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* reworked system of animations in battles; it's not fully working yet, but crashes should not occur
* fix for previous fix for two-hex creatures (my previous commit) (this one should work better, certainly has nicer code)
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@ -1029,7 +1029,7 @@ void CPlayerInterface::actionStarted(const BattleAction* action)
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battleInt->moveStarted = true;
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if(battleInt->creAnims[action->stackNumber]->framesInGroup(20))
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{
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battleInt->creAnims[action->stackNumber]->setType(20);
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battleInt->pendingAnims.push_back(std::make_pair(new CBattleMoveStart(battleInt, action->stackNumber), false));
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}
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}
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@ -1098,7 +1098,7 @@ void CPlayerInterface::actionFinished(const BattleAction* action)
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}
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if(action->actionType == 6 || action->actionType == 2 && battleInt->creAnims[action->stackNumber]->getType() != 2) //walk or walk & attack
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{
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battleInt->handleEndOfMove(action->stackNumber, action->destinationTile);
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battleInt->pendingAnims.push_back(std::make_pair(new CBattleMoveEnd(battleInt, action->stackNumber, action->destinationTile), false));
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}
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}
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@ -1161,7 +1161,7 @@ void CPlayerInterface::battleStacksAttacked(std::set<BattleStackAttacked> & bsa)
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tlog5 << "done!\n";
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std::vector<CBattleInterface::SStackAttackedInfo> arg;
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std::vector<SStackAttackedInfo> arg;
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for(std::set<BattleStackAttacked>::iterator i = bsa.begin(); i != bsa.end(); i++)
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{
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if(i->isEffect() && i->effect != 12) //and not armageddon
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@ -1170,7 +1170,7 @@ void CPlayerInterface::battleStacksAttacked(std::set<BattleStackAttacked> & bsa)
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if (stack != NULL)
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battleInt->displayEffect(i->effect, stack->position);
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}
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CBattleInterface::SStackAttackedInfo to_put = {i->stackAttacked, i->damageAmount, i->killedAmount, LOCPLINT->curAction->stackNumber, LOCPLINT->curAction->actionType==7, i->killed()};
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SStackAttackedInfo to_put = {i->stackAttacked, i->damageAmount, i->killedAmount, LOCPLINT->curAction->stackNumber, LOCPLINT->curAction->actionType==7, i->killed()};
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arg.push_back(to_put);
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}
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