| 1365 | } |
| 1366 | |
| 1367 | void cFodder::Recruit_Truck_Anim_Prepare() { |
| 1368 | uint16* di = mRecruit_Truck_FramesPlay; |
| 1369 | int16 count; |
| 1370 | |
| 1371 | // Do any troops need to enter the truck? |
| 1372 | if (mGame_Data.mGamePhase_Data.mSoldiers_Required > 0) { |
| 1373 | |
| 1374 | // Welcome Troops |
| 1375 | Recruit_Truck_Anim_CopyFrames(&di, mRecruit_Truck_Anim_Welcome); |
| 1376 | |
| 1377 | count = mGame_Data.mGamePhase_Data.mSoldiers_Required; |
| 1378 | count -= 2; |
| 1379 | |
| 1380 | // Wave Troop Past |
| 1381 | while (count >= 0) { |
| 1382 | Recruit_Truck_Anim_CopyFrames(&di, mRecruit_Truck_Anim_PassTroop); |
| 1383 | --count; |
| 1384 | } |
| 1385 | |
| 1386 | // Swing Arm to stop Troops |
| 1387 | Recruit_Truck_Anim_CopyFrames(&di, mRecruit_Truck_Anim_SwingArm); |
| 1388 | |
| 1389 | // Close the truck door |
| 1390 | Recruit_Truck_Anim_CopyFrames(&di, mRecruit_Truck_Anim_CloseDoor); |
| 1391 | } |
| 1392 | |
| 1393 | // Set end markers |
| 1394 | *di++ = 0; |
| 1395 | *di = -1; |
| 1396 | } |
| 1397 | |
| 1398 | void cFodder::Recruit_Truck_Anim_CopyFrames(uint16** pDi, const int16* pSource) { |
| 1399 | int16 ax; |
nothing calls this directly
no outgoing calls
no test coverage detected