show unit standing animations and idle animations are now separate options

This commit is contained in:
uso 2008-02-03 16:16:46 +00:00
parent 39eb82cea8
commit ce59cdf29a
5 changed files with 9 additions and 1 deletions

View file

@ -18,6 +18,7 @@ Version 1.3.15+svn:
* User interface
* During dialogs the speaker is shown in the sidebar and highlighted.
* During ai moves the source hex is no longer highlighted.
* show unit standing animations and idle animations are now separate options
* miscellaneous and bug fixes:
* Moved destruction of conditional object before the mutex. This should
fix random crash in network disconnect.

View file

@ -14,6 +14,7 @@ Version 1.3.15+svn:
list as they are also a kind of already running games.
* User interface
* During dialogs the speaker is shown in the sidebar and highlighted.
* Show unit standing animations and idle animations are now separate options
Version 1.3.15:
* Language and translations

View file

@ -434,6 +434,11 @@ bool animate_map()
return utils::string_bool(preferences::get("animate_map"), true);
}
bool show_standing_animations()
{
return utils::string_bool(preferences::get("unit_standing_animations"), true);
}
bool show_fps()
{
return fps;

View file

@ -124,6 +124,7 @@ namespace preferences {
void set_draw_delay(int value);
bool animate_map();
bool show_standing_animations();
bool show_fps();
void set_show_fps(bool value);

View file

@ -1574,7 +1574,7 @@ void unit::set_standing(const gamemap::location& loc, bool with_bars)
for (unsigned int i = 0; i < 6; i++) {
disp->invalidate(arr[i]);
}
if (disp->idle_anim()) {
if (preferences::show_standing_animations()) {
start_animation(INT_MAX,loc,choose_animation(*disp,loc,"standing"),with_bars,true,"",0,STATE_STANDING);
} else {
start_animation(INT_MAX,loc,choose_animation(*disp,loc,"_disabled_"),with_bars,true,"",0,STATE_STANDING);