fix bug with attack/death animations blocking the game in fog (trunk only)
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parent
50f6944f38
commit
375b70561f
1 changed files with 6 additions and 6 deletions
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@ -203,7 +203,7 @@ const attack_type* attack,const attack_type* secondary_attack, unit* winner)
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winner->restart_animation(disp,start_time);
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loser.restart_animation(disp,start_time);
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while((!loser.get_animation()->animation_finished()) || ((!winner->get_animation()->animation_finished()))) {
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while((!loser.get_animation()->animation_would_finish()) || ((!winner->get_animation()->animation_would_finish()))) {
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disp.invalidate(loc);
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disp.draw();
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@ -300,8 +300,8 @@ void unit_attack_ranged(display& disp, unit_map& units,
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int missile_frame_halo =0;
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int missile_halo =0;
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while(!hide && (
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!attacker.get_animation()->animation_finished() ||
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!defender.get_animation()->animation_finished() ||
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!attacker.get_animation()->animation_would_finish() ||
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!defender.get_animation()->animation_would_finish() ||
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!missile_animation.animation_finished() ||
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(leader_loc.valid() && !leader->second.get_animation()->animation_finished()))
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){
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@ -447,9 +447,9 @@ void unit_attack(display& disp, unit_map& units,
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int animation_time = start_time;
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bool played_center = false;
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while(!hide && (
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!attacker.get_animation()->animation_finished() ||
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!defender.get_animation()->animation_finished() ||
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(leader_loc.valid() && !leader->second.get_animation()->animation_finished() ))
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!attacker.get_animation()->animation_would_finish() ||
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!defender.get_animation()->animation_would_finish() ||
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(leader_loc.valid() && !leader->second.get_animation()->animation_would_finish() ))
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){
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double pos = 0.0;
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