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