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init
Prototypevoid init(string[199] dink_ini_line)
init()
allows you to execute a line normally run from the dink.ini
file. It can be used to replace graphics on the fly, such as for Dink's weapons, or anything else.
c
// excerpt from item-sw1.c
init("load_sequence_now graphics\dink\sword\walk\d-sw1- 71 43 64 69 -14 -10 14 10");
init("load_sequence_now graphics\dink\sword\walk\d-sw2- 72 43 35 70 -21 -10 19 10");
init("load_sequence_now graphics\dink\sword\walk\d-sw3- 73 43 28 69 -13 -9 13 9");
init("load_sequence_now graphics\dink\sword\walk\d-sw4- 74 43 66 75 -14 -12 20 12");
If replacing sequences with different numbers of frames, the longest sequence should be loaded first in the dink.ini
, otherwise it might replace frames in other sequences.
Dink
< 1.08
init()
only works well if the graphics are in dir.ff
format. If the graphics are plain bmps, and the replaced sequence is played, it may include frames from other sequences.
Dink
1.08
Freedink
all
init()
will work well with plain bmps, there is no need to pack the graphics into dir.ff format.
For more information on dink.ini
lines, see Graphics