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* fixed animation of defense / death when unit is attacked twice

* fixed armageddon animation
This commit is contained in:
mateuszb 2009-09-24 10:10:24 +00:00
parent 2d54b31b17
commit 4677d3a338

@ -207,6 +207,7 @@ bool CSpellEffectAnim::init()
void CSpellEffectAnim::nextFrame()
{
//notice: there may be more than one effect in owner->battleEffects correcponding to this animation (ie. armageddon)
for(std::list<SBattleEffect>::iterator it = owner->battleEffects.begin(); it != owner->battleEffects.end(); ++it)
{
if(it->effectID == ID)
@ -223,7 +224,6 @@ void CSpellEffectAnim::nextFrame()
it->x += dx;
it->y += dy;
}
break;
}
}
}
@ -404,7 +404,8 @@ bool CDefenceAnim::init()
int lowestMoveID = owner->animIDhelper + 5;
for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
{
if(dynamic_cast<CDefenceAnim *>(it->first))
CDefenceAnim * defAnim = dynamic_cast<CDefenceAnim *>(it->first);
if(defAnim && defAnim->stackID != stackID)
continue;
CBattleAttack * attAnim = dynamic_cast<CBattleAttack *>(it->first);