Bugfix: make RANDOM_ANIM end on a neutral frame
git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@3315 8092fc87-c524-0410-9efc-e669fe64eaf9
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@@ -183,6 +183,10 @@ AdvanceAmbientSequence (SEQUENCE *pSeq)
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{ // animation ended
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{ // animation ended
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active = FALSE;
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active = FALSE;
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pSeq->Alarm = randomRestartRate (pSeq) + 1;
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pSeq->Alarm = randomRestartRate (pSeq) + 1;
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// RANDOM_ANIM must end on a neutral frame
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if (ADPtr->AnimFlags & RANDOM_ANIM)
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pSeq->NextIndex = 0;
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}
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}
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// Will draw the next frame or change to next colormap
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// Will draw the next frame or change to next colormap
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@@ -452,7 +456,8 @@ ambient_anim_task (void *data)
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}
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}
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else if (ActiveMask & ADPtr->BlockMask)
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else if (ActiveMask & ADPtr->BlockMask)
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{ // animation is blocked
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{ // animation is blocked
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assert (!(ActiveMask & ActiveBit));
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assert (!(ActiveMask & ActiveBit) &&
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"Check animations' mutual blocking masks");
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assert (animAtNeutralIndex (pSeq));
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assert (animAtNeutralIndex (pSeq));
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// reschedule
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// reschedule
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pSeq->Alarm = randomRestartRate (pSeq) + 1;
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pSeq->Alarm = randomRestartRate (pSeq) + 1;
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