fix status bar blinking during fight, now redraw them only at end of fight

This commit is contained in:
Jérémy Rosen 2006-06-02 18:55:31 +00:00
parent 8e8c100894
commit e0080f9e34
2 changed files with 6 additions and 7 deletions

View file

@ -1190,10 +1190,12 @@ void attack(display& gui, const gamemap& map,
}
if(attackerxp && a != units.end()) {
a->second.set_standing(gui,attacker);
a->second.get_experience(attackerxp);
}
if(defenderxp && d != units.end()) {
d->second.set_standing(gui,defender);
d->second.get_experience(defenderxp);
}

View file

@ -351,12 +351,10 @@ bool unit_attack_ranged(display& disp, unit_map& units,
if(dead) {
if(leader_loc.valid()) leader->second.set_standing(disp,leader_loc);
att->second.set_standing(disp,a);
unit_display::unit_die(disp,def->first,def->second,&attack);
} else {
def->second.set_standing(disp,b);
}
if(leader_loc.valid()) leader->second.set_standing(disp,leader_loc);
att->second.set_standing(disp,a);
disp.update_display();
events::pump();
@ -473,12 +471,11 @@ bool unit_attack(display& disp, unit_map& units,
if(dead) {
if(leader_loc.valid()) leader->second.set_standing(disp,leader_loc);
att->second.set_standing(disp,a);
unit_display::unit_die(disp,def->first,def->second,&attack);
} else {
def->second.set_standing(disp,b);
}
if(leader_loc.valid()) leader->second.set_standing(disp,leader_loc);
att->second.set_standing(disp,a);
disp.update_display();
events::pump();