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Lock UI while adventure map has animations
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@@ -2029,13 +2029,15 @@ bool CPlayerInterface::capturedAllEvents()
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if (duringMovement)
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if (duringMovement)
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{
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{
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//just inform that we are capturing events. they will be processed by heroMoved() in client thread.
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//just inform that we are capturing events. they will be processed by heroMoved() in client thread.
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return true;
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return true;
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}
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}
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if (ignoreEvents)
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bool needToLockAdventureMap = adventureInt->active && CGI->mh->hasOngoingAnimations();
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{
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boost::unique_lock<boost::mutex> un(eventsM);
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if (ignoreEvents || needToLockAdventureMap)
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while(!SDLEventsQueue.empty())
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{
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boost::unique_lock<boost::mutex> un(eventsM);
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while(!SDLEventsQueue.empty())
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{
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{
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SDLEventsQueue.pop();
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SDLEventsQueue.pop();
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}
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}
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