deploy: d5382ca98dc0056f295473f267a836ec3d6f2b09

This commit is contained in:
github-actions[bot]
2023-08-22 02:07:48 +00:00
parent a82f42637e
commit 9c64d28f24
10 changed files with 33 additions and 27 deletions
+2 -2
View File
@@ -2,8 +2,8 @@
</code></pre></div></div> <p>Exactly like <code class="language-plaintext highlighter-rouge">reg_anim_animate</code> but the object will automatically disappear after the last animation frame (but not destroyed).</p><hr /> <h3 id="reg_anim_callback"> <a href="#reg_anim_callback" class="anchor-heading" aria-labelledby="reg_anim_callback"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>reg_anim_callback</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">reg_anim_callback</span><span class="p">(</span><span class="n">procedure</span> <span class="n">proc</span><span class="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 /> <h3 id="reg_anim_change_fid"> <a href="#reg_anim_change_fid" class="anchor-heading" aria-labelledby="reg_anim_change_fid"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>reg_anim_change_fid</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">reg_anim_change_fid</span><span class="p">(</span><span class="n">ObjectPtr</span><span class="p">,</span> <span class="kt">int</span> <span class="n">FID</span><span class="p">,</span> <span class="kt">int</span> <span class="n">delay</span><span class="p">)</span>
</code></pre></div></div> <p>Should work like <code class="language-plaintext highlighter-rouge">art_change_fid_num</code> but in <code class="language-plaintext highlighter-rouge">reg_anim</code> sequence.</p><hr /> <h3 id="reg_anim_combat_check"> <a href="#reg_anim_combat_check" class="anchor-heading" aria-labelledby="reg_anim_combat_check"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>reg_anim_combat_check</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">reg_anim_combat_check</span><span class="p">(</span><span class="kt">int</span> <span class="n">enable</span><span class="p">)</span>
</code></pre></div></div> <p>Allows to enable all <code class="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 <code class="language-plaintext highlighter-rouge">reg_anim_begin</code> - <code class="language-plaintext highlighter-rouge">reg_anim_end</code> block.</p><hr /> <h3 id="reg_anim_destroy"> <a href="#reg_anim_destroy" class="anchor-heading" aria-labelledby="reg_anim_destroy"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>reg_anim_destroy</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">reg_anim_destroy</span><span class="p">(</span><span class="n">ObjectPtr</span><span class="p">)</span>
</code></pre></div></div> <p>Allows enabling all <code class="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 <code class="language-plaintext highlighter-rouge">reg_anim_begin</code> - <code class="language-plaintext highlighter-rouge">reg_anim_end</code> block.</p><hr /> <h3 id="reg_anim_destroy"> <a href="#reg_anim_destroy" class="anchor-heading" aria-labelledby="reg_anim_destroy"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>reg_anim_destroy</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">reg_anim_destroy</span><span class="p">(</span><span class="n">ObjectPtr</span><span class="p">)</span>
</code></pre></div></div> <p>Given object is destroyed at the end of current animation set.</p><hr /> <h3 id="reg_anim_light"> <a href="#reg_anim_light" class="anchor-heading" aria-labelledby="reg_anim_light"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>reg_anim_light</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">reg_anim_light</span><span class="p">(</span><span class="n">ObjectPtr</span><span class="p">,</span> <span class="kt">int</span> <span class="n">light</span><span class="p">,</span> <span class="kt">int</span> <span class="n">delay</span><span class="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 /> <h3 id="reg_anim_take_out"> <a href="#reg_anim_take_out" class="anchor-heading" aria-labelledby="reg_anim_take_out"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>reg_anim_take_out</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">reg_anim_take_out</span><span class="p">(</span><span class="n">ObjectPtr</span><span class="p">,</span> <span class="n">holdFrameID</span><span class="p">,</span> <span class="n">delay</span><span class="p">)</span>
</code></pre></div></div> <p>Plays “take out weapon” animation for given <code class="language-plaintext highlighter-rouge">holdFrameID</code>. It is not required to have such weapon in critters inventory.</p><hr /> <h3 id="reg_anim_turn_towards"> <a href="#reg_anim_turn_towards" class="anchor-heading" aria-labelledby="reg_anim_turn_towards"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>reg_anim_turn_towards</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">reg_anim_turn_towards</span><span class="p">(</span><span class="n">ObjectPtr</span><span class="p">,</span> <span class="kt">int</span> <span class="n">tile</span><span class="o">/</span><span class="n">target</span><span class="p">,</span> <span class="n">delay</span><span class="p">)</span>
</code></pre></div></div> <p>Makes object change its direction to face given tile num or target object.</p> </main> </div> </div> <div class="search-overlay"></div> </div> </body> </html>
</code></pre></div></div> <p>Makes object change its direction to face given tile number or target object.</p> </main> </div> </div> <div class="search-overlay"></div> </div> </body> </html>