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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

@@ -1221,6 +1221,7 @@ int64_t CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<bat
BattleStackAttacked bsa;
if(secondary)
bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
bsa.attackerID = attackerState->unitId();
bsa.stackAttacked = def->unitId();
{