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Fix movement animation on revealing FoW
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6c693f2920
commit
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@ -372,13 +372,12 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
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}
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}
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if(details.stopMovement()) //hero failed to move
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{
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stillMoveHero.setn(STOP_MOVE);
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GH.totalRedraw();
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adventureInt->heroList->update(hero);
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return;
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}
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if(details.stopMovement()) //hero failed to move
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{
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stillMoveHero.setn(STOP_MOVE);
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adventureInt->heroList->update(hero);
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return;
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}
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adventureInt->heroList->redraw();
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@ -1202,26 +1201,22 @@ void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component
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GH.pushInt(wnd);
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}
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void CPlayerInterface::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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//FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
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for (auto & po : pos)
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adventureInt->minimap->updateTile(po);
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if (!pos.empty())
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GH.totalRedraw();
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}
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void CPlayerInterface::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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for (auto & po : pos)
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adventureInt->minimap->updateTile(po);
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if (!pos.empty())
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GH.totalRedraw();
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}
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void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
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void CPlayerInterface::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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//FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
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for (auto & po : pos)
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adventureInt->minimap->updateTile(po);
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}
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void CPlayerInterface::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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for (auto & po : pos)
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adventureInt->minimap->updateTile(po);
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}
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void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
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{
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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GH.pushIntT<CHeroWindow>(hero);
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