void kid_unclimb (struct anim *k) { k->oaction = k->action; k->action = kid_unclimb; k->f.flip = (k->f.dir == RIGHT) ? ALLEGRO_FLIP_HORIZONTAL : 0; if (! flow (k)) return; if (! physics_in (k)) return; next_frame (&k->f, &k->f, &k->fo); physics_out (k); }
void guard_normal (struct anim *g) { g->oaction = g->action; g->action = guard_normal; g->f.flip = (g->f.dir == RIGHT) ? ALLEGRO_FLIP_HORIZONTAL : 0; if (! flow (g)) return; if (! physics_in (g)) return; next_frame (&g->f, &g->f, &g->fo); physics_out (g); }
void kid_stabilize (struct anim *k) { k->oaction = k->action; k->action = kid_stabilize; k->f.flip = (k->f.dir == RIGHT) ? ALLEGRO_FLIP_HORIZONTAL : 0; if (! flow (k)) return; if (! cutscene && ! physics_in (k)) return; next_frame (&k->f, &k->f, &k->fo); physics_out (k); }
void kid_stairs (struct anim *k) { k->oaction = k->action; k->action = kid_stairs; k->f.dir = RIGHT; k->f.flip = 0; if (! flow (k)) return; if (! physics_in (k)) return; next_frame_inv = true; next_frame (&k->f, &k->f, &k->fo); next_frame_inv = false; physics_out (k); }
void kid_turn_run (struct anim *k) { k->oaction = k->action; k->action = kid_turn_run; if (k->oaction != kid_turn_run) k->f.dir = (k->f.dir == LEFT) ? RIGHT : LEFT; k->f.flip = (k->f.dir == RIGHT) ? 0 : ALLEGRO_FLIP_HORIZONTAL; if (! flow (k)) return; if (! physics_in (k)) return; next_frame_inv = true; next_frame (&k->f, &k->f, &k->fo); next_frame_inv = false; physics_out (k); }