Animations
Functions
- reg_anim_animate_and_hide
- reg_anim_animate_and_move
- reg_anim_callback
- reg_anim_change_fid
- reg_anim_combat_check
- reg_anim_destroy
- reg_anim_light
- reg_anim_take_out
- reg_anim_turn_towards
reg_anim_animate_and_hide
void reg_anim_animate_and_hide(ObjectPtr, int animID, int delay)
Works exactly like reg_anim_animate
but the object will automatically disappear after the last animation frame (but not destroyed).
delay
: delay from the previous animation. A value of -1 will execute the specified animation immediately after the previous one in the sequence ends.
reg_anim_animate_and_move
sfall.h
void reg_anim_animate_and_move(ObjectPtr, int tile, int animID, int delay)
Plays the specified animation while simultaneously moving the object to the given tile.
delay
: delay from the previous animation. A value of -1 will execute the specified animation immediately after the previous one in the sequence ends.
reg_anim_callback
void reg_anim_callback(procedure proc)
Adds the given procedure to an animation sequence-list and executes it in the registered sequence.
reg_anim_change_fid
void reg_anim_change_fid(ObjectPtr, int FID, int delay)
Should work like art_change_fid_num
but in reg_anim
sequence.
reg_anim_combat_check
void reg_anim_combat_check(int enable)
Allows enabling all reg_anim_*
functions in combat (including vanilla functions) if set to 0. It is automatically reset at the end of each frame, so you need to call it before reg_anim_begin
- reg_anim_end
block.
reg_anim_destroy
void reg_anim_destroy(ObjectPtr)
Given object is destroyed at the end of current animation set.
reg_anim_light
void reg_anim_light(ObjectPtr, int light, int delay)
Change light of any object. Light argument is a light radius (0-8), but you can use highest 2 bytes to pass light intensity as well (example: 0xFFFF0008 - intensity 65535 and radius 8). If highest 2 bytes are 0, intensity will not be changed. Intensity range is from 0 to 65535 (0xFFFF)
reg_anim_take_out
void reg_anim_take_out(ObjectPtr, holdFrameID, delay)
Plays “take out weapon” animation for given holdFrameID
. It is not required to have such weapon in critter’s inventory.
reg_anim_turn_towards
void reg_anim_turn_towards(ObjectPtr, int tile/target, delay)
Makes object change its direction to face given tile number or target object.