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</ul> </nav> </div> <div class="main-content-wrap"> <div id="main-content" class="main-content"> <main> <h1 class="no_toc" id="animations"> <a href="#animations" class="anchor-heading" aria-labelledby="animations"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> Animations </h1> <h2 class="no_toc" id="functions"> <a href="#functions" class="anchor-heading" aria-labelledby="functions"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> Functions </h2> <ul id="markdown-toc"> <li><a href="#reg_anim_animate_and_hide" id="markdown-toc-reg_anim_animate_and_hide"><strong>reg_anim_animate_and_hide</strong></a></li> <li><a href="#reg_anim_animate_and_move" id="markdown-toc-reg_anim_animate_and_move"><strong>reg_anim_animate_and_move</strong></a></li> <li><a href="#reg_anim_callback" id="markdown-toc-reg_anim_callback"><strong>reg_anim_callback</strong></a></li> <li><a href="#reg_anim_change_fid" id="markdown-toc-reg_anim_change_fid"><strong>reg_anim_change_fid</strong></a></li> <li><a href="#reg_anim_combat_check" id="markdown-toc-reg_anim_combat_check"><strong>reg_anim_combat_check</strong></a></li> <li><a href="#reg_anim_destroy" id="markdown-toc-reg_anim_destroy"><strong>reg_anim_destroy</strong></a></li> <li><a href="#reg_anim_light" id="markdown-toc-reg_anim_light"><strong>reg_anim_light</strong></a></li> <li><a href="#reg_anim_take_out" id="markdown-toc-reg_anim_take_out"><strong>reg_anim_take_out</strong></a></li> <li><a href="#reg_anim_turn_towards" id="markdown-toc-reg_anim_turn_towards"><strong>reg_anim_turn_towards</strong></a></li> </ul><hr /> <h3 id="reg_anim_animate_and_hide"> <a href="#reg_anim_animate_and_hide" class="anchor-heading" aria-labelledby="reg_anim_animate_and_hide"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>reg_anim_animate_and_hide</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_animate_and_hide</span><span class="p">(</span><span class="n">ObjectPtr</span><span class="p">,</span> <span class="kt">int</span> <span class="n">animID</span><span class="p">,</span> <span class="kt">int</span> <span class="n">delay</span><span class="p">)</span>
</code></pre></div></div> <p>Works 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> <ul> <li><code class="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 /> <h3 class="d-inline-block" id="reg_anim_animate_and_move"> <a href="#reg_anim_animate_and_move" class="anchor-heading" aria-labelledby="reg_anim_animate_and_move"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>reg_anim_animate_and_move</strong> </h3> <p class="label label-green">sfall.h</p> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">reg_anim_animate_and_move</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="p">,</span> <span class="kt">int</span> <span class="n">animID</span><span class="p">,</span> <span class="kt">int</span> <span class="n">delay</span><span class="p">)</span>
</code></pre></div></div> <p>Plays the specified animation while simultaneously moving the object to the given tile.</p> <ul> <li><code class="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 /> <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 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 number or target object.</p> </main> </div> </div> <div class="search-overlay"></div> </div> </body> </html>