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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Correctly end movement on battle start

This commit is contained in:
Ivan Savenko 2023-09-15 22:45:55 +03:00
parent c8e6a7cd27
commit 2355aab139

View File

@ -77,10 +77,7 @@ void HeroMovementController::onBattleStarted()
// when battle starts, game will send battleStart pack *before* movement confirmation // when battle starts, game will send battleStart pack *before* movement confirmation
// and since network thread wait for battle intro to play, movement confirmation will only happen after intro // and since network thread wait for battle intro to play, movement confirmation will only happen after intro
// leading to several bugs, such as blocked input during intro // leading to several bugs, such as blocked input during intro
// FIXME: should be on hero visit movementAbortRequested();
assert(duringMovement == false);
assert(stoppingMovement == false);
duringMovement = false;
} }
void HeroMovementController::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) void HeroMovementController::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
@ -343,7 +340,7 @@ void HeroMovementController::moveHeroOnce(const CGHeroInstance * h, const CGPath
logGlobal->trace("Requesting hero movement to %s", nextNode.coord.toString()); logGlobal->trace("Requesting hero movement to %s", nextNode.coord.toString());
bool useTransit = nextNode.layer == EPathfindingLayer::AIR; bool useTransit = nextNode.layer == EPathfindingLayer::AIR || nextNode.layer == EPathfindingLayer::WATER;
LOCPLINT->cb->moveHero(h, nextCoord, useTransit); LOCPLINT->cb->moveHero(h, nextCoord, useTransit);
return; return;
} }