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hub / github.com/EasyRPG/Player / CommandShowScreen

Method CommandShowScreen

src/game_interpreter.cpp:2450–2534  ·  view source on GitHub ↗

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2448}
2449
2450bool Game_Interpreter::CommandShowScreen(lcf::rpg::EventCommand const& com) { // code 11020
2451 if (Game_Message::IsMessageActive()) {
2452 return false;
2453 }
2454
2455 // Transition commands in battle have glitchy behavior in RPG_RT, but they don't affect the map.
2456 // We disable in them in Player.
2457 if (Game_Battle::IsBattleRunning()) {
2458 return true;
2459 }
2460
2461 int tt = Transition::TransitionNone;
2462
2463 switch (com.parameters[0]) {
2464 case -1:
2465 tt = Main_Data::game_system->GetTransition(Main_Data::game_system->Transition_TeleportShow);
2466 break;
2467 case 0:
2468 tt = Transition::TransitionFadeIn;
2469 break;
2470 case 1:
2471 tt = Transition::TransitionRandomBlocks;
2472 break;
2473 case 2:
2474 tt = Transition::TransitionRandomBlocksDown;
2475 break;
2476 case 3:
2477 tt = Transition::TransitionRandomBlocksUp;
2478 break;
2479 case 4:
2480 tt = Transition::TransitionBlindOpen;
2481 break;
2482 case 5:
2483 tt = Transition::TransitionVerticalStripesIn;
2484 break;
2485 case 6:
2486 tt = Transition::TransitionHorizontalStripesIn;
2487 break;
2488 case 7:
2489 tt = Transition::TransitionBorderToCenterIn;
2490 break;
2491 case 8:
2492 tt = Transition::TransitionCenterToBorderIn;
2493 break;
2494 case 9:
2495 tt = Transition::TransitionScrollUpIn;
2496 break;
2497 case 10:
2498 tt = Transition::TransitionScrollDownIn;
2499 break;
2500 case 11:
2501 tt = Transition::TransitionScrollLeftIn;
2502 break;
2503 case 12:
2504 tt = Transition::TransitionScrollRightIn;
2505 break;
2506 case 13:
2507 tt = Transition::TransitionVerticalCombine;

Callers

nothing calls this directly

Calls 1

GetTransitionMethod · 0.80

Tested by

no test coverage detected