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* Fixed 171 Update: Defending hero gets now drawn at the end of the first hex row. Hero is in front of the background wall but behind the keep/keep turret.

This commit is contained in:
beegee1 2011-05-15 17:36:39 +00:00
parent 7ad6ca7482
commit 17290d4f0d

@ -1746,12 +1746,6 @@ void CBattleInterface::show(SDL_Surface * to)
//units shown
//showing hero animations
if(attackingHero)
attackingHero->show(to);
if(defendingHero)
defendingHero->show(to);
projectileShowHelper(to);//showing projectiles
//showing spell effects
@ -1825,6 +1819,15 @@ void CBattleInterface::show(SDL_Surface * to)
void CBattleInterface::showAliveStacks(std::vector<const CStack *> *aliveStacks, int hex, std::vector<const CStack *> *flyingStacks, SDL_Surface *to)
{
//showing hero animations
if (hex == 0)
if(attackingHero)
attackingHero->show(to);
if (hex == 16)
if(defendingHero)
defendingHero->show(to);
for(int v = 0; v < aliveStacks[hex].size(); ++v)
{
const CStack *s = aliveStacks[hex][v];