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- re-generated build system
- fixed several gcc issues
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@ -92,8 +92,8 @@ CBattleInterface::CBattleInterface(const CCreatureSet * army1, const CCreatureSe
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: queue(NULL), attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0),
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activeStack(NULL), stackToActivate(NULL), mouseHoveredStack(-1), lastMouseHoveredStackAnimationTime(-1), previouslyHoveredHex(-1),
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currentlyHoveredHex(-1), attackingHex(-1), tacticianInterface(NULL), stackCanCastSpell(false), spellDestSelectMode(false), spellSelMode(NO_LOCATION), spellToCast(NULL),
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siegeH(NULL), attackerInt(att), defenderInt(defen), curInt(att), animIDhelper(0), givenCommand(NULL),
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myTurn(false), resWindow(NULL), moveStarted(false), moveSh(-1), bresult(NULL), bfield(GameConstants::BFIELD_SIZE)
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siegeH(NULL), attackerInt(att), defenderInt(defen), curInt(att), animIDhelper(0), bfield(GameConstants::BFIELD_SIZE),
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givenCommand(NULL), myTurn(false), resWindow(NULL), moveStarted(false), moveSh(-1), bresult(NULL)
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{
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OBJ_CONSTRUCTION;
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@ -2590,12 +2590,12 @@ void CBattleInterface::showAliveStack(const CStack *stack, SDL_Surface * to)
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}
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// As long as the projectile of the shooter-stack is flying incrementFrame should be false
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bool shootingFinished = true;
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//bool shootingFinished = true;
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for (std::list<ProjectileInfo>::iterator it = projectiles.begin(); it != projectiles.end(); ++it)
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{
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if (it->stackID == ID)
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{
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shootingFinished = false;
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//shootingFinished = false;
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if (it->animStartDelay == 0)
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incrementFrame = false;
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}
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