MADS: Get rid of SequenceList::setRange, use SequenceList::setAnimRange instead

This commit is contained in:
Strangerke 2015-10-21 20:15:30 +02:00
parent d7ba77cfe6
commit d22a997cb2
3 changed files with 47 additions and 52 deletions

View file

@ -1159,7 +1159,7 @@ void Scene103::step() {
_scene->deleteSequence(_globals._sequenceIndexes[1]); _scene->deleteSequence(_globals._sequenceIndexes[1]);
_globals._sequenceIndexes[1] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[1], false, 8, 1); _globals._sequenceIndexes[1] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[1], false, 8, 1);
_scene->_sequences.setDepth(_globals._sequenceIndexes[1], 14); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 14);
_scene->_sequences.setRange(_globals._sequenceIndexes[1], 1, 6); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[1], 1, 6);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[1], 0, 0, 66); _scene->_sequences.setTrigger(_globals._sequenceIndexes[1], 0, 0, 66);
_vm->_sound->command(66); _vm->_sound->command(66);
break; break;
@ -1188,7 +1188,7 @@ void Scene103::step() {
_scene->deleteSequence(_globals._sequenceIndexes[10]); _scene->deleteSequence(_globals._sequenceIndexes[10]);
_globals._sequenceIndexes[10] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[10], false, 6, 1); _globals._sequenceIndexes[10] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[10], false, 6, 1);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[10], 0, 0, 101); _scene->_sequences.setTrigger(_globals._sequenceIndexes[10], 0, 0, 101);
_scene->_sequences.setRange(_globals._sequenceIndexes[10], -1, -2); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[10], -1, -2);
_scene->_sequences.setDepth(_globals._sequenceIndexes[10], 4); _scene->_sequences.setDepth(_globals._sequenceIndexes[10], 4);
break; break;
@ -1214,7 +1214,7 @@ void Scene103::step() {
_scene->deleteSequence(_globals._sequenceIndexes[9]); _scene->deleteSequence(_globals._sequenceIndexes[9]);
_globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 6, 1); _globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 6, 1);
_scene->_sequences.setDepth(_globals._sequenceIndexes[0], 14); _scene->_sequences.setDepth(_globals._sequenceIndexes[0], 14);
_scene->_sequences.setRange(_globals._sequenceIndexes[0], -1, -2); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[0], -1, -2);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[0], 0, 0, 105); _scene->_sequences.setTrigger(_globals._sequenceIndexes[0], 0, 0, 105);
} }
} else if (_anim2ActvFl) { } else if (_anim2ActvFl) {
@ -1225,7 +1225,7 @@ void Scene103::step() {
_scene->deleteSequence(_globals._sequenceIndexes[9]); _scene->deleteSequence(_globals._sequenceIndexes[9]);
_globals._sequenceIndexes[0] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[0], false, 6, 1); _globals._sequenceIndexes[0] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[0], false, 6, 1);
_scene->_sequences.setDepth(_globals._sequenceIndexes[0], 14); _scene->_sequences.setDepth(_globals._sequenceIndexes[0], 14);
_scene->_sequences.setRange(_globals._sequenceIndexes[0], -1, -2); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[0], -1, -2);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[0], 0, 0, 110); _scene->_sequences.setTrigger(_globals._sequenceIndexes[0], 0, 0, 110);
} }
} }
@ -1598,7 +1598,7 @@ void Scene103::actions() {
_game._player._stepEnabled = false; _game._player._stepEnabled = false;
_game._player._visible = false; _game._player._visible = false;
_globals._sequenceIndexes[2] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[2], false, 5, 2); _globals._sequenceIndexes[2] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[2], false, 5, 2);
_scene->_sequences.setRange(_globals._sequenceIndexes[2], -1, -2); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[2], -1, -2);
_scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[2], true); _scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[2], true);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[2], 0, 0, 2); _scene->_sequences.setTrigger(_globals._sequenceIndexes[2], 0, 0, 2);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[2], 2, 3, 70); _scene->_sequences.setTrigger(_globals._sequenceIndexes[2], 2, 3, 70);
@ -1620,7 +1620,7 @@ void Scene103::actions() {
_scene->deleteSequence(_globals._sequenceIndexes[1]); _scene->deleteSequence(_globals._sequenceIndexes[1]);
_globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 8, 1); _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 8, 1);
_scene->_sequences.setDepth(_globals._sequenceIndexes[1], 14); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 14);
_scene->_sequences.setRange(_globals._sequenceIndexes[1], -1, -2); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[1], -1, -2);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[1], 0, 0, 71); _scene->_sequences.setTrigger(_globals._sequenceIndexes[1], 0, 0, 71);
_vm->_sound->command(66); _vm->_sound->command(66);
break; break;
@ -1642,7 +1642,7 @@ void Scene103::actions() {
_game._player._stepEnabled = false; _game._player._stepEnabled = false;
_game._player._visible = false; _game._player._visible = false;
_globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 5, 1); _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 5, 1);
_scene->_sequences.setRange(_globals._sequenceIndexes[2], 1, 4); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[2], 1, 4);
_scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[2], true); _scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[2], true);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[2], 0, 0, 1); _scene->_sequences.setTrigger(_globals._sequenceIndexes[2], 0, 0, 1);
break; break;
@ -1660,7 +1660,7 @@ void Scene103::actions() {
case 2: case 2:
_scene->deleteSequence(_globals._sequenceIndexes[2]); _scene->deleteSequence(_globals._sequenceIndexes[2]);
_globals._sequenceIndexes[2] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[2], false, 5, 1); _globals._sequenceIndexes[2] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[2], false, 5, 1);
_scene->_sequences.setRange(_globals._sequenceIndexes[2], 1, 4); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[2], 1, 4);
_scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[2], false); _scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[2], false);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[2], 0, 0, 3); _scene->_sequences.setTrigger(_globals._sequenceIndexes[2], 0, 0, 3);
break; break;
@ -1690,7 +1690,7 @@ void Scene103::actions() {
_game._player._stepEnabled = false; _game._player._stepEnabled = false;
_game._player._visible = false; _game._player._visible = false;
_globals._sequenceIndexes[8] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[8], false, 5, 2); _globals._sequenceIndexes[8] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[8], false, 5, 2);
_scene->_sequences.setRange(_globals._sequenceIndexes[8], 1, 5); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[8], 1, 5);
_scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[8], true); _scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[8], true);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[8], 2, 5, 1); _scene->_sequences.setTrigger(_globals._sequenceIndexes[8], 2, 5, 1);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[8], 0, 0, 2); _scene->_sequences.setTrigger(_globals._sequenceIndexes[8], 0, 0, 2);
@ -1752,7 +1752,7 @@ void Scene103::actions() {
_game._player._stepEnabled = false; _game._player._stepEnabled = false;
_globals._sequenceIndexes[11] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[11], false, 6, 1); _globals._sequenceIndexes[11] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[11], false, 6, 1);
_scene->_sequences.setDepth(_globals._sequenceIndexes[11], 5); _scene->_sequences.setDepth(_globals._sequenceIndexes[11], 5);
_scene->_sequences.setRange(_globals._sequenceIndexes[11], -1, -2); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[11], -1, -2);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[11], 0, 0, 1); _scene->_sequences.setTrigger(_globals._sequenceIndexes[11], 0, 0, 1);
break; break;
@ -1779,7 +1779,7 @@ void Scene103::actions() {
_game._player._stepEnabled = false; _game._player._stepEnabled = false;
_globals._sequenceIndexes[10] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[10], false, 6, 1); _globals._sequenceIndexes[10] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[10], false, 6, 1);
_scene->_sequences.setDepth(_globals._sequenceIndexes[10], 4); _scene->_sequences.setDepth(_globals._sequenceIndexes[10], 4);
_scene->_sequences.setRange(_globals._sequenceIndexes[10], -1, -2); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[10], -1, -2);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[10], 0, 0, 1); _scene->_sequences.setTrigger(_globals._sequenceIndexes[10], 0, 0, 1);
if (!_sitFl) if (!_sitFl)
_game.syncTimers(1, _globals._sequenceIndexes[10], 3, _globals._animationIndexes[5]); _game.syncTimers(1, _globals._sequenceIndexes[10], 3, _globals._animationIndexes[5]);
@ -2692,7 +2692,7 @@ void Scene104::actions() {
_game._player._visible = false; _game._player._visible = false;
_globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 8, 1); _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 8, 1);
_scene->_sequences.setDepth(_globals._sequenceIndexes[1], 13); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 13);
_scene->_sequences.setRange(_globals._sequenceIndexes[1], 1, 16); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[1], 1, 16);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_EXPIRE, 0, 60); _scene->_sequences.setTrigger(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_EXPIRE, 0, 60);
break; break;
@ -2734,7 +2734,7 @@ void Scene104::actions() {
_game._player._stepEnabled = false; _game._player._stepEnabled = false;
_globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 7, 1); _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 7, 1);
_scene->_sequences.setDepth(_globals._sequenceIndexes[3], 15); _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 15);
_scene->_sequences.setRange(_globals._sequenceIndexes[3], -1, 4); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[3], -1, 4);
_scene->_sequences.setPosition(_globals._sequenceIndexes[3], _game._player._playerPos); _scene->_sequences.setPosition(_globals._sequenceIndexes[3], _game._player._playerPos);
_scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[3], true); _scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[3], true);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 1); _scene->_sequences.setTrigger(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 1);
@ -2743,7 +2743,7 @@ void Scene104::actions() {
case 1: case 1:
_globals._sequenceIndexes[3] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[3], false, 1, 10); _globals._sequenceIndexes[3] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[3], false, 1, 10);
_scene->_sequences.setTimingTrigger(60, 2); _scene->_sequences.setTimingTrigger(60, 2);
_scene->_sequences.setRange(_globals._sequenceIndexes[3], 4, 4); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[3], 4, 4);
_scene->_sequences.setDepth(_globals._sequenceIndexes[3], 15); _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 15);
_scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[3], true); _scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[3], true);
_scene->_sequences.setMotion(_globals._sequenceIndexes[3], 0, 0, 200); _scene->_sequences.setMotion(_globals._sequenceIndexes[3], 0, 0, 200);
@ -3714,7 +3714,7 @@ void Scene105::step() {
_scene->deleteSequence(_globals._sequenceIndexes[2]); _scene->deleteSequence(_globals._sequenceIndexes[2]);
_globals._sequenceIndexes[2] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[2], false, 8, 1); _globals._sequenceIndexes[2] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[2], false, 8, 1);
_scene->_sequences.setDepth(_globals._sequenceIndexes[2], 10); _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 10);
_scene->_sequences.setRange(_globals._sequenceIndexes[2], 1, 8); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[2], 1, 8);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[2], 0, 0, 61); _scene->_sequences.setTrigger(_globals._sequenceIndexes[2], 0, 0, 61);
_vm->_sound->command(66); _vm->_sound->command(66);
break; break;
@ -3830,7 +3830,7 @@ void Scene105::actions() {
_game._player._stepEnabled = false; _game._player._stepEnabled = false;
_game._player._visible = false; _game._player._visible = false;
_globals._sequenceIndexes[5] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[5], true, 5, 2); _globals._sequenceIndexes[5] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[5], true, 5, 2);
_scene->_sequences.setRange(_globals._sequenceIndexes[5], 1, 5); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[5], 1, 5);
_scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[5], true); _scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[5], true);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[5], 2, 5, 1); _scene->_sequences.setTrigger(_globals._sequenceIndexes[5], 2, 5, 1);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[5], 0, 0, 2); _scene->_sequences.setTrigger(_globals._sequenceIndexes[5], 0, 0, 2);
@ -3869,7 +3869,7 @@ void Scene105::actions() {
_game._player._stepEnabled = false; _game._player._stepEnabled = false;
_game._player._visible = false; _game._player._visible = false;
_globals._sequenceIndexes[6] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[6], true, 5, 2); _globals._sequenceIndexes[6] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[6], true, 5, 2);
_scene->_sequences.setRange(_globals._sequenceIndexes[6], 1, 4); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[6], 1, 4);
_scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[6], true); _scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[6], true);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[6], 2, 4, 1); _scene->_sequences.setTrigger(_globals._sequenceIndexes[6], 2, 4, 1);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[6], 0, 0, 2); _scene->_sequences.setTrigger(_globals._sequenceIndexes[6], 0, 0, 2);
@ -3908,7 +3908,7 @@ void Scene105::actions() {
_game._player._stepEnabled = false; _game._player._stepEnabled = false;
_game._player._visible = false; _game._player._visible = false;
_globals._sequenceIndexes[6] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[6], true, 5, 2); _globals._sequenceIndexes[6] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[6], true, 5, 2);
_scene->_sequences.setRange(_globals._sequenceIndexes[6], 1, 4); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[6], 1, 4);
_scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[6], true); _scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[6], true);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[6], 2, 4, 65); _scene->_sequences.setTrigger(_globals._sequenceIndexes[6], 2, 4, 65);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[6], 0, 0, 2); _scene->_sequences.setTrigger(_globals._sequenceIndexes[6], 0, 0, 2);
@ -3928,7 +3928,7 @@ void Scene105::actions() {
_scene->deleteSequence(_globals._sequenceIndexes[2]); _scene->deleteSequence(_globals._sequenceIndexes[2]);
_globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 8, 1); _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 8, 1);
_scene->_sequences.setDepth(_globals._sequenceIndexes[2], 14); _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 14);
_scene->_sequences.setRange(_globals._sequenceIndexes[2], 1, 8); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[2], 1, 8);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[2], 0, 0, 66); _scene->_sequences.setTrigger(_globals._sequenceIndexes[2], 0, 0, 66);
_vm->_sound->command(66); _vm->_sound->command(66);
break; break;
@ -3951,7 +3951,7 @@ void Scene105::actions() {
_game._player._stepEnabled = false; _game._player._stepEnabled = false;
_game._player._visible = false; _game._player._visible = false;
_globals._sequenceIndexes[6] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[6], true, 5, 1); _globals._sequenceIndexes[6] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[6], true, 5, 1);
_scene->_sequences.setRange(_globals._sequenceIndexes[6], 1, 4); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[6], 1, 4);
_scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[6], true); _scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[6], true);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[6], 0, 0, 1); _scene->_sequences.setTrigger(_globals._sequenceIndexes[6], 0, 0, 1);
break; break;
@ -3969,7 +3969,7 @@ void Scene105::actions() {
case 2: case 2:
_scene->deleteSequence(_globals._sequenceIndexes[6]); _scene->deleteSequence(_globals._sequenceIndexes[6]);
_globals._sequenceIndexes[6] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[6], true, 5, 1); _globals._sequenceIndexes[6] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[6], true, 5, 1);
_scene->_sequences.setRange(_globals._sequenceIndexes[6], 1, 4); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[6], 1, 4);
_scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[6], false); _scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[6], false);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[6], 0, 0, 3); _scene->_sequences.setTrigger(_globals._sequenceIndexes[6], 0, 0, 3);
break; break;
@ -4305,7 +4305,7 @@ void Scene106::step() {
_scene->deleteSequence(_globals._sequenceIndexes[2]); _scene->deleteSequence(_globals._sequenceIndexes[2]);
_globals._sequenceIndexes[2] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[2], false, 8, 1); _globals._sequenceIndexes[2] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[2], false, 8, 1);
_scene->_sequences.setDepth(_globals._sequenceIndexes[2], 14); _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 14);
_scene->_sequences.setRange(_globals._sequenceIndexes[2], 1, 5); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[2], 1, 5);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[2], 0, 0, 61); _scene->_sequences.setTrigger(_globals._sequenceIndexes[2], 0, 0, 61);
break; break;
@ -4333,7 +4333,7 @@ void Scene106::actions() {
_game._player._stepEnabled = false; _game._player._stepEnabled = false;
_game._player._visible = false; _game._player._visible = false;
_globals._sequenceIndexes[5] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[5], false, 5, 2); _globals._sequenceIndexes[5] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[5], false, 5, 2);
_scene->_sequences.setRange(_globals._sequenceIndexes[5], 1, 5); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[5], 1, 5);
_scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[5], true); _scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[5], true);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[5], 2, 5, 1); _scene->_sequences.setTrigger(_globals._sequenceIndexes[5], 2, 5, 1);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[5], 0, 0, 2); _scene->_sequences.setTrigger(_globals._sequenceIndexes[5], 0, 0, 2);
@ -4372,7 +4372,7 @@ void Scene106::actions() {
_game._player._stepEnabled = false; _game._player._stepEnabled = false;
_game._player._visible = false; _game._player._visible = false;
_globals._sequenceIndexes[5] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[5], true, 5, 2); _globals._sequenceIndexes[5] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[5], true, 5, 2);
_scene->_sequences.setRange(_globals._sequenceIndexes[5], 1, 5); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[5], 1, 5);
_scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[5], true); _scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[5], true);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[5], _scene->_sequences.setTrigger(_globals._sequenceIndexes[5],
2, 5, 1); 2, 5, 1);
@ -4478,7 +4478,7 @@ void Scene106::actions() {
case 0: case 0:
_globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 4, 1); _globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 4, 1);
_scene->_sequences.setDepth(_globals._sequenceIndexes[0], 2); _scene->_sequences.setDepth(_globals._sequenceIndexes[0], 2);
_scene->_sequences.setRange(_globals._sequenceIndexes[0], 1, 9); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[0], 1, 9);
_scene->_sequences.setTimingTrigger(6, 2); _scene->_sequences.setTimingTrigger(6, 2);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[0], 0, 0, 1); _scene->_sequences.setTrigger(_globals._sequenceIndexes[0], 0, 0, 1);
break; break;
@ -4522,7 +4522,7 @@ void Scene106::actions() {
_game._player._stepEnabled = false; _game._player._stepEnabled = false;
_game._player._visible = false; _game._player._visible = false;
_globals._sequenceIndexes[3] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[3], false, 5, 2); _globals._sequenceIndexes[3] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[3], false, 5, 2);
_scene->_sequences.setRange(_globals._sequenceIndexes[3], 1, 4); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[3], 1, 4);
_scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[3], true); _scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[3], true);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[3], 2, 4, 65); _scene->_sequences.setTrigger(_globals._sequenceIndexes[3], 2, 4, 65);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[3], 0, 0, 67); _scene->_sequences.setTrigger(_globals._sequenceIndexes[3], 0, 0, 67);
@ -4533,7 +4533,7 @@ void Scene106::actions() {
_scene->deleteSequence(_globals._sequenceIndexes[2]); _scene->deleteSequence(_globals._sequenceIndexes[2]);
_globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 8, 1); _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 8, 1);
_scene->_sequences.setDepth(_globals._sequenceIndexes[2], 14); _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 14);
_scene->_sequences.setRange(_globals._sequenceIndexes[2], 1, 5); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[2], 1, 5);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[2], 0, 0, 66); _scene->_sequences.setTrigger(_globals._sequenceIndexes[2], 0, 0, 66);
break; break;
@ -4555,7 +4555,7 @@ void Scene106::actions() {
_scene->deleteSequence(_globals._sequenceIndexes[2]); _scene->deleteSequence(_globals._sequenceIndexes[2]);
_globals._sequenceIndexes[2] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[2], false, 8, 1); _globals._sequenceIndexes[2] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[2], false, 8, 1);
_scene->_sequences.setDepth(_globals._sequenceIndexes[2], 1); _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 1);
_scene->_sequences.setRange(_globals._sequenceIndexes[2], -1, -2); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[2], -1, -2);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[2], 0, 0, 69); _scene->_sequences.setTrigger(_globals._sequenceIndexes[2], 0, 0, 69);
break; break;
@ -4831,7 +4831,7 @@ void Scene107::actions() {
_game._player._stepEnabled = false; _game._player._stepEnabled = false;
_game._player._visible = false; _game._player._visible = false;
_globals._sequenceIndexes[1] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[1], false, 5, 2); _globals._sequenceIndexes[1] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[1], false, 5, 2);
_scene->_sequences.setRange(_globals._sequenceIndexes[1], 1, 5); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[1], 1, 5);
_scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[1], true); _scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[1], true);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[1], 2, 5, 1); _scene->_sequences.setTrigger(_globals._sequenceIndexes[1], 2, 5, 1);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[1], 0, 0, 2); _scene->_sequences.setTrigger(_globals._sequenceIndexes[1], 0, 0, 2);
@ -5729,7 +5729,7 @@ void Scene109::step() {
_scene->deleteSequence(_globals._sequenceIndexes[0]); _scene->deleteSequence(_globals._sequenceIndexes[0]);
_globals._sequenceIndexes[0] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[0], false, 8, 1); _globals._sequenceIndexes[0] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[0], false, 8, 1);
_scene->_sequences.setDepth(_globals._sequenceIndexes[0], 14); _scene->_sequences.setDepth(_globals._sequenceIndexes[0], 14);
_scene->_sequences.setRange(_globals._sequenceIndexes[0], 1, 3); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[0], 1, 3);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[0], 0, 0, 61); _scene->_sequences.setTrigger(_globals._sequenceIndexes[0], 0, 0, 61);
break; break;
@ -5747,7 +5747,7 @@ void Scene109::step() {
_scene->deleteSequence(_globals._sequenceIndexes[1]); _scene->deleteSequence(_globals._sequenceIndexes[1]);
_globals._sequenceIndexes[1] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[1], false, 8, 1); _globals._sequenceIndexes[1] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[1], false, 8, 1);
_scene->_sequences.setDepth(_globals._sequenceIndexes[1], 14); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 14);
_scene->_sequences.setRange(_globals._sequenceIndexes[1], 1, 3); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[1], 1, 3);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[1], 0, 0, 66); _scene->_sequences.setTrigger(_globals._sequenceIndexes[1], 0, 0, 66);
break; break;
@ -5947,7 +5947,7 @@ void Scene109::actions() {
_game._player._stepEnabled = false; _game._player._stepEnabled = false;
_game._player._visible = false; _game._player._visible = false;
_globals._sequenceIndexes[8] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[8], true, 5, 2); _globals._sequenceIndexes[8] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[8], true, 5, 2);
_scene->_sequences.setRange(_globals._sequenceIndexes[8], -1, -2); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[8], -1, -2);
_scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[8], true); _scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[8], true);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[8], 0, 0, 2); _scene->_sequences.setTrigger(_globals._sequenceIndexes[8], 0, 0, 2);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[8], 2, 4, 75); _scene->_sequences.setTrigger(_globals._sequenceIndexes[8], 2, 4, 75);
@ -5976,13 +5976,13 @@ void Scene109::actions() {
if (_currentFloor == 3) { if (_currentFloor == 3) {
_globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 8, 1); _globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 8, 1);
_scene->_sequences.setDepth(_globals._sequenceIndexes[0], 14); _scene->_sequences.setDepth(_globals._sequenceIndexes[0], 14);
_scene->_sequences.setRange(_globals._sequenceIndexes[0], 1, 3); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[0], 1, 3);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[0], _scene->_sequences.setTrigger(_globals._sequenceIndexes[0],
0, 0, 76); 0, 0, 76);
} else if (_currentFloor == 2) { } else if (_currentFloor == 2) {
_globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 8, 1); _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 8, 1);
_scene->_sequences.setDepth(_globals._sequenceIndexes[1], 14); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 14);
_scene->_sequences.setRange(_globals._sequenceIndexes[1], 1, 3); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[1], 1, 3);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[1], _scene->_sequences.setTrigger(_globals._sequenceIndexes[1],
0, 0, 76); 0, 0, 76);
} }
@ -6177,7 +6177,7 @@ void Scene110::actions() {
_game._player._stepEnabled = false; _game._player._stepEnabled = false;
_game._player._visible = false; _game._player._visible = false;
_globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 5, 1); _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 5, 1);
_scene->_sequences.setRange(_globals._sequenceIndexes[1], 1, 4); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[1], 1, 4);
_scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[1], true); _scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[1], true);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[1], 0, 0, 1); _scene->_sequences.setTrigger(_globals._sequenceIndexes[1], 0, 0, 1);
break; break;
@ -6195,7 +6195,7 @@ void Scene110::actions() {
case 2: case 2:
_scene->deleteSequence(_globals._sequenceIndexes[1]); _scene->deleteSequence(_globals._sequenceIndexes[1]);
_globals._sequenceIndexes[1] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[1], false, 5, 1); _globals._sequenceIndexes[1] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[1], false, 5, 1);
_scene->_sequences.setRange(_globals._sequenceIndexes[1], 1, 4); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[1], 1, 4);
_scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[1], false); _scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[1], false);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[1], 0, 0, 3); _scene->_sequences.setTrigger(_globals._sequenceIndexes[1], 0, 0, 3);
break; break;
@ -6227,7 +6227,7 @@ void Scene110::actions() {
_game._player._stepEnabled = false; _game._player._stepEnabled = false;
_game._player._visible = false; _game._player._visible = false;
_globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 5, 1); _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 5, 1);
_scene->_sequences.setRange(_globals._sequenceIndexes[1], 1, 4); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[1], 1, 4);
_scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[1], true); _scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[1], true);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[1], 0, 0, 1); _scene->_sequences.setTrigger(_globals._sequenceIndexes[1], 0, 0, 1);
break; break;
@ -6245,7 +6245,7 @@ void Scene110::actions() {
case 2: case 2:
_scene->deleteSequence(_globals._sequenceIndexes[1]); _scene->deleteSequence(_globals._sequenceIndexes[1]);
_globals._sequenceIndexes[1] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[1], false, 5, 1); _globals._sequenceIndexes[1] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[1], false, 5, 1);
_scene->_sequences.setRange(_globals._sequenceIndexes[1], 1, 4); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[1], 1, 4);
_scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[1], false); _scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[1], false);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[1], 0, 0, 3); _scene->_sequences.setTrigger(_globals._sequenceIndexes[1], 0, 0, 3);
break; break;
@ -6271,7 +6271,7 @@ void Scene110::actions() {
_game._player._stepEnabled = false; _game._player._stepEnabled = false;
_game._player._visible = false; _game._player._visible = false;
_globals._sequenceIndexes[1] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[1], false, 7, 2); _globals._sequenceIndexes[1] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[1], false, 7, 2);
_scene->_sequences.setRange(_globals._sequenceIndexes[1], 1, 4); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[1], 1, 4);
_scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[1], true); _scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[1], true);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[1], 2, 4, 1); _scene->_sequences.setTrigger(_globals._sequenceIndexes[1], 2, 4, 1);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[1], 0, 0, 3); _scene->_sequences.setTrigger(_globals._sequenceIndexes[1], 0, 0, 3);
@ -6280,7 +6280,7 @@ void Scene110::actions() {
case 1: case 1:
_vm->_sound->command(24); _vm->_sound->command(24);
_globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 10, 1); _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 10, 1);
_scene->_sequences.setRange(_globals._sequenceIndexes[2], -1, -2); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[2], -1, -2);
_scene->_sequences.setDepth(_globals._sequenceIndexes[2], 10); _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 10);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[2], 0, 0, 2); _scene->_sequences.setTrigger(_globals._sequenceIndexes[2], 0, 0, 2);
break; break;
@ -6600,7 +6600,7 @@ void Scene111::step() {
_globals._sequenceIndexes[5] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[5], false, 7, 1); _globals._sequenceIndexes[5] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[5], false, 7, 1);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[5], 0, 0, 62); _scene->_sequences.setTrigger(_globals._sequenceIndexes[5], 0, 0, 62);
_scene->_sequences.setDepth(_globals._sequenceIndexes[5], 14); _scene->_sequences.setDepth(_globals._sequenceIndexes[5], 14);
_scene->_sequences.setRange(_globals._sequenceIndexes[5], -1, -2); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[5], -1, -2);
break; break;
case 62: case 62:
@ -6653,7 +6653,7 @@ void Scene111::actions() {
_game._player._stepEnabled = false; _game._player._stepEnabled = false;
_game._player._visible = false; _game._player._visible = false;
_globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 5, 1); _globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 5, 1);
_scene->_sequences.setRange(_globals._sequenceIndexes[0], 1, 4); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[0], 1, 4);
_scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[0], true); _scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[0], true);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[0], 0, 0, 1); _scene->_sequences.setTrigger(_globals._sequenceIndexes[0], 0, 0, 1);
_action._inProgress = false; _action._inProgress = false;
@ -6673,7 +6673,7 @@ void Scene111::actions() {
case 2: case 2:
_scene->deleteSequence(_globals._sequenceIndexes[0]); _scene->deleteSequence(_globals._sequenceIndexes[0]);
_globals._sequenceIndexes[0] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[0], false, 5, 1); _globals._sequenceIndexes[0] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[0], false, 5, 1);
_scene->_sequences.setRange(_globals._sequenceIndexes[0], 1, 4); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[0], 1, 4);
_scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[0], false); _scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[0], false);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[0], 0, 0, 3); _scene->_sequences.setTrigger(_globals._sequenceIndexes[0], 0, 0, 3);
_action._inProgress = false; _action._inProgress = false;
@ -6703,7 +6703,7 @@ void Scene111::actions() {
_game._player._stepEnabled = false; _game._player._stepEnabled = false;
_game._player._visible = false; _game._player._visible = false;
_globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 5, 1); _globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 5, 1);
_scene->_sequences.setRange(_globals._sequenceIndexes[0], 1, 4); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[0], 1, 4);
_scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[0], true); _scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[0], true);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[0], 0, 0, 1); _scene->_sequences.setTrigger(_globals._sequenceIndexes[0], 0, 0, 1);
_action._inProgress = false; _action._inProgress = false;
@ -6723,7 +6723,7 @@ void Scene111::actions() {
case 2: case 2:
_scene->deleteSequence(_globals._sequenceIndexes[0]); _scene->deleteSequence(_globals._sequenceIndexes[0]);
_globals._sequenceIndexes[0] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[0], false, 5, 1); _globals._sequenceIndexes[0] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[0], false, 5, 1);
_scene->_sequences.setRange(_globals._sequenceIndexes[0], 1, 4); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[0], 1, 4);
_scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[0], false); _scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[0], false);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[0], 0, 0, 3); _scene->_sequences.setTrigger(_globals._sequenceIndexes[0], 0, 0, 3);
_action._inProgress = false; _action._inProgress = false;
@ -9236,7 +9236,7 @@ void Scene114::actions() {
_game._player._stepEnabled = false; _game._player._stepEnabled = false;
_game._player._visible = false; _game._player._visible = false;
_globals._sequenceIndexes[1] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[1], false, 6, 2); _globals._sequenceIndexes[1] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[1], false, 6, 2);
_scene->_sequences.setRange(_globals._sequenceIndexes[1], 1, 3); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[1], 1, 3);
_scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[1], true); _scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[1], true);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[1], 2, 3, 1); _scene->_sequences.setTrigger(_globals._sequenceIndexes[1], 2, 3, 1);
_scene->_sequences.setTrigger(_globals._sequenceIndexes[1], 0, 0, 2); _scene->_sequences.setTrigger(_globals._sequenceIndexes[1], 0, 0, 2);

View file

@ -555,7 +555,7 @@ int SequenceList::addStampCycle(int srcSpriteIdx, bool flipped, int sprite) {
id = addSpriteCycle(srcSpriteIdx, flipped, 32767, 0, 0, 0); id = addSpriteCycle(srcSpriteIdx, flipped, 32767, 0, 0, 0);
if (id >= 0) { if (id >= 0) {
setRange(id, sprite, sprite); setAnimRange(id, sprite, sprite);
_entries[id]._animType = ANIMTYPE_STAMP; _entries[id]._animType = ANIMTYPE_STAMP;
} }
return (id); return (id);
@ -566,10 +566,6 @@ int SequenceList::setTimingTrigger(int delay, int code) {
return -1; return -1;
} }
void SequenceList::setRange(int sequence_id, int first, int last) {
warning("TODO: SequenceList::setRange");
}
int SequenceList::setTrigger(int idx, int trigger_type, int trigger_sprite, int trigger_code) { int SequenceList::setTrigger(int idx, int trigger_type, int trigger_sprite, int trigger_code) {
warning("TODO: SequenceList::setTrigger"); warning("TODO: SequenceList::setTrigger");
return -1; return -1;

View file

@ -128,7 +128,6 @@ public:
int addStampCycle(int srcSpriteIdx, bool flipped, int sprite); int addStampCycle(int srcSpriteIdx, bool flipped, int sprite);
int setTimingTrigger(int delay, int code); int setTimingTrigger(int delay, int code);
void setRange(int sequence_id, int first, int last);
int setTrigger(int sequence_id, int trigger_type, int trigger_sprite, int trigger_code); int setTrigger(int sequence_id, int trigger_type, int trigger_sprite, int trigger_code);
void setSeqPlayer(int idx, bool flag); void setSeqPlayer(int idx, bool flag);
}; };