1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-07-13 01:20:34 +02:00

- re-generated build system

- fixed several gcc issues
This commit is contained in:
Ivan Savenko
2011-12-31 10:03:29 +00:00
parent 8f1048f835
commit 91c0ce33f4
12 changed files with 394 additions and 665 deletions

View File

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