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Implemented terrain palette animatiions. Removed old code
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@ -155,7 +155,7 @@ const CGPath * MapRendererContext::currentPath() const
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size_t MapRendererContext::objectImageIndex(ObjectInstanceID objectID, size_t groupSize) const
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{
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assert(groupSize > 0);
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if (groupSize == 0)
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if(groupSize == 0)
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return 0;
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// H3 timing for adventure map objects animation is 180 ms
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@ -164,14 +164,22 @@ size_t MapRendererContext::objectImageIndex(ObjectInstanceID objectID, size_t gr
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// hero movement animation always plays at ~50ms / frame
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// in-game setting only affect movement across screen
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if (movementAnimation && movementAnimation->target == objectID)
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baseFrameTime = 50;
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if(movementAnimation && movementAnimation->target == objectID)
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baseFrameTime = 50;
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size_t frameCounter = animationTime / baseFrameTime;
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size_t frameIndex = frameCounter % groupSize;
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return frameIndex;
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}
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size_t MapRendererContext::terrainImageIndex(size_t groupSize) const
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{
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size_t baseFrameTime = 180;
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size_t frameCounter = animationTime / baseFrameTime;
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size_t frameIndex = frameCounter % groupSize;
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return frameIndex;
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}
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Point MapRendererContext::getTileSize() const
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{
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return Point(32, 32);
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@ -179,7 +187,7 @@ Point MapRendererContext::getTileSize() const
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bool MapRendererContext::showGrid() const
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{
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return true; // settings["session"]["showGrid"].Bool();
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return true; // settings["gameTweaks"]["showGrid"].Bool();
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}
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void MapViewController::setViewCenter(const int3 & position)
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