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* Removed some code I forgot to remove in Game::startPlay() (a call to AnimationManager::play())
* Fixed logic checking for object visibility in various GPL commands (I originally misinterpreted the original engine code). svn-id: r42908
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@ -275,9 +275,9 @@ int Script::funcActPhase(int objID) {
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GameObject *obj = _vm->_game->getObject(objID);
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bool visible = (objID == kDragonObject || obj->_visible);
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bool visible = (obj->_location == _vm->_game->getRoomNum() && obj->_visible);
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if (visible && (obj->_location == _vm->_game->getRoomNum())) {
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if (objID == kDragonObject || visible) {
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int animID = obj->_anims[0];
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Animation *anim = _vm->_anims->getAnimation(animID);
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ret = anim->currentFrameNum();
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@ -355,9 +355,9 @@ void Script::start(Common::Queue<int> ¶ms) {
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Animation *anim = _vm->_anims->getAnimation(animID);
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anim->registerCallback(&Animation::stopAnimation);
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bool visible = (objID == kDragonObject || obj->_visible);
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bool visible = (obj->_location == _vm->_game->getRoomNum() && obj->_visible);
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if (visible && (obj->_location == _vm->_game->getRoomNum())) {
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if (objID == kDragonObject || visible) {
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_vm->_anims->play(animID);
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}
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}
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@ -382,19 +382,19 @@ void Script::startPlay(Common::Queue<int> ¶ms) {
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anim->registerCallback(&Animation::exitGameLoop);
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_vm->_game->setLoopStatus(kStatusStrange);
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bool visible = (obj->_location == _vm->_game->getRoomNum() && obj->_visible);
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if (objID == kDragonObject || visible) {
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_vm->_anims->play(animID);
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}
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_vm->_game->loop();
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_vm->_game->setExitLoop(false);
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_vm->_anims->stop(animID);
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_vm->_game->setLoopStatus(kStatusOrdinary);
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anim->registerCallback(&Animation::doNothing);
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bool visible = (objID == kDragonObject || obj->_visible);
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if (visible && (obj->_location == _vm->_game->getRoomNum())) {
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_vm->_anims->play(animID);
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}
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}
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void Script::c_If(Common::Queue<int> ¶ms) {
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