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probably fixed problems with battles
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b08b29d0d8
commit
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@ -370,7 +370,7 @@ void CBattleInterface::show(SDL_Surface * to)
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{
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for(int v=0; v<stackDeadByHex[b].size(); ++v)
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{
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creAnims[stackDeadByHex[b][v]]->nextFrame(to, creAnims[stackDeadByHex[b][v]]->pos.x, creAnims[stackDeadByHex[b][v]]->pos.y, creDir[stackDeadByHex[b][v]], (animCount%(4/animSpeed)==0 || creAnims[stackDeadByHex[b][v]]->getType()!=2) && stacks[stackDeadByHex[b][v]].alive(), stackDeadByHex[b][v]==activeStack); //increment always when moving, never if stack died
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creAnims[stackDeadByHex[b][v]]->nextFrame(to, creAnims[stackDeadByHex[b][v]]->pos.x, creAnims[stackDeadByHex[b][v]]->pos.y, creDir[stackDeadByHex[b][v]], (animCount%(4/animSpeed)==0) && creAnims[stackDeadByHex[b][v]]->getType()!=5, stackDeadByHex[b][v]==activeStack); //increment always when moving, never if stack died
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//printing amount
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if(stacks[stackDeadByHex[b][v]].amount > 0) //don't print if stack is not alive
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{
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@ -1011,6 +1011,8 @@ void CBattleInterface::stackAttacking(int ID, int dest)
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case 5:
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attackingInfo->maxframe = creAnims[ID]->framesInGroup(12);
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break;
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default:
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tlog1<<"Critical Error! Wrong dest in stackAttacking!"<<std::endl;
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}
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}
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@ -2082,7 +2082,7 @@ void CPlayerInterface::battleAttack(BattleAttack *ba)
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if(ba->shot())
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dynamic_cast<CBattleInterface*>(curint)->stackIsShooting(ba->stackAttacking,cb->battleGetPos(ba->bsa.stackAttacked));
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else
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dynamic_cast<CBattleInterface*>(curint)->stackAttacking( ba->stackAttacking, curAction->additionalInfo );
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dynamic_cast<CBattleInterface*>(curint)->stackAttacking( ba->stackAttacking, ba->counter() ? curAction->destinationTile : curAction->additionalInfo );
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if(ba->killed())
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dynamic_cast<CBattleInterface*>(curint)->stackKilled(ba->bsa.stackAttacked, ba->bsa.damageAmount, ba->bsa.killedAmount, ba->stackAttacking, ba->shot());
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else
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