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Moved all animation ordering logic to callers

Previously, CBattleAnimation & inheritors were controlling animation
ordering - e.g. which animations should play after which.
Now, this is controlled by caller, e.g. BattleInterface & its
controllers.
H3 animations are fairly linear and can be split in stages which are
already somewhat implemented via waitForAnims
This commit is contained in:
Ivan Savenko
2022-12-09 13:10:35 +02:00
parent e750bd2713
commit c79634b6a7
20 changed files with 174 additions and 238 deletions

View File

@@ -238,7 +238,7 @@ void CGuiHandler::handleCurrentEvent()
break;
case SDLK_F9:
//not working yet since CClient::run remain locked after CBattleInterface removal
//not working yet since CClient::run remain locked after BattleInterface removal
// if(LOCPLINT->battleInt)
// {
// GH.popInts(1);