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TWINE: cleanup in move script
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8340c196e5
commit
bd4fa2e708
@ -704,6 +704,7 @@ void Animations::processAnimActions(int32 actorIdx) {
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}
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}
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// TODO: convert to boolean
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int32 Animations::initAnim(AnimationTypes newAnim, int16 animType, uint8 animExtra, int32 actorIdx) {
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ActorStruct *actor = _engine->_scene->getActor(actorIdx);
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if (actor->entity == -1) {
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@ -81,11 +81,10 @@ static int32 mANIM(TwinEEngine *engine, ScriptContext& ctx) {
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AnimationTypes animIdx = (AnimationTypes) * (scriptPtr++);
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if (engine->_animations->initAnim(animIdx, 0, 0, ctx.actorIdx)) {
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ctx.actor->positionInMoveScript++;
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} else {
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ctx.actor->positionInMoveScript = scriptPosition;
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return 1;
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return 0;
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}
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return 0;
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ctx.actor->positionInMoveScript = scriptPosition;
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return 1;
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}
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/*0x04*/
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@ -138,7 +137,7 @@ static int32 mANGLE(TwinEEngine *engine, ScriptContext& ctx) {
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}
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engine->_scene->currentScriptValue = *((int16 *)scriptPtr);
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if (ctx.actor->move.numOfStep == 0) {
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engine->_movements->moveActor(ctx.actor->angle, engine->_scene->currentScriptValue, ctx.actor->speed, move);
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engine->_movements->moveActor(ctx.actor->angle, engine->_scene->currentScriptValue, ctx.actor->speed, &ctx.actor->move);
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}
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if (ctx.actor->angle == engine->_scene->currentScriptValue) {
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engine->_movements->clearRealAngle(ctx.actor);
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