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c79634b6a7
Previously, CBattleAnimation & inheritors were controlling animation ordering - e.g. which animations should play after which. Now, this is controlled by caller, e.g. BattleInterface & its controllers. H3 animations are fairly linear and can be split in stages which are already somewhat implemented via waitForAnims |
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BattleAI | ||
EmptyAI | ||
FuzzyLite@9751a751a1 | ||
Nullkiller | ||
StupidAI | ||
VCAI | ||
CMakeLists.txt | ||
FuzzyLite.cbp | ||
GeniusAI.brain |