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Fix movement animation on revealing FoW

This commit is contained in:
Ivan Savenko
2023-03-15 00:29:12 +02:00
parent 6c693f2920
commit f988a67fbf

View File

@@ -375,7 +375,6 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
if(details.stopMovement()) //hero failed to move if(details.stopMovement()) //hero failed to move
{ {
stillMoveHero.setn(STOP_MOVE); stillMoveHero.setn(STOP_MOVE);
GH.totalRedraw();
adventureInt->heroList->update(hero); adventureInt->heroList->update(hero);
return; return;
} }
@@ -1208,8 +1207,6 @@ void CPlayerInterface::tileRevealed(const std::unordered_set<int3, ShashInt3> &p
//FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
for (auto & po : pos) for (auto & po : pos)
adventureInt->minimap->updateTile(po); adventureInt->minimap->updateTile(po);
if (!pos.empty())
GH.totalRedraw();
} }
void CPlayerInterface::tileHidden(const std::unordered_set<int3, ShashInt3> &pos) void CPlayerInterface::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
@@ -1217,8 +1214,6 @@ void CPlayerInterface::tileHidden(const std::unordered_set<int3, ShashInt3> &pos
EVENT_HANDLER_CALLED_BY_CLIENT; EVENT_HANDLER_CALLED_BY_CLIENT;
for (auto & po : pos) for (auto & po : pos)
adventureInt->minimap->updateTile(po); adventureInt->minimap->updateTile(po);
if (!pos.empty())
GH.totalRedraw();
} }
void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero) void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)