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* fixed bug with looping animation supposed to be played once

* minor changes
This commit is contained in:
mateuszb 2009-03-19 19:04:46 +00:00
parent 516b1e2b00
commit 74be845594
3 changed files with 24 additions and 24 deletions

View File

@ -1924,9 +1924,9 @@ std::vector<CStack> BattleInfo::getStackQueue()
return ret; return ret;
} }
int3 CPath::startPos() int3 CPath::startPos() const
{ {
return int3(nodes[nodes.size()-1].coord.x,nodes[nodes.size()-1].coord.y,nodes[nodes.size()-1].coord.z); return nodes[nodes.size()-1].coord;
} }
void CPath::convert(ui8 mode) //mode=0 -> from 'manifest' to 'object' void CPath::convert(ui8 mode) //mode=0 -> from 'manifest' to 'object'
{ {
@ -1939,7 +1939,7 @@ void CPath::convert(ui8 mode) //mode=0 -> from 'manifest' to 'object'
} }
} }
int3 CPath::endPos() int3 CPath::endPos() const
{ {
return int3(nodes[0].coord.x,nodes[0].coord.y,nodes[0].coord.z); return nodes[0].coord;
} }

View File

@ -210,8 +210,8 @@ struct DLL_EXPORT CPath
{ {
std::vector<CPathNode> nodes; //just get node by node std::vector<CPathNode> nodes; //just get node by node
int3 startPos(); // start point int3 startPos() const; // start point
int3 endPos(); //destination point int3 endPos() const; //destination point
void convert(ui8 mode); //mode=0 -> from 'manifest' to 'object' void convert(ui8 mode); //mode=0 -> from 'manifest' to 'object'
}; };

View File

@ -110,11 +110,10 @@ void CCreatureAnimation::incrementFrame()
{ {
if(type!=-1) //when a specific part of animation is played if(type!=-1) //when a specific part of animation is played
{ {
internalFrame = (internalFrame + 1) % frameGroups[type].size(); ++internalFrame;
curFrame = frameGroups[type][internalFrame];
if(internalFrame == frameGroups[type].size()) //rewind if(internalFrame == frameGroups[type].size()) //rewind
{ {
internalFrame = 0;
if(once) //playing animation once - return to standing animation if(once) //playing animation once - return to standing animation
{ {
type = 2; type = 2;
@ -126,6 +125,7 @@ void CCreatureAnimation::incrementFrame()
curFrame = frameGroups[type][0]; curFrame = frameGroups[type][0];
} }
} }
curFrame = frameGroups[type][internalFrame];
} }
else //when whole animation is played else //when whole animation is played
{ {