Commented on loop() before refactoring.
svn-id: r45604
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8a7c5dbc6f
commit
f77446a500
3 changed files with 23 additions and 3 deletions
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@ -357,6 +357,8 @@ void Script::play(Common::Queue<int> ¶ms) {
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return;
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}
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// Runs just one phase of the loop and exits. Used when waiting for a
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// particular animation phase to come.
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_vm->_game->setLoopSubstatus(kSubstatusStrange);
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_vm->_game->setExitLoop(true);
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_vm->_game->loop();
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@ -469,6 +471,7 @@ void Script::startPlay(Common::Queue<int> ¶ms) {
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_vm->_anims->play(animID);
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}
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// Runs an inner loop until the animation ends.
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_vm->_game->loop();
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_vm->_game->setExitLoop(false);
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_vm->_anims->stop(animID);
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@ -675,6 +678,7 @@ void Script::walkOnPlay(Common::Queue<int> ¶ms) {
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SightDirection dir = static_cast<SightDirection> (params.pop());
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// HACK: This should be an onDest action when hero walking is properly implemented
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// For now, we just go throught the loop-body once to redraw the screen.
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_vm->_game->setExitLoop(true);
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_vm->_game->walkHero(x, y, dir);
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@ -776,7 +780,7 @@ void Script::talk(Common::Queue<int> ¶ms) {
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// "exit immediately" state
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_vm->_game->setExitLoop(false);
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// Call the game loop to enable interactivity until the text expires
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// Call the game loop to enable interactivity until the text expires.
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_vm->_game->loop();
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// Delete the text
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@ -871,6 +875,10 @@ void Script::fadePalette(Common::Queue<int> ¶ms) {
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params.pop(); // unused first and last
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params.pop();
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int phases = params.pop();
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// Let the palette fade in the background while the game continues.
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// Since we don't set substatus to kSubstatusFade, the outer loop will
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// just continue rather than exit.
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_vm->_game->initializeFading(phases);
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}
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@ -880,6 +888,7 @@ void Script::fadePalettePlay(Common::Queue<int> ¶ms) {
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int phases = params.pop();
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_vm->_game->initializeFading(phases);
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// Call the game loop to enable interactivity until the fading is done.
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_vm->_game->setLoopSubstatus(kSubstatusFade);
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_vm->_game->loop();
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_vm->_game->setExitLoop(false);
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