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Added workaround for Dungeon towers

This commit is contained in:
Ivan Savenko 2023-03-25 19:58:05 +02:00
parent 49fa628e9b
commit 4eed0b2c9e
2 changed files with 8 additions and 3 deletions

View File

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

View File

@ -1120,6 +1120,7 @@ public:
LICHES = 64,
BONE_DRAGON = 68,
TROGLODYTES = 70,
MEDUSA = 76,
HYDRA = 110,
CHAOS_HYDRA = 111,
AIR_ELEMENTAL = 112,