33 #define FISH_LEFT_ANIM_NAME "f_left.ani"
34 #define FISH_RIGHT_ANIM_NAME "f_right.ani"
36 #define FISH_ANIM_WIDTH 100
37 #define FISH_ANIM_HEIGHT 30
54 if((Fish_left_anim == NULL) || (Fish_right_anim == NULL)){
61 if(!Fish[idx].swimming){
153 if(Fish_left_anim == NULL){
157 if(Fish_right_anim == NULL){
171 for(idx=0; idx<
count; idx++){
186 if(Fish[idx].
a != NULL){
192 if(Fish_left_anim != NULL){
194 Fish_left_anim = NULL;
196 if(Fish_right_anim != NULL){
198 Fish_right_anim = NULL;
int framerate_independent
float frand_range(float min, float max)
Return a floating point number in the range min..max.
typedef int(SCP_EXT_CALLCONV *SCPDLL_PFVERSION)(SCPDLL_Version *)
GLboolean GLboolean GLboolean GLboolean a
void anim_release_render_instance(anim_instance *instance)
Free a particular animation instance that is on the anim_render_list. Do not call this function to fr...
int anim_free(anim *ptr)
Free an animation that was loaded with anim_load().
anim_instance * anim_play(anim_play_struct *aps)
Will add an anim instance to the anim_render_list. This will cause the anim to be played at the x...
int max_w_unscaled_zoomed
#define FISH_LEFT_ANIM_NAME
void anim_play_init(anim_play_struct *aps, anim *a_info, int x, int y, int base_w, int base_h)
Setup an anim_play_struct for passing into anim_play().
#define FISH_RIGHT_ANIM_NAME
void anim_render_one(int screen_id, anim_instance *ani, float frametime)
Display the frames for the passed animation.
int max_h_unscaled_zoomed
anim * anim_load(char *real_filename, int cf_dir_type, int file_mapped)
Load an animation. This stores the compressed data, which instances of the animation can reference...