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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-25 22:42:04 +02:00

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

@@ -372,13 +372,12 @@ 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; }
}
adventureInt->heroList->redraw(); adventureInt->heroList->redraw();
@@ -1202,26 +1201,22 @@ void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component
GH.pushInt(wnd); GH.pushInt(wnd);
} }
void CPlayerInterface::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos) void CPlayerInterface::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
{ {
EVENT_HANDLER_CALLED_BY_CLIENT; EVENT_HANDLER_CALLED_BY_CLIENT;
//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) EVENT_HANDLER_CALLED_BY_CLIENT;
{ for (auto & po : pos)
EVENT_HANDLER_CALLED_BY_CLIENT; adventureInt->minimap->updateTile(po);
for (auto & po : pos) }
adventureInt->minimap->updateTile(po);
if (!pos.empty()) void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
GH.totalRedraw();
}
void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
{ {
boost::unique_lock<boost::recursive_mutex> un(*pim); boost::unique_lock<boost::recursive_mutex> un(*pim);
GH.pushIntT<CHeroWindow>(hero); GH.pushIntT<CHeroWindow>(hero);