// Setup.
void Game_Interpreter::Setup(const std::vector<RPG::EventCommand>& _list, int _event_id, int dbg_x, int dbg_y) {

	Clear();

	map_id = Game_Map::GetMapId();
	event_id = _event_id;
	list = _list;

	debug_x = dbg_x;
	debug_y = dbg_y;

	index = 0;

	CancelMenuCall();
}
Esempio n. 2
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// Setup.
void Game_Interpreter::Setup(const std::vector<RPG::EventCommand>& _list, int _event_id, int dbg_x, int dbg_y) {

	Clear();

	map_id = Game_Map::GetMapId();
	event_id = _event_id;
	list = _list;

	debug_x = dbg_x;
	debug_y = dbg_y;

	index = 0;

	CancelMenuCall();

	if (main_flag) {
		Game_Message::SetFaceName("");
	}

	if (!updating)
		Update();
}