MADS: Fixes for sprite list initialisation
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6 changed files with 12 additions and 9 deletions
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@ -50,10 +50,12 @@ namespace MADS {
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/*------------------------------------------------------------------------*/
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#define TIMER_LIST_SIZE 30
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#define SEQUENCE_LIST_SIZE 30
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SequenceList::SequenceList(MADSEngine *vm) : _vm(vm) {
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for (int i = 0; i < TIMER_LIST_SIZE; ++i) {
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// IMPORTANT: Preallocate timer slots. Note that sprite slots refer to entries
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// in this list by index, so we can't just add or delete entries later
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for (int i = 0; i < SEQUENCE_LIST_SIZE; ++i) {
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SequenceEntry rec;
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rec._active = false;
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rec._dynamicHotspotIndex = -1;
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@ -239,7 +241,7 @@ bool SequenceList::loadSprites(int seqIndex) {
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if (seqEntry._frameIndex > seqEntry._numSprites) {
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result = true;
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if (seqEntry._animType == ANIMTYPE_CYCLED) {
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// Reset back to the starting frame (cyclic)
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// back to the starting frame (cyclic)
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seqEntry._frameIndex = seqEntry._frameStart;
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}
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else {
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