diff --git a/animations/index.html b/animations/index.html index 1dad91ec..be4b02fc 100644 --- a/animations/index.html +++ b/animations/index.html @@ -2,8 +2,8 @@
Exactly like reg_anim_animate but the object will automatically disappear after the last animation frame (but not destroyed).
void reg_anim_callback(procedure proc)
Adds the given procedure to an animation sequence-list and executes it in the registered sequence.
void reg_anim_change_fid(ObjectPtr, int FID, int delay)
Should work like art_change_fid_num but in reg_anim sequence.
void reg_anim_combat_check(int enable)
-Allows to enable all reg_anim_* 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 reg_anim_begin - reg_anim_end block.
void reg_anim_destroy(ObjectPtr)
+Allows enabling all reg_anim_* 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 reg_anim_begin - reg_anim_end block.
void reg_anim_destroy(ObjectPtr)
Given object is destroyed at the end of current animation set.
void reg_anim_light(ObjectPtr, int light, int delay)
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)
void reg_anim_take_out(ObjectPtr, holdFrameID, delay)
Plays “take out weapon” animation for given holdFrameID. It is not required to have such weapon in critter’s inventory.
void reg_anim_turn_towards(ObjectPtr, int tile/target, delay)
-Makes object change its direction to face given tile num or target object.