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