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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.
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		| @@ -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]; | ||||
|   | ||||
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