| 719 | } |
| 720 | |
| 721 | bool Game_Interpreter_Map::CommandFlashSprite(lcf::rpg::EventCommand const& com) { // code 11320 |
| 722 | int event_id = ValueOrVariableBitfield(com, 7, 0, 0); |
| 723 | int r = ValueOrVariableBitfield(com, 7, 1, 1); |
| 724 | int g = ValueOrVariableBitfield(com, 7, 2, 2); |
| 725 | int b = ValueOrVariableBitfield(com, 7, 3, 3); |
| 726 | int p = ValueOrVariableBitfield(com, 7, 4, 4); |
| 727 | |
| 728 | int tenths = com.parameters[5]; |
| 729 | bool wait = com.parameters[6] > 0; |
| 730 | Game_Character* event = GetCharacter(event_id, "FlashSprite"); |
| 731 | |
| 732 | if (event != NULL) { |
| 733 | event->Flash(r, g, b, p, tenths * DEFAULT_FPS / 10); |
| 734 | |
| 735 | if (wait) { |
| 736 | SetupWait(tenths); |
| 737 | } |
| 738 | } |
| 739 | |
| 740 | return true; |
| 741 | } |
| 742 | |
| 743 | bool Game_Interpreter_Map::CommandProceedWithMovement(lcf::rpg::EventCommand const& /* com */) { // code 11340 |
| 744 | _state.wait_movement = true; |