Optimize unit moves in shroud/fog:

Remove a redundant shroud/fog clearing, which can be very expensive if
you have a lot of units (here ~15 units = ~500 ms)
This commit is contained in:
Ali El Gariani 2007-09-17 15:55:37 +00:00
parent b3606b9ab6
commit a1ab7f7c2c

View file

@ -1186,9 +1186,6 @@ void mouse_handler::left_click(const SDL_MouseButtonEvent& event, const bool bro
clicked_u == units_.end() && !current_route_.steps.empty() &&
current_route_.steps.front() == selected_hex_) {
move_unit_along_current_route(check_shroud);
if(check_shroud && clear_shroud(*gui_, status_, map_, gameinfo_, units_, teams_, team_num_ - 1)) {
clear_undo_stack();
}
} else {
// we select a (maybe empty) hex
gui_->unhighlight_reach();