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- projectile blitting should be closer to original H3. But still not perfect.

- removed no longer needed field "projectile spins"
This commit is contained in:
Ivan Savenko
2013-04-04 13:18:38 +00:00
parent 655ade9a00
commit 619a07da03
7 changed files with 67 additions and 65 deletions

View File

@@ -493,9 +493,7 @@ void CCreatureHandler::loadUnitAnimInfo(CCreature & unit, CLegacyConfigParser &
///////////////////////
for(int jjj=0; jjj<12; ++jjj)
{
unit.animation.missleFrameAngles[jjj] = parser.readNumber();
}
unit.animation.missleFrameAngles.push_back(parser.readNumber());
unit.animation.troopCountLocationOffset= parser.readNumber();
unit.animation.attackClimaxFrame = parser.readNumber();
@@ -570,11 +568,9 @@ CCreature * CCreatureHandler::loadCreature(const JsonNode & node)
cre->animation.rightMissleOffsetY = offsets["middleY"].Float();
cre->animation.lowerRightMissleOffsetX = offsets["lowerX"].Float();
cre->animation.lowerRightMissleOffsetY = offsets["lowerY"].Float();
int i = 0;
BOOST_FOREACH (auto & angle, missile["frameAngles"].Vector())
{
cre->animation.missleFrameAngles[i++] = angle.Float();
}
cre->animation.missleFrameAngles = missile["frameAngles"].convertTo<std::vector<double>>();
cre->advMapDef = graphics["map"].String();
cre->iconIndex = graphics["iconIndex"].Float();
@@ -622,7 +618,7 @@ void CCreatureHandler::loadCreatureJson(CCreature * creature, const JsonNode & c
doubledCreatures.insert(creature->idNumber);
creature->animation.projectileImageName = config["graphics"]["missile"]["projectile"].String();
creature->animation.projectileSpin = config["graphics"]["missile"]["spinning"].Bool();
//creature->animation.projectileSpin = config["graphics"]["missile"]["spinning"].Bool();
creature->special = config["special"].Bool();