Fixed bug #12654 causing prestart events to be shown to the player
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291ea50dd4
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a142fe13fc
2 changed files with 3 additions and 23 deletions
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@ -943,12 +943,6 @@ bool event_handler::handle_event_command(const queued_event& event_info,
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}
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screen->invalidate(loc);
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// need to redraw here because unit might be in a prestart event
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for(std::vector<team>::iterator t = teams->begin(); t != teams->end(); ++t) {
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clear_shroud(*screen, *status_ptr, *game_map, *game_data_ptr, *units, *teams, (t - teams->begin()));
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}
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screen->draw();
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screen->recalculate_minimap();
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} else {
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player_info* const player = state_of_game->get_player((*teams)[new_unit.side()-1].save_id());
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@ -467,16 +467,13 @@ LEVEL_RESULT play_level(const game_data& gameinfo, const config& game_config,
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gui.begin_game();
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gui.adjust_colours(0,0,0);
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LOG_NG << "scrolling... " << (SDL_GetTicks() - ticks) << "\n";
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if(first_human_team != -1) {
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clear_shroud(gui,status,map,gameinfo,units,teams,first_human_team);
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LOG_NG << "b " << (SDL_GetTicks() - ticks) << "\n";
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gui.scroll_to_tile(map.starting_position(first_human_team + 1).x,
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map.starting_position(first_human_team + 1).y, display::WARP);
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LOG_NG << "c " << (SDL_GetTicks() - ticks) << "\n";
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}
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gui.scroll_to_tile(map.starting_position(1).x,map.starting_position(1).y,display::WARP);
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LOG_NG << "done scrolling... " << (SDL_GetTicks() - ticks) << "\n";
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@ -487,23 +484,12 @@ LEVEL_RESULT play_level(const game_data& gameinfo, const config& game_config,
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first_player = 0;
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}
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events::raise_draw_event();
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if(!loading_game) {
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game_events::fire("prestart");
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}
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for(std::vector<team>::iterator t = teams.begin(); t != teams.end(); ++t) {
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clear_shroud(gui,status,map,gameinfo,units,teams,(t-teams.begin()));
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}
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gui.recalculate_minimap();
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gui.draw();
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if(!loading_game) {
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game_events::fire("prestart");
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events::raise_draw_event();
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gui.draw();
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for(std::vector<team>::iterator t = teams.begin(); t != teams.end(); ++t) {
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clear_shroud(gui,status,map,gameinfo,units,teams,(t-teams.begin()));
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}
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gui.recalculate_minimap();
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}
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std::deque<config> data_backlog;
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