fixed blind descend animation
This commit is contained in:
+10
-2
@@ -2116,12 +2116,20 @@ void game_blind_select()
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if (top_row)
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if (top_row)
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{
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{
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state = 2;
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state = 2;
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timer = 0;
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}
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}
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else if (current_blind != BOSS_BLIND)
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else if (current_blind != BOSS_BLIND)
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{
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{
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increment_blind(BLIND_SKIPPED);
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increment_blind(BLIND_SKIPPED);
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state = 0;
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background = -1; // Force refresh of the background
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background = -1; // Force refresh of the background
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change_background(BG_ID_BLIND_SELECT);
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for (int i = 0; i < 12; i++)
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{
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main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT_UP, SE_UP);
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}
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timer = 0;
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timer = 0;
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}
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}
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}
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}
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@@ -2143,13 +2151,13 @@ void game_blind_select()
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{
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{
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if (timer < MENU_POP_OUT_ANIM_FRAMES)
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if (timer < MENU_POP_OUT_ANIM_FRAMES)
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{
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{
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// TODO: Figure out why this animation doesn't display...
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main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT_DOWN, SE_DOWN);
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main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT_DOWN, SE_DOWN);
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}
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}
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// TODO: Currently selecting other blinds crashes, remove this condition once fixed
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// TODO: Currently selecting other blinds crashes, remove this condition once fixed
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else if (current_blind == SMALL_BLIND)
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else if (current_blind == SMALL_BLIND)
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{
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{
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game_set_state(GAME_PLAYING);
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game_set_state(GAME_PLAYING);
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state = 0; // Reset the state
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}
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}
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break;
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break;
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}
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}
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@@ -58,6 +58,8 @@ void main_bg_se_copy_rect_1_tile_vert(Rect se_rect, int direction)
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&se_mem[MAIN_BG_SBB][se_rect.left + SE_ROW_LEN * y],
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&se_mem[MAIN_BG_SBB][se_rect.left + SE_ROW_LEN * y],
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se_rect.right - se_rect.left + 1);
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se_rect.right - se_rect.left + 1);
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}
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}
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memset16(&se_mem[MAIN_BG_SBB][se_rect.left + SE_ROW_LEN * (end)], 0x0000, se_rect.right - se_rect.left + 1); // This clears the top row when going down, or the bottom row when going up.
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}
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}
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void tte_erase_rect_wrapper(Rect rect)
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void tte_erase_rect_wrapper(Rect rect)
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