| 2448 | } |
| 2449 | |
| 2450 | bool 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; |
nothing calls this directly
no test coverage detected