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CON: Add EVENT_PRECUTSCENE.
Used with startcutscene. RETURN sets the frame of an ANM before it is rendered. Patch from Fox. git-svn-id: https://svn.eduke32.com/eduke32@6506 1a8010ca-5511-0410-912e-c29ae57300e0
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3 changed files with 6 additions and 0 deletions
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@ -323,6 +323,8 @@ int32_t Anim_Play(const char *fn)
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if (!pic)
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break; // no more pics!
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VM_OnEventWithReturn(EVENT_PRECUTSCENE, -1, myconnectindex, framenum);
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animvpx_render_frame(&codec);
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VM_OnEventWithReturn(EVENT_CUTSCENE, -1, myconnectindex, framenum);
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@ -466,6 +468,8 @@ int32_t Anim_Play(const char *fn)
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if (totalclock < ototalclock - 1)
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continue;
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i = VM_OnEventWithReturn(EVENT_PRECUTSCENE, -1, myconnectindex, i);
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waloff[TILE_ANIM] = (intptr_t)ANIM_DrawFrame(i);
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invalidatetile(TILE_ANIM, 0, 1 << 4); // JBF 20031228
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@ -125,6 +125,7 @@ enum GameEvent_t {
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EVENT_DISPLAYOVERHEADMAPTEXT,
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EVENT_PRELOADGAME,
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EVENT_POSTSAVEGAME,
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EVENT_PRECUTSCENE,
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#ifdef LUNATIC
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EVENT_ANIMATEALLSPRITES,
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#endif
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@ -719,6 +719,7 @@ const char *EventNames[MAXEVENTS] =
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"EVENT_DISPLAYOVERHEADMAPTEXT",
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"EVENT_PRELOADGAME",
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"EVENT_POSTSAVEGAME",
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"EVENT_PRECUTSCENE",
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#ifdef LUNATIC
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"EVENT_ANIMATEALLSPRITES",
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#endif
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