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Fix toggling of auto combat

This commit is contained in:
Ivan Savenko 2023-07-19 15:15:23 +03:00
parent c3584f7f91
commit e6d8b65e2c
3 changed files with 2 additions and 8 deletions

@ -1904,8 +1904,9 @@ bool CPlayerInterface::capturedAllEvents()
}
bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
bool quickCombatOngoing = isAutoFightOn && !battleInt;
if (ignoreEvents || needToLockAdventureMap || isAutoFightOn)
if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
{
GH.input().ignoreEventsUntilInput();
return true;

@ -330,8 +330,6 @@ bool BattleSiegeController::isAttackableByCatapult(BattleHex hex) const
void BattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
{
owner.checkForAnimations();
if (ca.attacker != -1)
{
const CStack *stack = owner.curInt->cb->battleGetStackByID(ca.attacker);

@ -154,11 +154,6 @@ void BattleStacksController::collectRenderableObjects(BattleRenderer & renderer)
void BattleStacksController::stackReset(const CStack * stack)
{
owner.checkForAnimations();
//reset orientation?
//stackFacingRight[stack->unitId()] = stack->unitSide() == BattleSide::ATTACKER;
auto iter = stackAnimation.find(stack->unitId());
if(iter == stackAnimation.end())