Name animation flags

This commit is contained in:
duncanspumpkin 2018-01-17 21:56:22 +00:00 committed by Duncan
parent eb5f8485fa
commit 4d45053aec
4 changed files with 7 additions and 7 deletions

View File

@ -475,7 +475,7 @@ uint8 RideObject::CalculateNumVerticalFrames(const rct_ride_entry_vehicle * vehi
{
if (!(vehicleEntry->flags & VEHICLE_ENTRY_FLAG_SPINNING_ADDITIONAL_FRAMES))
{
if (vehicleEntry->flags & VEHICLE_ENTRY_FLAG_23 && vehicleEntry->animation != VEHICLE_ENTRY_ANIMATION_OBSERVATION_TOWER)
if (vehicleEntry->flags & VEHICLE_ENTRY_FLAG_VEHICLE_ANIMATION && vehicleEntry->animation != VEHICLE_ENTRY_ANIMATION_OBSERVATION_TOWER)
{
if (!(vehicleEntry->flags & VEHICLE_ENTRY_FLAG_DODGEM_INUSE_LIGHTS))
{

View File

@ -4324,7 +4324,7 @@ static void vehicle_update_motion_boat_hire(rct_vehicle * vehicle)
{
return;
}
if (vehicleEntry->flags & (VEHICLE_ENTRY_FLAG_23 | VEHICLE_ENTRY_FLAG_24))
if (vehicleEntry->flags & (VEHICLE_ENTRY_FLAG_VEHICLE_ANIMATION | VEHICLE_ENTRY_FLAG_RIDER_ANIMATION))
{
vehicle_update_additional_animation(vehicle);
}
@ -9652,7 +9652,7 @@ sint32 vehicle_update_track_motion(rct_vehicle * vehicle, sint32 * outStation)
vehicle_update_spinning_car(car);
}
// Rider sprites?? animation??
if ((vehicleEntry->flags & VEHICLE_ENTRY_FLAG_23) || (vehicleEntry->flags & VEHICLE_ENTRY_FLAG_24))
if ((vehicleEntry->flags & VEHICLE_ENTRY_FLAG_VEHICLE_ANIMATION) || (vehicleEntry->flags & VEHICLE_ENTRY_FLAG_RIDER_ANIMATION))
{
vehicle_update_additional_animation(car);
}

View File

@ -248,8 +248,8 @@ enum {
VEHICLE_ENTRY_FLAG_RIDERS_SCREAM = 1 << 20,
VEHICLE_ENTRY_FLAG_21 = 1 << 21,
VEHICLE_ENTRY_FLAG_BOAT_HIRE_COLLISION_DETECTION = 1 << 22,
VEHICLE_ENTRY_FLAG_23 = 1 << 23, // Set on animated vehicles like the Multi-dimension coaster trains, Miniature Railway locomotives and Helicycles.
VEHICLE_ENTRY_FLAG_24 = 1 << 24,
VEHICLE_ENTRY_FLAG_VEHICLE_ANIMATION = 1 << 23, // Set on animated vehicles like the Multi-dimension coaster trains, Miniature Railway locomotives and Helicycles.
VEHICLE_ENTRY_FLAG_RIDER_ANIMATION = 1 << 24, // Set when the animation updates rider sprite positions
VEHICLE_ENTRY_FLAG_25 = 1 << 25,
VEHICLE_ENTRY_FLAG_26 = 1 << 26,
VEHICLE_ENTRY_FLAG_SLIDE_SWING = 1 << 27, // Set on dingy slides. They have there own swing value calculations and have a different amount of images.

View File

@ -908,7 +908,7 @@ static void vehicle_sprite_paint(paint_session * session, rct_vehicle * vehicle,
{
baseImage_id += (vehicle->spin_sprite / 8) & 31;
}
if (vehicleEntry->flags & VEHICLE_ENTRY_FLAG_23)
if (vehicleEntry->flags & VEHICLE_ENTRY_FLAG_VEHICLE_ANIMATION)
{
baseImage_id += vehicle->animation_frame;
}
@ -931,7 +931,7 @@ static void vehicle_sprite_paint(paint_session * session, rct_vehicle * vehicle,
{
image_id = baseImage_id | SPRITE_ID_PALETTE_COLOUR_2(vehicle->peep_tshirt_colours[i * 2],
vehicle->peep_tshirt_colours[(i * 2) + 1]);
if (i == 0 && vehicleEntry->flags & VEHICLE_ENTRY_FLAG_24)
if (i == 0 && vehicleEntry->flags & VEHICLE_ENTRY_FLAG_RIDER_ANIMATION)
{
image_id += (vehicleEntry->no_vehicle_images * vehicle->animation_frame);
}