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further battle fixes
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parent
e94e6ac78a
commit
c5a5cb7b38
@ -501,7 +501,7 @@ void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent)
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fromHex = b;
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break;
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}
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if(fromHex!=-1 && fromHex%17!=0 && fromHex%17!=16)
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if(fromHex!=-1 && fromHex%17!=0 && fromHex%17!=16 && vstd::contains(shadedHexes, fromHex))
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{
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switch(BattleInfo::mutualPosition(fromHex, myNumber))
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{
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@ -723,9 +723,9 @@ void CBattleInterface::stackMoved(int number, int destHex, bool endMoving)
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int hexWbase = 44, hexHbase = 42;
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bool twoTiles = LOCPLINT->cb->battleGetCreature(number).isDoubleWide();
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deactivate();
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if(startMoving) //animation of starting move; some units don't have this animation (ie. halberdier)
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{
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deactivate();
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CGI->curh->hide();
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for(int i=0; i<creAnims[number]->framesInGroup(20)*getAnimSpeedMultiplier()-1; ++i)
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{
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@ -812,11 +812,11 @@ void CBattleInterface::stackMoved(int number, int destHex, bool endMoving)
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if((animCount+1)%(4/animSpeed)==0)
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creAnims[number]->incrementFrame();
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}
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activate();
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}
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creAnims[number]->setType(2); //resetting to default
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CGI->curh->show();
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}
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activate();
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CStack curs = *LOCPLINT->cb->battleGetStackByID(number);
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if(endMoving) //resetting to default
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@ -1140,6 +1140,8 @@ void CBattleInterface::stackIsShooting(int ID, int dest)
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spi.y = xycoord.second + 125 - LOCPLINT->cb->battleGetCreature(ID).rightMissleOffsetY;
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}
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spi.lastStep = sqrt((float)((destcoord.first - spi.x)*(destcoord.first - spi.x) + (destcoord.second - spi.y) * (destcoord.second - spi.y))) / 40;
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if(spi.lastStep == 0)
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spi.lastStep = 1;
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spi.dx = (destcoord.first - spi.x) / spi.lastStep;
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spi.dy = (destcoord.second - spi.y) / spi.lastStep;
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//set starting frame
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