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	* fixed bug with looping animation supposed to be played once
* minor changes
This commit is contained in:
		| @@ -1924,9 +1924,9 @@ std::vector<CStack> BattleInfo::getStackQueue() | ||||
| 	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' | ||||
| { | ||||
| @@ -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; | ||||
| } | ||||
|   | ||||
| @@ -210,8 +210,8 @@ struct DLL_EXPORT CPath | ||||
| { | ||||
| 	std::vector<CPathNode> nodes; //just get node by node | ||||
|  | ||||
| 	int3 startPos(); // start point | ||||
| 	int3 endPos(); //destination point | ||||
| 	int3 startPos() const; // start point | ||||
| 	int3 endPos() const; //destination point | ||||
| 	void convert(ui8 mode); //mode=0 -> from 'manifest' to 'object' | ||||
| }; | ||||
|  | ||||
|   | ||||
| @@ -110,11 +110,10 @@ void CCreatureAnimation::incrementFrame() | ||||
| { | ||||
| 	if(type!=-1) //when a specific part of animation is played | ||||
| 	{ | ||||
| 		internalFrame = (internalFrame + 1) % frameGroups[type].size(); | ||||
| 		curFrame = frameGroups[type][internalFrame]; | ||||
|  | ||||
| 		++internalFrame; | ||||
| 		if(internalFrame == frameGroups[type].size()) //rewind | ||||
| 		{ | ||||
| 			internalFrame = 0; | ||||
| 			if(once) //playing animation once - return to standing animation | ||||
| 			{ | ||||
| 				type = 2; | ||||
| @@ -126,6 +125,7 @@ void CCreatureAnimation::incrementFrame() | ||||
| 				curFrame = frameGroups[type][0]; | ||||
| 			} | ||||
| 		} | ||||
| 		curFrame = frameGroups[type][internalFrame]; | ||||
| 	} | ||||
| 	else //when whole animation is played | ||||
| 	{ | ||||
|   | ||||
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