void InitCommAnimations (void) { ActiveMask = 0; TalkDesc = CommData.AlienTalkDesc; TransitDesc = CommData.AlienTransitionDesc; // Animation sequences have to be drawn in reverse, and // talk animations have to be drawn last (so we add them first) TotalSequences = 0; // Transition animation last Transit = Sequences + TotalSequences; SetupTalkSequence (Transit, &TransitDesc); ++TotalSequences; // Talk animation second last Talk = Sequences + TotalSequences; SetupTalkSequence (Talk, &TalkDesc); ++TotalSequences; FirstAmbient = TotalSequences; SetupAmbientSequences (Sequences + FirstAmbient, CommData.NumAnimations); TotalSequences += CommData.NumAnimations; LastTime = GetTimeCounter (); }
void InitCommAnimations (void) { COUNT i; ActiveMask = 0; TalkDesc = CommData.AlienTalkDesc; TransitDesc = CommData.AlienTransitionDesc; // JMS: Shofixti Colony comm screen is blacked out upon the first encounter. if (CommData.AlienConv == SHOFIXTICOLONY_CONVERSATION) { if (GET_GAME_STATE (SHOFIXTI_COLONY_MET) < 2) TalkDesc.AnimFlags |= ANIM_DISABLED; for (i = 0; i < CommData.NumAnimations; ++i) { ANIMATION_DESC *ADPtr = &CommData.AlienAmbientArray[i]; // JMS: Turn on the anims & disable black screen when the time is right. if ((GET_GAME_STATE (SHOFIXTI_COLONY_MET) == 0 && i < CommData.NumAnimations - 1) || (GET_GAME_STATE (SHOFIXTI_COLONY_MET) >= 1 && i == CommData.NumAnimations - 1) ) ADPtr->AnimFlags |= ANIM_DISABLED; } } // Animation sequences have to be drawn in reverse, and // talk animations have to be drawn last (so we add them first) TotalSequences = 0; // Transition animation last Transit = Sequences + TotalSequences; SetupTalkSequence (Transit, &TransitDesc); ++TotalSequences; // Talk animation second last Talk = Sequences + TotalSequences; SetupTalkSequence (Talk, &TalkDesc); ++TotalSequences; FirstAmbient = TotalSequences; SetupAmbientSequences (Sequences + FirstAmbient, CommData.NumAnimations); TotalSequences += CommData.NumAnimations; LastTime = GetTimeCounter (); }