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Add FF_REVERSEANIM frame flag
- Animate from state frame backwards by var1
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2 changed files with 10 additions and 2 deletions
10
src/p_mobj.c
10
src/p_mobj.c
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@ -154,11 +154,17 @@ FUNCINLINE static ATTRINLINE void P_CycleStateAnimation(mobj_t *mobj)
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if (mobj->sprite != SPR_PLAY)
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{
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const UINT8 start = mobj->state->frame & FF_FRAMEMASK;
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UINT8 frame = mobj->frame & FF_FRAMEMASK;
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// compare the current sprite frame to the one we started from
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// if more than var1 away from it, swap back to the original
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// else just advance by one
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if (((++mobj->frame) & FF_FRAMEMASK) - (mobj->state->frame & FF_FRAMEMASK) > (UINT32)mobj->state->var1)
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mobj->frame = (mobj->state->frame & FF_FRAMEMASK) | (mobj->frame & ~FF_FRAMEMASK);
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if ((mobj->frame & FF_REVERSEANIM ? (start - (--frame)) : ((++frame) - start)) > mobj->state->var1)
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frame = start;
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mobj->frame = frame | (mobj->frame & ~FF_FRAMEMASK);
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return;
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}
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@ -100,6 +100,8 @@ extern "C" {
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#define FF_GLOBALANIM 0x20000000
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/// \brief Frame flags - Animate: Start at a random place in the animation (mutually exclusive with above)
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#define FF_RANDOMANIM 0x40000000
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/// \brief Frame flags - Animate: Animate in reverse
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#define FF_REVERSEANIM 0x80000000
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/** \brief translucency tables
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