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https://github.com/badvision/lawless-legends.git
synced 2025-08-12 02:25:10 +00:00
Fix animation showing over inventory screen. Fix mini powder keg in combat.
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@@ -537,6 +537,11 @@ end
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def chooseShotNumber(pl, pWeapon)#0
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def chooseShotNumber(pl, pWeapon)#0
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byte i, nChoices, k
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byte i, nChoices, k
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// Treat single-use weapons as having infinite ammo
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if pWeapon->b_flags & WEAPON_FLAG_SINGLE_USE
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pWeapon->b_clipCurrent = 99
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fin
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// Determine number of shot choices this weapon has
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// Determine number of shot choices this weapon has
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nChoices = 0
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nChoices = 0
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pl->b_shotChoice = 0
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pl->b_shotChoice = 0
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@@ -2132,20 +2132,21 @@ end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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export def textureControl(flg)#0
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export def textureControl(flg)#0
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if !renderLoaded or !mapIs3D; return; fin
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flipToPage1
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flipToPage1
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if flg and !texturesLoaded
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if flg <> texturesLoaded and renderLoaded and mapIs3D
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_texControl(1)
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if flg
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loadUtil3d
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_texControl(1)
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showingLamp = (skyNum == 0 or skyNum == 8)
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loadUtil3d
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elsif !flg and texturesLoaded
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showingLamp = (skyNum == 0 or skyNum == 8)
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_texControl(0)
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else
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if pModUtil3d
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_texControl(0)
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mmgr(FREE_MEMORY, pModUtil3d)
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if pModUtil3d
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pModUtil3d = NULL
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mmgr(FREE_MEMORY, pModUtil3d)
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util3d = NULL
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pModUtil3d = NULL
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util3d = NULL
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fin
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showingLamp = FALSE
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fin
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fin
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showingLamp = FALSE
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fin
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fin
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texturesLoaded = flg
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texturesLoaded = flg
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end
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end
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@@ -2573,12 +2574,14 @@ def showAnimFrame()#0
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elsif curFullscreenImg
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elsif curFullscreenImg
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blit(1, curFullscreenImg + 2, getScreenLine(0), 192, 40) // the +2 is to skip anim hdr offset
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blit(1, curFullscreenImg + 2, getScreenLine(0), 192, 40) // the +2 is to skip anim hdr offset
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needRender = FALSE // suppress display of map for this frame
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needRender = FALSE // suppress display of map for this frame
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elsif mapIs3D
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elsif texturesLoaded
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if showingLamp and util3d; util3d=>util3d_nextLampFrame(); fin
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if mapIs3D
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render($FF) // it's only animation, so do interrupt if a key is pressed
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if showingLamp and util3d; util3d=>util3d_nextLampFrame(); fin
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if showingLamp and util3d; util3d=>util3d_nextLampFrame(); fin
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render($FF) // it's only animation, so do interrupt if a key is pressed
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else
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if showingLamp and util3d; util3d=>util3d_nextLampFrame(); fin
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render(0) // 2d map view
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else
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render(0) // 2d map view
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fin
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fin
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fin
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end
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end
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@@ -2587,6 +2590,7 @@ end
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def nextAnimFrame()#0
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def nextAnimFrame()#0
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word flags, param
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word flags, param
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byte dir, randNum
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byte dir, randNum
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if !anyAnims; return; fin
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if !anyAnims; return; fin
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// Choose a new direction based on the flags. Do this the first time, and once every 3-7 frames.
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// Choose a new direction based on the flags. Do this the first time, and once every 3-7 frames.
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@@ -2705,8 +2709,7 @@ def loadEngine(moduleNum)#1
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if curEngine; fatal("dblEng"); fin
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if curEngine; fatal("dblEng"); fin
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preEnginePortraitNum = curPortraitNum
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preEnginePortraitNum = curPortraitNum
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clearPortrait()
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clearPortrait()
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textureControl(FALSE)
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textureControl(FALSE) // also flips to page 1
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flipToPage1()
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mmgr(START_LOAD, 1) // code is in partition 1
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mmgr(START_LOAD, 1) // code is in partition 1
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curEngine = mmgr(QUEUE_LOAD, moduleNum<<8 | RES_TYPE_MODULE)
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curEngine = mmgr(QUEUE_LOAD, moduleNum<<8 | RES_TYPE_MODULE)
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mmgr(FINISH_LOAD, 0)
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mmgr(FINISH_LOAD, 0)
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