September 16th patch update

DLL version incremented
Beacon functionality added
Support for loading screen match preview display
Placeholder handling of new key-bindable mod commands
This commit is contained in:
PG-SteveT 2020-09-16 10:03:04 -07:00
parent e37e174be1
commit fd05be35c1
68 changed files with 1313 additions and 267 deletions

View file

@ -2132,7 +2132,61 @@ static AnimTypeClass const Flag(
0, // Loop start frame number.
-1, // Ending frame of loop back.
-1, // Number of animation stages.
-1, // Number of times the animation loops.
-1, // Number of times the animation loops.
VOC_NONE, // Sound effect to play.
ANIM_NONE
);
static AnimTypeClass const Beacon(
ANIM_BEACON, // Animation number.
"MOVEFLSH", // Data name of animation.
21, // Maximum dimension of animation.
0, // Biggest animation stage.
true, // Theater specific art imagery?
false, // Normalized animation rate?
false, // Uses white translucent table?
false, // Scorches the ground?
false, // Forms a crater?
false, // Sticks to unit in square?
false, // Ground level animation?
false, // Translucent colors in this animation?
false, // Is this a flame thrower animation?
0, // Damage to apply per tick (fixed point).
1, // Delay between frames.
0, // Starting frame number.
0, // Loop start frame number.
-1, // Ending frame of loop back.
1, // Number of animation stages.
-1, // Number of times the animation loops.
VOC_NONE, // Sound effect to play.
ANIM_NONE,
-1, // Virtual stages
0x100, // Virtual scale
NULL, // Virtual name
ANIM_BEACON_VIRTUAL // Virtual anim
);
static AnimTypeClass const BeaconVirtual(
ANIM_BEACON_VIRTUAL, // Animation number.
"BEACON", // Data name of animation.
21, // Maximum dimension of animation.
0, // Biggest animation stage.
false, // Theater specific art imagery?
false, // Normalized animation rate?
false, // Uses white translucent table?
false, // Scorches the ground?
false, // Forms a crater?
false, // Sticks to unit in square?
false, // Ground level animation?
false, // Translucent colors in this animation?
false, // Is this a flame thrower animation?
0, // Damage to apply per tick (fixed point).
1, // Delay between frames.
0, // Starting frame number.
0, // Loop start frame number.
-1, // Ending frame of loop back.
1, // Number of animation stages.
-1, // Number of times the animation loops.
VOC_NONE, // Sound effect to play.
ANIM_NONE
);
@ -2450,6 +2504,7 @@ void AnimTypeClass::Init_Heap(void)
new AnimTypeClass(ParaBomb);
new AnimTypeClass(MineExp1);
new AnimTypeClass(Flag);
new AnimTypeClass(Beacon);
#ifdef FIXIT_ANTS
new AnimTypeClass(Ant1Death);
new AnimTypeClass(Ant2Death);
@ -2459,6 +2514,7 @@ void AnimTypeClass::Init_Heap(void)
new AnimTypeClass(Fire2Virtual);
new AnimTypeClass(Fire1Virtual);
new AnimTypeClass(Fire4Virtual);
new AnimTypeClass(BeaconVirtual);
}
/***********************************************************************************************
@ -2529,6 +2585,9 @@ void AnimTypeClass::Init(TheaterType theater)
((void const *&)anim.ImageData) = MFCD::Retrieve(fullname);
}
}
// Set up beacon image data manually since they're new animations only available in the virtual renderer
((void const *&)As_Reference(ANIM_BEACON_VIRTUAL).ImageData) = As_Reference(ANIM_BEACON).ImageData;
}
}