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Allow animated pictures in special dialogs #640
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Okay, so there's a problem with this fix for #146. It's fine in the case of dialog nodes – they can now pick either a static or animated boom. But the problem is, the "Animate Fake Damage" node can now pick an animated boom, which is wrong – that node should only allow static booms. (There's a separate node, "Do sfx burst", for animated booms.) |
Ah yes. Choosing an animated boom for that node cause the game to crash. I just tested and found that Do SFX burst isn't working... Gotta check if this PR broke it or if it was already broken. EDIT: SFX burst is broken in master. I opened a bug for it (#644) |
I've added a restriction on Animate Fake Damage so it's static booms only. This required modifying the special nodes dictionary behavior so it could conflict with your WIP #607 branch. |
I tested the -2 = infinite change and it works. Now the |
@CelticMinstrel win-vs64 will fail but this should be ready. |
This adds the choice to make pictures in special dialogs animated. (Town Stairs are not included because they don't have a free node flag to match the other ones. But they could get this feature too, and if they did,
anim_pict
could be removed.)I tried to change it so -2 is the magic value for an infinite anim loop but that I haven't tested that thoroughly.
Fix #146