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Fixed animation order in lucky attacks. May fix 1891.

This commit is contained in:
Ivan Savenko
2014-09-23 17:30:36 +03:00
parent 84e2f07c18
commit 6aef70eca1
2 changed files with 7 additions and 2 deletions

View File

@ -945,6 +945,7 @@ void CPlayerInterface::battleAttack(const BattleAttack *ba)
CCS->soundh->playSound(soundBase::deathBlow);
}
battleInt->waitForAnims();
const CStack * attacker = cb->battleGetStackByID(ba->stackAttacking);

View File

@ -867,11 +867,15 @@ void CShootingAnimation::endAnim()
CSpellEffectAnimation::CSpellEffectAnimation(CBattleInterface * _owner, ui32 _effect, BattleHex _destTile, int _dx, int _dy, bool _Vflip, bool _areaEffect)
:CBattleAnimation(_owner), effect(_effect), destTile(_destTile), customAnim(""), x(0), y(0), dx(_dx), dy(_dy), Vflip(_Vflip) , areaEffect(_areaEffect)
{}
{
logAnim->debugStream() << "Created spell anim for effect #" << effect;
}
CSpellEffectAnimation::CSpellEffectAnimation(CBattleInterface * _owner, std::string _customAnim, int _x, int _y, int _dx, int _dy, bool _Vflip, bool _areaEffect)
:CBattleAnimation(_owner), effect(-1), destTile(0), customAnim(_customAnim), x(_x), y(_y), dx(_dx), dy(_dy), Vflip(_Vflip), areaEffect(_areaEffect)
{}
{
logAnim->debugStream() << "Created spell anim for " << customAnim;
}
bool CSpellEffectAnimation::init()
{