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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

@ -174,9 +174,9 @@ void CAdventureAI::battleStart(const CCreatureSet * army1, const CCreatureSet *
battleAI->battleStart(army1, army2, tile, hero1, hero2, side);
}
void CAdventureAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
void CAdventureAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
{
battleAI->battleStacksAttacked(bsa);
battleAI->battleStacksAttacked(bsa, ranged);
}
void CAdventureAI::actionStarted(const BattleAction & action)