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Added reg_anim_animate_and_move script function (closes #497)
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@@ -777,7 +777,9 @@
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opcode: 0x825a
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- name: reg_anim_animate_and_hide
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detail: void reg_anim_animate_and_hide(ObjectPtr, int animID, int delay)
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doc: Exactly like `reg_anim_animate` but the object will automatically disappear after the last animation frame (but not destroyed).
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doc: |
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Works exactly like `reg_anim_animate` but the object will automatically disappear after the last animation frame (but not destroyed).
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- `delay`: delay from the previous animation. A value of -1 will execute the specified animation immediately after the previous one in the sequence ends.
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opcode: 0x825b
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- name: reg_anim_light
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detail: void reg_anim_light(ObjectPtr, int light, int delay)
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@@ -799,6 +801,12 @@
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detail: void reg_anim_callback(procedure proc)
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doc: Adds the given procedure to an animation sequence-list and executes it in the registered sequence.
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opcode: 0x827e
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- name: reg_anim_animate_and_move
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detail: void reg_anim_animate_and_move(ObjectPtr, int tile, int animID, int delay)
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doc: |
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Plays the specified animation while simultaneously moving the object to the given tile.
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- `delay`: delay from the previous animation. A value of -1 will execute the specified animation immediately after the previous one in the sequence ends.
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macro: sfall.h
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- name: Art and appearance
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items:
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@@ -364,6 +364,7 @@
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#define overlay_clear_rectangle(winType, x, y, w, h) sfall_func6("interface_overlay", winType, 2, x, y, w, h)
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#define overlay_destroy(winType) sfall_func2("interface_overlay", winType, 0)
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#define real_dude_obj sfall_func0("real_dude_obj")
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#define reg_anim_animate_and_move(obj, tile, animID, delay) sfall_func4("reg_anim_animate_and_move", obj, tile, animID, delay)
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#define remove_all_timer_events sfall_func0("remove_timer_event")
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#define remove_timer_event(fixedParam) sfall_func1("remove_timer_event", fixedParam)
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#define set_can_rest_on_map(map, elev, value) sfall_func3("set_can_rest_on_map", map, elev, value)
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@@ -254,7 +254,8 @@ FUNCTION REFERENCE
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-----
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##### `void reg_anim_animate_and_hide(object obj, int animID, int delay)`
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- Exactly like `reg_anim_animate` but the object will automatically disappear after the last animation frame (but not destroyed).
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- Works exactly like `reg_anim_animate` but the object will automatically disappear after the last animation frame (but not destroyed).
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- `delay`: delay from the previous animation. A value of -1 will execute the specified animation immediately after the previous one in the sequence ends.
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-----
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##### `void reg_anim_light(object obj, int light, int delay)`
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@@ -1127,6 +1128,12 @@ sfall_funcX metarule functions
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**Optional argument:**
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- `pos`: the position at which to start the search. If negative, it indicates a position starting from the end of the string
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----
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#### reg_anim_animate_and_move
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`void sfall_func4("reg_anim_animate_and_move", object obj, int tile, int animID, int delay)`
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- Plays the specified animation while simultaneously moving the object to the given tile
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- `delay`: delay from the previous animation. A value of -1 will execute the specified animation immediately after the previous one in the sequence ends
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****
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_See other documentation files (arrays.md, hookscripts.md) for related functions reference._
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