add accelerate in [delay]
If accelerate =yes (default no) then the delay time will be affected by the acceleration set in the preferences. See https://gna.org/bugs/?21335
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3 changed files with 9 additions and 2 deletions
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@ -289,6 +289,7 @@ Version 1.13.0-dev:
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in place of id, and [object] duration=level.
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* Allowed direct modification of unit.ellipse variable even if ellipse= is set
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in [unit_type] or by an [object]
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* Add accelerate=yes/no key in [delay]
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* Miscellaneous and bug fixes:
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* replace 'fight_on_without_leader'=yes/no with defeat_condition=no_leader/
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no_units/always/never which allows the wml developer to decide when a side
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@ -836,7 +836,8 @@ end
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function wml_actions.delay(cfg)
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local delay = tonumber(cfg.time) or
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helper.wml_error "[delay] missing required time= attribute."
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wesnoth.delay(delay)
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local accelerate = cfg.accelerate or false
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wesnoth.delay(delay, accelerate)
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end
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function wml_actions.floating_text(cfg)
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@ -3305,10 +3305,15 @@ int game_lua_kernel::intf_color_adjust(lua_State *L)
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/**
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* Delays engine for a while.
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* - Arg 1: integer.
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* - Arg 2: boolean (optional).
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*/
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int game_lua_kernel::intf_delay(lua_State *L)
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{
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unsigned final = SDL_GetTicks() + luaL_checkinteger(L, 1);
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lua_Integer delay = luaL_checkinteger(L, 1);
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if(luaW_toboolean(L, 2) && game_display_ && game_display_->turbo_speed() > 0) {
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delay /= game_display_->turbo_speed();
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}
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const unsigned final = SDL_GetTicks() + delay;
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do {
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play_controller_.play_slice(false);
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if (game_display_) {
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