Added a blinking icon to force_encounter/with_flags functions

* currently an icon is always shown for scripted force encounters.
This commit is contained in:
NovaRain
2020-01-20 11:51:17 +08:00
parent f2670deb6f
commit 9f140cf3ca
9 changed files with 34 additions and 9 deletions
+1 -1
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@@ -11,7 +11,7 @@
#define below_equal(a, b) (unsigned_comp(a, b) <= 0)
procedure unsigned_comp(variable a, variable b) begin
if (a bwxor b) then return 0;
if ((a bwxor b) == 0) then return 0; // a == b
if (b == 0) then return 1;
return 1 if (a / b) else -1;
end
+1
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@@ -61,6 +61,7 @@
//Valid flags for force_encounter_with_flags
#define ENCOUNTER_FLAG_NO_CAR (1)
#define ENCOUNTER_FLAG_LOCK (2) // block new forced encounter by the next function call until the current specified encounter occurs
#define ENCOUNTER_FLAG_SPECIAL (4) // special blinking icon
//The attack types returned by get_attack_type
#define ATKTYPE_LWEP1 (0)
+1 -1
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@@ -137,7 +137,7 @@ array - array ID to be used with array-related functions (actually an integer)
- The player will not get an outdoorsman skill check.
> void force_encounter_with_flags(int map, int flags)
- does the same thing as force_encounter, but allows the specification of some extra options.
- does the same thing as force_encounter, but allows the specification of some extra options (see sfall.h for available flags).
- Forcing a random encounter on a map that is not normally used for random encounters may cause the player to lose the car, if they have it.
- In this case use force_encounter_with_flags with the ENCOUNTER_FLAG_NO_CAR flag set.