Making the logic of when to clear the shroud more obvious
(less prone to breaking by future edits). After this change, one test seems redundant or superfluous, but I have not checked to see if it might actually be necessary.
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2a7296fc09
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1 changed files with 6 additions and 5 deletions
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@ -965,7 +965,7 @@ bool do_replay_handle(int side_num, const std::string &do_untill)
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current_team.spend_gold(u_type->cost());
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LOG_REPLAY << "-> " << (current_team.gold()) << "\n";
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fix_shroud = !get_replay_source().is_skipping();
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fix_shroud = true;
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check_checksums(*cfg);
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}
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@ -983,7 +983,7 @@ bool do_replay_handle(int side_num, const std::string &do_untill)
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place_recruit(*recall_unit, loc, from, true, !get_replay_source().is_skipping());
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current_team.recall_list().erase(recall_unit);
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current_team.spend_gold(current_team.recall_cost());
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fix_shroud = !get_replay_source().is_skipping();
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fix_shroud = true;
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} else {
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replay::process_error("illegal recall: unit_id '" + unit_id + "' could not be found within the recall list.\n");
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}
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@ -1146,7 +1146,7 @@ bool do_replay_handle(int side_num, const std::string &do_untill)
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if(get_replay_source().expected_advancements().empty()) {
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resources::controller->check_victory();
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}
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fix_shroud = !get_replay_source().is_skipping();
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fix_shroud = true;
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}
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else if (const config &child = cfg->child("fire_event"))
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{
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@ -1178,8 +1178,9 @@ bool do_replay_handle(int side_num, const std::string &do_untill)
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// Check if we should refresh the shroud.
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// This is needed for shared vision to work properly.
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if (fix_shroud && clear_shroud(side_num) && !recorder.is_skipping()) {
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resources::screen->draw();
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if ( fix_shroud && !get_replay_source().is_skipping() ) {
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if ( clear_shroud(side_num) && !recorder.is_skipping() ) /// @todo: Do we really want to check recorder here? Seems either redundant or the wrong thing to check.
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resources::screen->draw();
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}
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if (const config &child = cfg->child("verify")) {
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