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AVALANCHE: Repair bug regarding uninitialized direction in Avalot. Some renaming in Animation.
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@ -123,7 +123,7 @@ void AnimationType::init(byte spritenum, bool doCheck, Animation *anim) {
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inf.close();
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}
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void AnimationType::original() {
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void AnimationType::reset() {
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_quick = false;
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_id = 177;
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}
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@ -362,9 +362,9 @@ Animation::~Animation() {
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}
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}
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void Animation::loadAnims() {
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void Animation::resetAnims() {
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for (int16 i = 0; i < kSpriteNumbMax; i++)
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_sprites[i].original();
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_sprites[i].reset();
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}
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byte Animation::checkFeet(int16 x1, int16 x2, int16 oy, int16 y, byte yl) {
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@ -74,7 +74,7 @@ public:
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byte _eachStepProc;
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void init(byte spritenum, bool doCheck, Animation *anim); // Loads & sets up the sprite.
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void original(); // Just sets 'quick' to false.
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void reset(); // Just sets 'quick' to false. Original name: original().
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void draw(); // Drops sprite onto screen. Original: andexor().
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void turn(Direction whichway); // Turns character round.
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void appear(int16 wx, int16 wy, Direction wf); // Switches it on.
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@ -119,7 +119,7 @@ public:
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~Animation();
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void animLink();
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void loadAnims(); // Original: loadtrip().
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void resetAnims(); // Original: loadtrip().
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void callSpecial(uint16 which);
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void catacombMove(byte ped); // When you enter a new position in the catacombs, this procedure should be called. It changes the 'also' codes so that they may match the picture on the screen.
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void stopWalking();
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@ -361,12 +361,12 @@ void Avalot::setup() {
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_vm->_parser->_inputTextPos = 0;
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_vm->_parser->_quote = true;
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_vm->_animation->setDirection(kDirStopped);
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_vm->_animation->resetAnims();
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drawToolbar();
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_vm->_dialogs->setReadyLight(2);
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_vm->_animation->setDirection(kDirStopped);
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_vm->_animation->loadAnims();
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dawn();
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_vm->_parser->_cursorState = false;
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_vm->_parser->cursorOn();
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