fix the show_combat option not working correctly
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parent
be036fa05a
commit
d45bcb35b2
1 changed files with 5 additions and 5 deletions
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@ -283,10 +283,10 @@ bool unit_attack_ranged(display& disp, unit_map& units,
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bool sound_played = false ;
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int missile_frame_halo =0;
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int missile_halo =0;
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while(!defender.get_animation()->animation_finished() ||
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while(!hide && (!defender.get_animation()->animation_finished() ||
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!attacker.get_animation()->animation_finished() ||
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!missile_animation.animation_finished() ||
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(leader_loc.valid() && !leader->second.get_animation()->animation_finished())) {
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(leader_loc.valid() && !leader->second.get_animation()->animation_finished()))) {
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const double pos = animation_time < missile_animation.get_first_frame_time()?1.0:
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double(animation_time)/double(missile_animation.get_first_frame_time());
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const int posx = int(pos*xsrc + (1.0-pos)*xdst);
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@ -337,7 +337,7 @@ bool unit_attack_ranged(display& disp, unit_map& units,
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orientation);
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}
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if(damage > 0 && !hide && animation_time > 0 && !sound_played) {
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if(damage > 0 && animation_time > 0 && !sound_played) {
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sound_played = true;
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sound::play_sound(def->second.get_hit_sound());
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disp.float_label(b,lexical_cast<std::string>(damage),255,0,0);
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@ -470,9 +470,9 @@ bool unit_attack(display& disp, unit_map& units,
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if(def->second.take_hit(damage)) {
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dead = true;
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}
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while(!attacker.get_animation()->animation_finished() ||
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while(!hide && (!attacker.get_animation()->animation_finished() ||
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!defender.get_animation()->animation_finished() ||
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(leader_loc.valid() && !leader->second.get_animation()->animation_finished() )) {
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(leader_loc.valid() && !leader->second.get_animation()->animation_finished() ))) {
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const double pos = (1.0-double(animation_time)/double(end_time));
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attacker.set_offset(pos*0.6);
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disp.invalidate(b);
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