Added a HIGHLIGHT_UNIT macro for flashing units

...in the same way HIGHLIGHT_IMAGE does. Not to generally be used in mainline.
This commit is contained in:
Lari Nieminen 2007-09-17 15:27:59 +00:00
parent da800ee43c
commit b3606b9ab6

View file

@ -43,6 +43,91 @@
{CLEAR_VARIABLE FLOATING_TEXT_temp}
#enddef
#define HIGHLIGHT_UNIT FILTER
# Blinks the specified unit(s) a few times. Can be used to pinpoint an
# important unit to the player.
[store_unit]
[filter]
{FILTER}
[/filter]
kill=no
variable=HIGHLIGHT_UNIT_temp
[/store_unit]
[scroll_to]
x,y=$HIGHLIGHT_UNIT_temp[$i].x,$HIGHLIGHT_UNIT_temp[$i].y
[/scroll_to]
{FOREACH HIGHLIGHT_UNIT_temp i}
[kill]
x,y=$HIGHLIGHT_UNIT_temp[$i].x,$HIGHLIGHT_UNIT_temp[$i].y
fire_event=no
animate=no
[/kill]
{NEXT i}
[redraw][/redraw]
[delay]
time=300
[/delay]
{FOREACH HIGHLIGHT_UNIT_temp i}
[unstore_unit]
variable=HIGHLIGHT_UNIT_temp[$i]
find_vacant=no
[/unstore_unit]
{NEXT i}
[redraw][/redraw]
[delay]
time=300
[/delay]
{FOREACH HIGHLIGHT_UNIT_temp i}
[kill]
x,y=$HIGHLIGHT_UNIT_temp[$i].x,$HIGHLIGHT_UNIT_temp[$i].y
fire_event=no
animate=no
[/kill]
{NEXT i}
[redraw][/redraw]
[delay]
time=300
[/delay]
{FOREACH HIGHLIGHT_UNIT_temp i}
[unstore_unit]
variable=HIGHLIGHT_UNIT_temp[$i]
find_vacant=no
[/unstore_unit]
{NEXT i}
[redraw][/redraw]
[delay]
time=300
[/delay]
{FOREACH HIGHLIGHT_UNIT_temp i}
[kill]
x,y=$HIGHLIGHT_UNIT_temp[$i].x,$HIGHLIGHT_UNIT_temp[$i].y
fire_event=no
animate=no
[/kill]
{NEXT i}
[redraw][/redraw]
[delay]
time=300
[/delay]
{FOREACH HIGHLIGHT_UNIT_temp i}
[unstore_unit]
variable=HIGHLIGHT_UNIT_temp[$i]
find_vacant=no
[/unstore_unit]
{NEXT i}
[redraw][/redraw]
[delay]
time=300
[/delay]
{CLEAR_VARIABLE HIGHLIGHT_UNIT_temp}
#enddef
#define HIGHLIGHT_IMAGE X Y IMAGE BACKGROUND
# Scrolls to the given location, blinks the given image in and out a few
# times, and then leaves the image in place. Use this to pinpoint an