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* minor fix for battle interface

This commit is contained in:
mateuszb
2011-01-14 18:08:01 +00:00
parent 9e3f8b86bf
commit 57580b87e1

View File

@@ -1589,15 +1589,6 @@ void CBattleInterface::show(SDL_Surface * to)
if(!active) if(!active)
activate(); activate();
//restoring good directions of stacks
BOOST_FOREACH(const CStack *s, stacks)
{
if(creDir[s->ID] != bool(s->attackerOwned) && s->alive())
{
addNewAnim(new CReverseAnim(this, s, s->position, false));
}
}
//activation of next stack //activation of next stack
if(pendingAnims.size() == 0 && stackToActivate != NULL) if(pendingAnims.size() == 0 && stackToActivate != NULL)
{ {
@@ -3233,6 +3224,20 @@ void CBattleInterface::endAction(const BattleAction* action)
if(action->actionType == BattleAction::CATAPULT) //catapult if(action->actionType == BattleAction::CATAPULT) //catapult
{ {
} }
//check if we should reverse stacks
std::vector<const CStack *> stacks;
stacks.push_back(LOCPLINT->cb->battleGetStackByID(action->stackNumber));
stacks.push_back(LOCPLINT->cb->battleGetStackByPos(action->destinationTile));
BOOST_FOREACH(const CStack *s, stacks)
{
if(s && creDir[s->ID] != bool(s->attackerOwned) && s->alive())
{
addNewAnim(new CReverseAnim(this, s, s->position, false));
}
}
queue->update(); queue->update();
} }