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int _callback1;
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void (*_callback1)(int, Common::Point *point, int, int);
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void (*_callback2)(int *);
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PtrList _movements;
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PtrList _staticsList;
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