</code></pre></div></div> <p>Works exactly like <code class="language-plaintexthighlighter-rouge">reg_anim_animate</code> but the object will automatically disappear after the last animation frame (but not destroyed).</p><ul><li><codeclass="language-plaintext highlighter-rouge">delay</code>: delay from the previous animation. A value of -1 will execute the specified animation immediately after the previous one in the sequence ends.</li></ul><hr/><h3class="d-inline-block"id="reg_anim_animate_and_move"><ahref="#reg_anim_animate_and_move"class="anchor-heading"aria-labelledby="reg_anim_animate_and_move"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>reg_anim_animate_and_move</strong></h3><pclass="label label-green">sfall.h</p><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">void</span><spanclass="n">reg_anim_animate_and_move</span><spanclass="p">(</span><spanclass="n">ObjectPtr</span><spanclass="p">,</span><spanclass="kt">int</span><spanclass="n">tile</span><spanclass="p">,</span><spanclass="kt">int</span><spanclass="n">animID</span><spanclass="p">,</span><spanclass="kt">int</span><spanclass="n">delay</span><spanclass="p">)</span>
</code></pre></div></div><p>Plays the specified animation while simultaneously moving the object to the given tile.</p><ul><li><codeclass="language-plaintext highlighter-rouge">delay</code>: delay from the previous animation. A value of -1 will execute the specified animation immediately after the previous one in the sequence ends.</li></ul><hr/><h3id="reg_anim_callback"><ahref="#reg_anim_callback"class="anchor-heading"aria-labelledby="reg_anim_callback"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>reg_anim_callback</strong></h3><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">void</span><spanclass="n">reg_anim_callback</span><spanclass="p">(</span><spanclass="n">procedure</span><spanclass="n">proc</span><spanclass="p">)</span>
</code></pre></div></div><p>Adds the given procedure to an animation sequence-list and executes it in the registered sequence.</p><hr/><h3id="reg_anim_change_fid"><ahref="#reg_anim_change_fid"class="anchor-heading"aria-labelledby="reg_anim_change_fid"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>reg_anim_change_fid</strong></h3><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">void</span><spanclass="n">reg_anim_change_fid</span><spanclass="p">(</span><spanclass="n">ObjectPtr</span><spanclass="p">,</span><spanclass="kt">int</span><spanclass="n">FID</span><spanclass="p">,</span><spanclass="kt">int</span><spanclass="n">delay</span><spanclass="p">)</span>
</code></pre></div></div><p>Should work like <codeclass="language-plaintext highlighter-rouge">art_change_fid_num</code> but in <codeclass="language-plaintext highlighter-rouge">reg_anim</code> sequence.</p><hr/><h3id="reg_anim_combat_check"><ahref="#reg_anim_combat_check"class="anchor-heading"aria-labelledby="reg_anim_combat_check"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>reg_anim_combat_check</strong></h3><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">void</span><spanclass="n">reg_anim_combat_check</span><spanclass="p">(</span><spanclass="kt">int</span><spanclass="n">enable</span><spanclass="p">)</span>
</code></pre></div></div><p>Allows enabling all <codeclass="language-plaintext highlighter-rouge">reg_anim_*</code> functions in combat (including vanilla functions) if set to 0. It is automatically reset at the end of each frame, so you need to call it before <codeclass="language-plaintext highlighter-rouge">reg_anim_begin</code> - <codeclass="language-plaintext highlighter-rouge">reg_anim_end</code> block.</p><hr/><h3id="reg_anim_destroy"><ahref="#reg_anim_destroy"class="anchor-heading"aria-labelledby="reg_anim_destroy"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>reg_anim_destroy</strong></h3><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">void</span><spanclass="n">reg_anim_destroy</span><spanclass="p">(</span><spanclass="n">ObjectPtr</span><spanclass="p">)</span>
</code></pre></div></div><p>Given object is destroyed at the end of current animation set.</p><hr/><h3id="reg_anim_light"><ahref="#reg_anim_light"class="anchor-heading"aria-labelledby="reg_anim_light"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>reg_anim_light</strong></h3><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">void</span><spanclass="n">reg_anim_light</span><spanclass="p">(</span><spanclass="n">ObjectPtr</span><spanclass="p">,</span><spanclass="kt">int</span><spanclass="n">light</span><spanclass="p">,</span><spanclass="kt">int</span><spanclass="n">delay</span><spanclass="p">)</span>
</code></pre></div></div><p>Change light of any object. Light argument is a light radius (0-8), but you can use highest 2 bytes to pass light intensity as well (example: 0xFFFF0008 - intensity 65535 and radius 8). If highest 2 bytes are 0, intensity will not be changed. Intensity range is from 0 to 65535 (0xFFFF)</p><hr/><h3id="reg_anim_take_out"><ahref="#reg_anim_take_out"class="anchor-heading"aria-labelledby="reg_anim_take_out"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>reg_anim_take_out</strong></h3><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">void</span><spanclass="n">reg_anim_take_out</span><spanclass="p">(</span><spanclass="n">ObjectPtr</span><spanclass="p">,</span><spanclass="n">holdFrameID</span><spanclass="p">,</span><spanclass="n">delay</span><spanclass="p">)</span>
</code></pre></div></div><p>Plays “take out weapon” animation for given <codeclass="language-plaintext highlighter-rouge">holdFrameID</code>. It is not required to have such weapon in critter’s inventory.</p><hr/><h3id="reg_anim_turn_towards"><ahref="#reg_anim_turn_towards"class="anchor-heading"aria-labelledby="reg_anim_turn_towards"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>reg_anim_turn_towards</strong></h3><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">void</span><spanclass="n">reg_anim_turn_towards</span><spanclass="p">(</span><spanclass="n">ObjectPtr</span><spanclass="p">,</span><spanclass="kt">int</span><spanclass="n">tile</span><spanclass="o">/</span><spanclass="n">target</span><spanclass="p">,</span><spanclass="n">delay</span><spanclass="p">)</span>
</code></pre></div></div><p>Makes object change its direction to face given tile number or target object.</p></main><hr><footer><divclass="d-md-none mt-4 fs-2"> This site uses <ahref="https://github.com/just-the-docs/just-the-docs">Just the Docs</a>, a documentation theme for Jekyll. </div></footer></div></div><divclass="search-overlay"></div></div></body></html>