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ADL: Handle skipped Frames for Diablo Got-Hit Animation

pull/2361/head
obligaron 5 years ago committed by Anders Jenbo
parent
commit
508132e014
  1. 5
      Source/monster.cpp

5
Source/monster.cpp

@ -55,7 +55,8 @@ void StartMonsterGotHit(int monsterId)
auto &monster = Monsters[monsterId];
if (monster.MType->mtype != MT_GOLEM) {
auto animationFlags = gGameLogicStep < GameLogicStep::ProcessMonsters ? AnimationDistributionFlags::ProcessAnimationPending : AnimationDistributionFlags::None;
NewMonsterAnim(monsterId, &monster.MType->Anims[MA_GOTHIT], monster._mdir, animationFlags);
int numSkippedFrames = (gbIsHellfire && monster.MType->mtype == MT_DIABLO) ? 4 : 0;
NewMonsterAnim(monsterId, &monster.MType->Anims[MA_GOTHIT], monster._mdir, animationFlags, numSkippedFrames);
monster._mmode = MM_GOTHIT;
}
monster.position.offset = { 0, 0 };
@ -400,8 +401,6 @@ void InitMonsterGFX(int monst)
for (int anim = 0; anim < 6; anim++) {
int frames = MonsterData[mtype].Frames[anim];
if (gbIsHellfire && mtype == MT_DIABLO && anim == 3)
frames = 2;
if ((animletter[anim] != 's' || MonsterData[mtype].has_special) && frames > 0) {
char strBuff[256];

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