Example #1
0
 virtual Iscript::CmdResult HandleCommand(Image *img, Iscript::Script *script,
         const Iscript::Command &cmd) override
 {
     auto result = img->HandleIscriptCommand(this, script, cmd);
     if (result == Iscript::CmdResult::NotHandled)
     {
         Warning("Could not handle iscript command %s for image %s from SetIscriptAnimation hook",
                 cmd.DebugStr().c_str(), img->DebugStr().c_str());
     }
     return result;
 }
Example #2
0
 virtual Iscript::CmdResult HandleCommand(Image *img, Iscript::Script *script,
                                          const Iscript::Command &cmd) override
 {
     // Firebat's attack sprite has this in normal bw, and it is
     // lone when the firebat is inside bunker.
     if (cmd.opcode == Iscript::Opcode::NoBrkCodeEnd || cmd.opcode == Iscript::Opcode::GotoRepeatAttk)
         return Iscript::CmdResult::Handled;
     Iscript::CmdResult result = sprite->HandleIscriptCommand(this, img, script, cmd);
     if (result == Iscript::CmdResult::NotHandled)
     {
         Warning("Unhandled iscript command %s in %s, image %s",
                 cmd.DebugStr().c_str(), caller, img->DebugStr().c_str());
     }
     return result;
 }