MADS: Fix animations for opening car door at various car locations

This commit is contained in:
Paul Gilbert 2015-03-04 21:51:01 -05:00
parent 51797d1438
commit ce4c030117
2 changed files with 4 additions and 4 deletions

View File

@ -2024,7 +2024,7 @@ void Scene511::actions() {
case 0:
_game._player._stepEnabled = false;
_scene->_sequences.remove(_globals._sequenceIndexes[1]);
_globals._sequenceIndexes[1] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[1], false, 6, 1, 0, 0);
_globals._sequenceIndexes[1] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[1], false, 6, 1, 0, 0);
_scene->_sequences.setDepth(_globals._sequenceIndexes[1], 1);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_EXPIRE, 0, 1);
break;
@ -2588,7 +2588,7 @@ void Scene513::actions() {
case 0:
_game._player._stepEnabled = false;
_scene->_sequences.remove(_globals._sequenceIndexes[1]);
_globals._sequenceIndexes[1] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[1], false, 6, 1, 0, 0);
_globals._sequenceIndexes[1] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[1], false, 6, 1, 0, 0);
_scene->_sequences.setDepth(_globals._sequenceIndexes[1], 1);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_EXPIRE, 0, 1);
break;

View File

@ -908,7 +908,7 @@ void Scene604::actions() {
case 0:
_game._player._stepEnabled = false;
_scene->_sequences.remove(_globals._sequenceIndexes[2]);
_globals._sequenceIndexes[2] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[2], false, 6, 1, 0, 0);
_globals._sequenceIndexes[2] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[2], false, 6, 1, 0, 0);
_scene->_sequences.setDepth(_globals._sequenceIndexes[2], 1);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_EXPIRE, 0, 1);
break;
@ -1397,7 +1397,7 @@ void Scene607::actions() {
case 0:
_game._player._stepEnabled = false;
_scene->_sequences.remove(_globals._sequenceIndexes[2]);
_globals._sequenceIndexes[2] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[2], false, 6, 1, 0, 0);
_globals._sequenceIndexes[2] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[2], false, 6, 1, 0, 0);
_scene->_sequences.setDepth(_globals._sequenceIndexes[2], 4);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_EXPIRE, 0, 1);
break;