Animation WML: fix code for sound start time in additional frames without duration 1 work around.

This commit is contained in:
David Mikos 2013-10-08 19:19:39 +10:30
parent 516154c3d1
commit e994f92fa3
2 changed files with 5 additions and 2 deletions

View file

@ -122,6 +122,8 @@ Version 1.11.6+dev:
* Added command line option "--multiplayer-repeat <arg>".
A game started with --multiplayer will be repeated <arg> times.
This is useful for batch testing.
* Animation WML: Fix sound start time in additional frames without
requiring a duration 1 frame workaround.
Version 1.11.6:
* Add-ons client:

View file

@ -959,8 +959,9 @@ bool unit_animation::invalidate(frame_parameters& value)
void unit_animation::particule::redraw(const frame_parameters& value,const map_location &src, const map_location &dst)
{
const unit_frame& current_frame= get_current_frame();
const frame_parameters default_val = parameters_.parameters(get_animation_time() -get_begin_time());
if(get_current_frame_begin_time() != last_frame_begin_time_ ) {
const int relative_frame_time = get_animation_time() -get_begin_time(); //relative to first frame of all relevant animation blocks
const frame_parameters default_val = parameters_.parameters(relative_frame_time);
if(get_current_frame_begin_time() != last_frame_begin_time_ && relative_frame_time >=0) {
last_frame_begin_time_ = get_current_frame_begin_time();
current_frame.redraw(get_current_frame_time(),true,src,dst,&halo_id_,default_val,value);
} else {