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Reply to Re: fade_down engine differences fix

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May 3rd, 08:18 PM
custom_simon.gif
SimonK
Peasant He/Him Australia
 
Thanks,

wrote a test script and works the way I wanted

	int &omap = &player_map;
	&update_status = 0;
	script_attach(1000);
	freeze(1);
	fade_down();
	&player_map = 752;
	wait(200);
	fill_screen(0);
	load_screen();
	draw_screen();
	draw_background();
	//draw_status();
	fade_up();
	freeze(1);
	wait(3000);

	fade_down();
	&player_map = &omap;
	wait(200);
	load_screen();
	draw_screen();
	draw_status();
	&update_status = 1;
	fade_up();
	wait(1000);
	unfreeze(1);
	kill_this_task();