void reg_anim_animate_and_hide(ObjectPtr, int animID, int delay)
reg_anim_animate but the object will automatically disappear after the last animation frame (but not destroyed).
void reg_anim_callback(procedure proc)
Adds the given procedure to an animation sequence-list and executes it in the registered sequence.
void reg_anim_change_fid(ObjectPtr, int FID, int delay)
Should work like
art_change_fid_num but in
void reg_anim_combat_check(int enable)
Allows to enable 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
Given object is destroyed at the end of current animation set.
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)
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.
void reg_anim_turn_towards(ObjectPtr, int tile/target, delay)
Makes object change its direction to face given tile num or target object.