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; }
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; }