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Fix 2014 cursor must disappear during movement and Magi's Eye
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b02bd61c83
commit
a266154b26
@ -1335,7 +1335,7 @@ void CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
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if(showingDialog->get() || !dialogs.empty())
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return;
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duringMovement = true;
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setMovementStatus(true);
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if (adventureInt && adventureInt->isHeroSleeping(h))
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{
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@ -1347,8 +1347,6 @@ void CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
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}
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boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
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}
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bool CPlayerInterface::shiftPressed() const
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@ -1559,6 +1557,7 @@ void CPlayerInterface::centerView (int3 pos, int focusTime)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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waitWhileDialog();
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CCS->curh->hide();
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adventureInt->centerOn (pos);
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if(focusTime)
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{
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@ -1569,6 +1568,7 @@ void CPlayerInterface::centerView (int3 pos, int focusTime)
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SDL_Delay(focusTime);
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}
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}
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CCS->curh->show();
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}
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void CPlayerInterface::objectRemoved( const CGObjectInstance *obj )
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@ -2632,6 +2632,19 @@ bool CPlayerInterface::capturedAllEvents()
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return false;
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}
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void CPlayerInterface::setMovementStatus(bool value)
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{
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duringMovement = value;
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if(value)
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{
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CCS->curh->hide();
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}
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else
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{
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CCS->curh->show();
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}
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}
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void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
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{
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int i = 1;
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@ -2776,7 +2789,7 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
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adventureInt->updateNextHero(h);
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}
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duringMovement = false;
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setMovementStatus(false);
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}
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void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions)
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@ -295,6 +295,7 @@ private:
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bool ignoreEvents;
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void doMoveHero(const CGHeroInstance *h, CGPath path);
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void setMovementStatus(bool value);
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};
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extern CPlayerInterface * LOCPLINT;
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@ -1667,6 +1667,7 @@ void CGMagi::onHeroVisit(const CGHeroInstance * h) const
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cb->sendAndApply(&cv);
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}
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cv.pos = h->getPosition(false);
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cv.focusTime = 0;
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cb->sendAndApply(&cv);
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}
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}
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