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hero animation speed now independent

This commit is contained in:
mateuszb
2008-01-08 13:31:44 +00:00
parent 8c651b5021
commit ef90e6140f
6 changed files with 38 additions and 28 deletions

View File

@@ -1072,7 +1072,9 @@ void CTerrainRect::show()
{
SDL_Surface * teren = CGI->mh->terrainRect
(LOCPLINT->adventureInt->position.x,LOCPLINT->adventureInt->position.y,
tilesw,tilesh,LOCPLINT->adventureInt->position.z,LOCPLINT->adventureInt->anim, LOCPLINT->cb->getVisibilityMap());
tilesw,tilesh,LOCPLINT->adventureInt->position.z,LOCPLINT->adventureInt->anim,
LOCPLINT->cb->getVisibilityMap(), true, LOCPLINT->adventureInt->heroAnim
);
SDL_BlitSurface(teren,&genRect(pos.h,pos.w,0,0),ekran,&genRect(547,594,7,6));
SDL_FreeSurface(teren);
if (currentPath && LOCPLINT->adventureInt->position.z==currentPath->startPos().z) //drawing path
@@ -1363,6 +1365,8 @@ endTurn(CGI->preth->advEndTurn.first,CGI->preth->advEndTurn.second,
updateScreen = false;
anim=0;
animValHitCount=0; //animation frame
heroAnim=0;
heroAnimValHitCount=0; // hero animation frame
heroList.init();
heroList.genList();