Ah ok, since it's only on Debug build it's alright :]
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int originalGraphic;
DynamicSprite * dyn_spr;
void tintPortrait(Character * chr, int r, int g, int b, int s, int l){
ViewFrame * chr_vf = Game.GetViewFrame(chr.SpeechView, 0, 0);
originalGraphic = chr_vf.Graphic;
dyn_spr = DynamicSprite.CreateFromExistingSprite(originalGraphic, true);
dyn_spr.Tint(r, g, b, s, l);
chr_vf.Graphic = dyn_spr.Graphic;
}
void untintPortrait(Character * chr){
ViewFrame * chr_vf = Game.GetViewFrame(chr.SpeechView, 0, 0);
chr_vf.Graphic = originalGraphic;
dyn_spr.Delete();
}
bool acceptKeyWasPressed;
void repeatedly_execute_always(){
if(IsKeyPressed(eKeySpace)){
if(!acceptKeyWasPressed){
Mouse.Click(eMouseLeft);
}
acceptKeyWasPressed = true;
} else {
acceptKeyWasPressed = false;
}
}
int my_readkey() {
int gott=readkey();
int scancode = ((gott >> 8) & 0x00ff);
if (gott == READKEY_CODE_ALT_TAB)
{
// Alt+Tab, it gets stuck down unless we do this
return AGS_KEYCODE_ALT_TAB;
}
...
Quote
The actual question is, whether it is convenient to have channel API on engine level, or leave it for script modules. In the latter case audio API should provide sufficient capabilities to create your own channel/mixer system.
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