| 137 | } |
| 138 | |
| 139 | void Game_Screen::ShakeOnce(int power, int speed, int tenths) { |
| 140 | data.shake_strength = power; |
| 141 | data.shake_speed = speed; |
| 142 | data.shake_time_left = tenths; |
| 143 | data.shake_continuous = false; |
| 144 | // Shake position is not reset in RPG_RT, so that multiple shakes |
| 145 | // which interrupt each other flow smoothly. |
| 146 | } |
| 147 | |
| 148 | void Game_Screen::ShakeBegin(int power, int speed) { |
| 149 | data.shake_strength = power; |
no outgoing calls
no test coverage detected