make flag on village synchronized per team instead of globally

This commit is contained in:
Jérémy Rosen 2006-05-08 08:07:29 +00:00
parent aa2735617b
commit 91d376143d
4 changed files with 10 additions and 1 deletions

View file

@ -44,6 +44,7 @@ SVN trunk (1.1.2+svn):
* hitpoint distribution graphs under Damage Calculations
* improvements to loadscreen progressbar
* new selection stlye for menu listboxes
* all flags are not synchrone anymore
* multiplayer maps:
* added multiplayer maps: 8p Morituri
* revised multiplayer maps: Blitz, Charge, Cynsaun Battlefield, Den of Onis,

View file

@ -262,6 +262,12 @@ const T& animated<T,T_void_value>::get_last_frame() const
return void_value_;
}
template<typename T, typename T_void_value>
int animated<T,T_void_value>::get_frames_count() const
{
return frames_.size();
}
template<typename T, typename T_void_value>
int animated<T,T_void_value>::get_first_frame_time() const
{

View file

@ -70,6 +70,7 @@ public:
const T& get_current_frame() const;
const T& get_first_frame() const;
const T& get_last_frame() const;
int get_frames_count() const;

View file

@ -143,7 +143,8 @@ display::display(unit_map& units, CVideo& video, const gamemap& map,
}
temp_anim.add_frame(current_time);
flags_.push_back(temp_anim);
flags_.back().start_animation(0, animated<image::locator>::INFINITE_CYCLES);
flags_.back().start_animation(rand()%flags_.back().get_frames_count(), animated<image::locator>::INFINITE_CYCLES);
}
//clear the screen contents