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Use new stand animation for cast in town

pull/2026/head
obligaron 5 years ago committed by Anders Jenbo
parent
commit
1c21607ccf
  1. 17
      Source/player.cpp

17
Source/player.cpp

@ -1645,6 +1645,9 @@ void StartSpell(int pnum, direction d, int cx, int cy)
NewPlrAnim(player, player._pTAnim[d], player._pSFrames, 0, player._pSWidth, animationFlags, 0, player._pSFNum);
break;
}
} else {
// Start new stand animation so that currentframe is reset
StartStand(pnum, d);
}
PlaySfxLoc(spelldata[player._pSpell].sSFX, player.position.tile.x, player.position.tile.y);
@ -3082,7 +3085,8 @@ bool PM_DoSpell(int pnum)
}
auto &player = plr[pnum];
if (player.AnimInfo.CurrentFrame == (player._pSFNum + 1)) {
int currentSpellFrame = leveltype != DTYPE_TOWN ? player.AnimInfo.CurrentFrame : (player.AnimInfo.CurrentFrame * (player.AnimInfo.DelayLen + 1) + player.AnimInfo.DelayCounter);
if (currentSpellFrame == (player._pSFNum + 1)) {
CastSpell(
pnum,
player._pSpell,
@ -3097,13 +3101,7 @@ bool PM_DoSpell(int pnum)
}
}
if (leveltype == DTYPE_TOWN) {
if (player.AnimInfo.CurrentFrame > player._pSFrames) {
StartWalkStand(pnum);
ClearPlrPVars(player);
return true;
}
} else if (player.AnimInfo.CurrentFrame == player._pSFrames) {
if (currentSpellFrame >= player._pSFrames) {
StartStand(pnum, player._pdir);
ClearPlrPVars(player);
return true;
@ -3469,7 +3467,8 @@ void CheckNewPath(int pnum, bool pmWillBeCalled)
}
}
if (player._pmode == PM_SPELL && player.AnimInfo.CurrentFrame > player._pSFNum) {
int currentSpellFrame = leveltype != DTYPE_TOWN ? player.AnimInfo.CurrentFrame : (player.AnimInfo.CurrentFrame * (player.AnimInfo.DelayLen + 1) + player.AnimInfo.DelayCounter);
if (player._pmode == PM_SPELL && currentSpellFrame > player._pSFNum) {
if (player.destAction == ACTION_SPELL) {
d = GetDirection(player.position.tile, { player.destParam1, player.destParam2 });
StartSpell(pnum, d, player.destParam1, player.destParam2);

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