Fix bug #21257: make skip AI mid-movement animations invisible and only enable at end.
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2 changed files with 15 additions and 2 deletions
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@ -46,6 +46,7 @@ Version 1.11.11+dev:
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menu actions. An actual fix of the bug requires refactoring of the
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animation code which will happen in Wesnoth 1.13.
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* OS X user data directory is now ~/Library/Application Support/Wesnoth_1.12
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* Fix bug #21257: Lagging animations with skip AI animations and fog/shroud.
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Version 1.11.11:
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* Add-ons server:
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@ -308,10 +308,17 @@ void unit_mover::start(unit& u)
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*/
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void unit_mover::proceed_to(unit& u, size_t path_index, bool update, bool wait)
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{
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// Nothing to do here if animations can/should not be shown.
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if ( !can_draw_ || !animate_ )
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// Nothing to do here if animations cannot be shown.
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if ( !can_draw_ )
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return;
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// If no animation then hide unit until end of movement
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if (!animate_)
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{
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u.set_hidden(true);
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return;
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}
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// Handle pending visibility issues before introducing new ones.
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wait_for_anims();
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@ -454,6 +461,11 @@ void unit_mover::finish(unit &u, map_location::DIRECTION dir)
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mousehandler->invalidate_reachmap();
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}
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}
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else
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{
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// Show the unit at end of skipped animation
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u.set_hidden(was_hidden_);
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}
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// Facing gets set even when not animating.
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u.set_facing(dir == map_location::NDIRECTIONS ? final_dir : dir);
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