void Game_Player::ReserveTeleport(int map_id, int x, int y, int direction) { new_map_id = map_id; new_x = x; new_y = y; new_direction = direction; FileRequestAsync* request = Game_Map::RequestMap(new_map_id); request->SetImportantFile(true); request->Start(); }
void Spriteset_Map::ChipsetUpdated() { if (!Game_Map::GetChipsetName().empty()) { FileRequestAsync* request = AsyncHandler::RequestFile("ChipSet", Game_Map::GetChipsetName()); tilemap_request_id = request->Bind(&Spriteset_Map::OnTilemapSpriteReady, this); request->SetImportantFile(true); request->SetGraphicFile(true); request->Start(); } else { OnTilemapSpriteReady(NULL); } }