2019-03-03 22:25:00 +11:00
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "actor.h"
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#include "dragons.h"
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#include "dragonrms.h"
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2019-05-01 13:25:51 +10:00
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#include "dragonini.h"
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2019-05-02 22:12:04 +10:00
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#include "background.h"
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2019-03-03 22:25:00 +11:00
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#include "inventory.h"
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2019-05-02 22:12:04 +10:00
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#include "bag.h"
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2019-03-03 22:25:00 +11:00
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namespace Dragons {
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static const Common::Point positionTable[4] = {
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{2,0},
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{0xce,0},
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{2,0x9e},
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{0xce,0x9e}
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};
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Inventory::Inventory(DragonsEngine *vm) : _vm(vm) {
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2019-03-05 21:39:44 +11:00
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_type = 0;
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2019-03-03 22:25:00 +11:00
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_sequenceId = 0;
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_screenPositionIndex = 0;
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2019-03-20 00:09:29 +11:00
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_old_showing_value = 0;
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2019-05-02 22:12:04 +10:00
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_bag = NULL;
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2019-03-03 22:25:00 +11:00
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}
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2019-05-02 22:12:04 +10:00
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void Inventory::init(ActorManager *actorManager, BackgroundResourceLoader *backgroundResourceLoader, Bag *bag) {
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2019-03-03 22:25:00 +11:00
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_actor = actorManager->loadActor(1, 1); //Load inventory
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_actor->x_pos = 2;
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_actor->y_pos = 0;
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_actor->priorityLayer = 6;
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_actor->flags = 0;
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_actor->field_e = 0x100;
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_actor->updateSequence(0);
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_actor->flags |= (Dragons::ACTOR_FLAG_40 | Dragons::ACTOR_FLAG_80 | Dragons::ACTOR_FLAG_100 |
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Dragons::ACTOR_FLAG_200);
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_sequenceId = 0;
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2019-03-05 21:39:44 +11:00
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_type = 0;
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2019-03-20 00:09:29 +11:00
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_old_showing_value = 0;
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2019-05-02 22:12:04 +10:00
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_bag = bag;
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2019-03-03 22:25:00 +11:00
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}
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void Inventory::loadScene(uint32 sceneId) {
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2019-03-05 21:39:44 +11:00
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if (!_type) {
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2019-03-03 22:25:00 +11:00
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_sequenceId = _vm->isFlagSet(Dragons::ENGINE_FLAG_400000) ? 1 : 0;
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}
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_screenPositionIndex = _vm->_dragonRMS->getInventoryPosition(sceneId);
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if (_sequenceId == 0 && _vm->getVar(7) == 1) {
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_actor->updateSequence(5);
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} else {
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_actor->updateSequence(_sequenceId);
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}
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_actor->x_pos = positionTable[_screenPositionIndex].x;
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if ((_sequenceId == 0 || _sequenceId == 2) && (_screenPositionIndex == 1 || _screenPositionIndex == 3)) {
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_actor->x_pos += 0x32;
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}
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_actor->y_pos = positionTable[_screenPositionIndex].y;
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}
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2019-03-05 21:39:44 +11:00
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void Inventory::updateVisibility() {
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_actor->priorityLayer = _vm->isFlagSet(Dragons::ENGINE_FLAG_10) ? (int16)6 : (int16)0;
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}
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2019-03-07 21:24:10 +11:00
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Common::Point Inventory::getPosition() {
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return positionTable[_screenPositionIndex];
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}
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2019-03-28 21:54:17 +11:00
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void Inventory::setActorFlag400() {
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_actor->setFlag(ACTOR_FLAG_400);
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}
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2019-05-01 13:25:51 +10:00
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void Inventory::setPriority(uint16 priority) {
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_actor->priorityLayer = priority;
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}
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void Inventory::setActorSequenceId(int32 sequenceId) {
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if (isActorSet()) {
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_actor->_sequenceID = sequenceId;
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}
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}
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2019-05-02 22:12:04 +10:00
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void Inventory::openInventory() {
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//TODO 0x80030e8c
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_sequenceId = 4;
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if (!_vm->isFlagSet(ENGINE_FLAG_400000)) {
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_sequenceId = 2;
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}
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_actor->updateSequence(_sequenceId);
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_screenPositionIndex = 1;
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_actor->x_pos = positionTable[_screenPositionIndex].x;
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if ((_sequenceId == 0) || (_sequenceId == 2)) {
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_actor->x_pos = positionTable[_screenPositionIndex].x + 0x32;
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}
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_actor->y_pos = positionTable[_screenPositionIndex].y;
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animateBagIn();
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//TODO 0x800310e0 update cursor position.
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2019-05-01 13:25:51 +10:00
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for(int i = 0; i < 0x29; i++) {
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Actor *item = _vm->_actorManager->getActor(i + 0x17);
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item->x_pos = 0x28; //TODO
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item->y_pos = 0x28;
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if (_vm->unkArray_uint16[i]) {
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item->field_e = 0x100;
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item->priorityLayer = 0;
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item->updateSequence(_vm->getINI(_vm->unkArray_uint16[i] - 1)->field_8 * 2 + 10);
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item->setFlag(ACTOR_FLAG_200); //80 + 40
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item->setFlag(ACTOR_FLAG_100);
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item->setFlag(ACTOR_FLAG_80);
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item->setFlag(ACTOR_FLAG_40);
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item->priorityLayer = 6;
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}
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}
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}
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2019-05-02 22:12:04 +10:00
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void Inventory::animateBagIn() {
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_vm->clearFlags(ENGINE_FLAG_8);
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_vm->setFlags(ENGINE_FLAG_80);
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Common::Point pos = _bag->getPosition();
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pos.y = -228;
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int16 accel = 8;
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while (pos.y < 0) {
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pos.y += accel;
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_bag->updatePosition(pos);
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_vm->waitForFrames(1);
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accel += 2;
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}
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_vm->playSound(0x8001);
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// TODO wait here
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pos.y = 0;
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_bag->updatePosition(pos);
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_vm->setFlags(ENGINE_FLAG_8);
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_vm->setFlags(ENGINE_FLAG_10);
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}
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void Inventory::animateBagOut() {
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_vm->playSound(0x8000);
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Common::Point pos = _bag->getPosition();
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if (pos.y != 0xc8) {
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for (;pos.y != 0xc8; pos.y += 0x19) {
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_bag->updatePosition(pos);
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_vm->waitForFrames(1);
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}
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}
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_vm->clearFlags(ENGINE_FLAG_80);
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}
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void Inventory::closeInventory() {
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_vm->_actorManager->clearActorFlags(0x17);
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_screenPositionIndex = _vm->_dragonRMS->getInventoryPosition(_vm->getCurrentSceneId());
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if (!_vm->isFlagSet(ENGINE_FLAG_400000)) {
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_sequenceId = 0;
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}
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else {
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if (_old_showing_value == 2) {
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_sequenceId = 3;
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}
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else {
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_sequenceId = 1;
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}
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}
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_actor->updateSequence(_sequenceId);
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_actor->x_pos = positionTable[_screenPositionIndex].x;
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if (((_sequenceId == 0) || (_sequenceId == 2)) && ((_screenPositionIndex == 1 || (_screenPositionIndex == 3)))) {
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_actor->x_pos += 0x32;
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}
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_actor->y_pos = positionTable[_screenPositionIndex].y;
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animateBagOut();
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}
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void Inventory::draw() {
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if(_bag) {
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_bag->draw();
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}
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}
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2019-03-03 22:25:00 +11:00
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} // End of namespace Dragons
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