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Fix hero movement rendering
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8cc5363882
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@ -324,8 +324,16 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details)
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movementPxStep(details, i, hp, hero);
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movementPxStep(details, i, hp, hero);
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adventureInt->updateScreen = true;
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adventureInt->updateScreen = true;
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adventureInt->show(screen);
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adventureInt->show(screen);
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CSDL_Ext::update(screen);
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{
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GH.mainFPSmng->framerateDelay(); //for animation purposes
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//evil returns here ...
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//todo: get rid of it
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logGlobal->traceStream() << "before [un]locks in " << __FUNCTION__;
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auto unlockPim = vstd::makeUnlockGuard(*pim); //let frame to be rendered
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GH.mainFPSmng->framerateDelay(); //for animation purposes
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logGlobal->traceStream() << "after [un]locks in " << __FUNCTION__;
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}
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//CSDL_Ext::update(screen);
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} //for(int i=1; i<32; i+=4)
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} //for(int i=1; i<32; i+=4)
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//main moving done
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//main moving done
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@ -170,7 +170,6 @@ void CGuiHandler::updateTime()
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void CGuiHandler::handleEvents()
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void CGuiHandler::handleEvents()
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{
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{
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//player interface may want special event handling
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//player interface may want special event handling
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if(nullptr != LOCPLINT && LOCPLINT->capturedAllEvents())
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if(nullptr != LOCPLINT && LOCPLINT->capturedAllEvents())
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return;
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return;
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