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Added workaround for Dungeon towers
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@ -184,7 +184,6 @@ void BattleStacksController::stackReset(const CStack * stack)
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void BattleStacksController::stackAdded(const CStack * stack, bool instant)
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{
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// Tower shooters have only their upper half visible
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// FIXME: causes issues in Dungeon - visible animation of Medusa tails (animation disabled in H3)
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static const int turretCreatureAnimationHeight = 232;
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stackFacingRight[stack->ID] = stack->side == BattleSide::ATTACKER; // must be set before getting stack position
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@ -199,6 +198,11 @@ void BattleStacksController::stackAdded(const CStack * stack, bool instant)
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stackAnimation[stack->ID] = AnimationControls::getAnimation(turretCreature);
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stackAnimation[stack->ID]->pos.h = turretCreatureAnimationHeight;
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stackAnimation[stack->ID]->pos.w = stackAnimation[stack->ID]->getWidth();
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// FIXME: workaround for visible animation of Medusa tails (animation disabled in H3)
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if (turretCreature->idNumber == CreatureID::MEDUSA )
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stackAnimation[stack->ID]->pos.w = 250;
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coords = owner.siegeController->getTurretCreaturePosition(stack->initialPosition);
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}
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@ -207,10 +211,10 @@ void BattleStacksController::stackAdded(const CStack * stack, bool instant)
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stackAnimation[stack->ID] = AnimationControls::getAnimation(stack->getCreature());
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stackAnimation[stack->ID]->onAnimationReset += std::bind(&onAnimationFinished, stack, stackAnimation[stack->ID]);
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stackAnimation[stack->ID]->pos.h = stackAnimation[stack->ID]->getHeight();
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stackAnimation[stack->ID]->pos.w = stackAnimation[stack->ID]->getWidth();
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}
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stackAnimation[stack->ID]->pos.x = coords.x;
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stackAnimation[stack->ID]->pos.y = coords.y;
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stackAnimation[stack->ID]->pos.w = stackAnimation[stack->ID]->getWidth();
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stackAnimation[stack->ID]->setType(ECreatureAnimType::HOLDING);
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if (!instant)
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@ -1120,6 +1120,7 @@ public:
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LICHES = 64,
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BONE_DRAGON = 68,
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TROGLODYTES = 70,
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MEDUSA = 76,
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HYDRA = 110,
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CHAOS_HYDRA = 111,
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AIR_ELEMENTAL = 112,
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