MADS: Phantom: Fix calls to addSpriteCycle, remove duplicated sequence function
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79fbcb96c3
commit
b5167ceef6
3 changed files with 9 additions and 15 deletions
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@ -1163,7 +1163,7 @@ void Scene103::step() {
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switch (_game._trigger) {
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case 65:
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_scene->deleteSequence(_globals._sequenceIndexes[1]);
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_globals._sequenceIndexes[1] = _scene->_sequences.addBackwardSequence(_globals._spriteIndexes[1], false, 8, 0, 0, 1);
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_globals._sequenceIndexes[1] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[1], false, 8, 1);
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_scene->_sequences.setDepth(_globals._sequenceIndexes[1], 14);
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_scene->_sequences.setRange(_globals._sequenceIndexes[1], 1, 6);
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_scene->_sequences.setTrigger(_globals._sequenceIndexes[1], 0, 0, 66);
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@ -1192,7 +1192,7 @@ void Scene103::step() {
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switch (_game._trigger) {
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case 100:
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_scene->deleteSequence(_globals._sequenceIndexes[10]);
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_globals._sequenceIndexes[10] = _scene->_sequences.addBackwardSequence(_globals._spriteIndexes[10], false, 6, 0, 0, 1);
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_globals._sequenceIndexes[10] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[10], false, 6, 1);
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_scene->_sequences.setTrigger(_globals._sequenceIndexes[10], 0, 0, 101);
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_scene->_sequences.setRange(_globals._sequenceIndexes[10], -1, -2);
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_scene->_sequences.setDepth(_globals._sequenceIndexes[10], 4);
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@ -1218,7 +1218,7 @@ void Scene103::step() {
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_guardFrameFl = true;
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_scene->deleteSequence(_globals._sequenceIndexes[0]);
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_scene->deleteSequence(_globals._sequenceIndexes[9]);
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_globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 6, 0, 0, 1);
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_globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 6, 1);
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_scene->_sequences.setDepth(_globals._sequenceIndexes[0], 14);
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_scene->_sequences.setRange(_globals._sequenceIndexes[0], -1, -2);
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_scene->_sequences.setTrigger(_globals._sequenceIndexes[0], 0, 0, 105);
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@ -1229,7 +1229,7 @@ void Scene103::step() {
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_guardFrameFl = true;
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_scene->deleteSequence(_globals._sequenceIndexes[0]);
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_scene->deleteSequence(_globals._sequenceIndexes[9]);
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_globals._sequenceIndexes[0] = _scene->_sequences.addBackwardSequence(_globals._spriteIndexes[0], false, 6, 0, 0, 1);
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_globals._sequenceIndexes[0] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[0], false, 6, 1);
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_scene->_sequences.setDepth(_globals._sequenceIndexes[0], 14);
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_scene->_sequences.setRange(_globals._sequenceIndexes[0], -1, -2);
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_scene->_sequences.setTrigger(_globals._sequenceIndexes[0], 0, 0, 110);
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@ -1627,7 +1627,7 @@ void Scene103::actions() {
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case 70:
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_vm->_sound->command(24);
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_scene->deleteSequence(_globals._sequenceIndexes[1]);
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_globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 8, 0, 0, 1);
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_globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 8, 1);
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_scene->_sequences.setDepth(_globals._sequenceIndexes[1], 14);
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_scene->_sequences.setRange(_globals._sequenceIndexes[1], -1, -2);
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_scene->_sequences.setTrigger(_globals._sequenceIndexes[1], 0, 0, 71);
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@ -1650,7 +1650,7 @@ void Scene103::actions() {
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case (0):
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_game._player._stepEnabled = false;
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_game._player._visible = false;
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_globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 5, 0, 0, 1);
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_globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 5, 1);
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_scene->_sequences.setRange(_globals._sequenceIndexes[2], 1, 4);
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_scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[2], true);
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_scene->_sequences.setTrigger(_globals._sequenceIndexes[2], 0, 0, 1);
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@ -1668,7 +1668,7 @@ void Scene103::actions() {
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case 2:
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_scene->deleteSequence(_globals._sequenceIndexes[2]);
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_globals._sequenceIndexes[2] = _scene->_sequences.addBackwardSequence(_globals._spriteIndexes[2], false, 5, 0, 0, 1);
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_globals._sequenceIndexes[2] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[2], false, 5, 1);
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_scene->_sequences.setRange(_globals._sequenceIndexes[2], 1, 4);
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_scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[2], false);
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_scene->_sequences.setTrigger(_globals._sequenceIndexes[2], 0, 0, 3);
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@ -1763,7 +1763,7 @@ void Scene103::actions() {
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_anim3ActvFl = false;
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_climbThroughTrapFl = false;
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_game._player._stepEnabled = false;
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_globals._sequenceIndexes[11] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[11], false, 6, 0, 0, 1);
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_globals._sequenceIndexes[11] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[11], false, 6, 1);
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_scene->_sequences.setDepth(_globals._sequenceIndexes[11], 5);
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_scene->_sequences.setRange(_globals._sequenceIndexes[11], -1, -2);
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_scene->_sequences.setTrigger(_globals._sequenceIndexes[11], 0, 0, 1);
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@ -1790,7 +1790,7 @@ void Scene103::actions() {
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_scene->freeAnimation(5);
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_anim5ActvFl = false;
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_game._player._stepEnabled = false;
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_globals._sequenceIndexes[10] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[10], false, 6, 0, 0, 1);
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_globals._sequenceIndexes[10] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[10], false, 6, 1);
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_scene->_sequences.setDepth(_globals._sequenceIndexes[10], 4);
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_scene->_sequences.setRange(_globals._sequenceIndexes[10], -1, -2);
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_scene->_sequences.setTrigger(_globals._sequenceIndexes[10], 0, 0, 1);
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@ -564,11 +564,6 @@ void SequenceList::setRange(int sequence_id, int first, int last) {
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warning("TODO: SequenceList::setRange");
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}
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int SequenceList::addBackwardSequence(int idx, bool flipped, int numTicks, int intervalTicks, int startTicks, int expire) {
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warning("TODO: SequenceList::addBackwardSequence");
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return -1;
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}
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int SequenceList::setTrigger(int idx, int trigger_type, int trigger_sprite, int trigger_code) {
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warning("TODO: SequenceList::setTrigger");
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return -1;
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@ -129,7 +129,6 @@ public:
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int addStampCycle(int srcSpriteIdx, bool flipped, int sprite);
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int setTimingTrigger(int delay, int code);
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void setRange(int sequence_id, int first, int last);
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int addBackwardSequence(int idx, bool flipped, int numTicks, int intervalTicks, int startTicks, int expire);
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int setTrigger(int sequence_id, int trigger_type, int trigger_sprite, int trigger_code);
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void setSeqPlayer(int idx, bool flag);
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};
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