I'm surprised nobody ever complained about this:
the units were not submerged when moving/fighting, they were darkened. It was caused by a missing parameter in the calls to draw_unit.
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1 changed files with 2 additions and 2 deletions
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@ -126,7 +126,7 @@ void move_unit_between(display& disp, const gamemap& map, const gamemap::locatio
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// disp.invalidate_animations();
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disp.draw(false);
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disp.draw_unit(xpos,ypos,image,false,1.0,0,submerge);
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disp.draw_unit(xpos, ypos, image, false, 1.0, 0, 0.0, submerge);
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if(halo_effect != 0)
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halo::set_location(halo_effect, xpos+disp.hex_size()/2, ypos+disp.hex_size()/2);
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@ -751,7 +751,7 @@ bool unit_attack(display& disp, unit_map& units, const gamemap& map,
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const double submerge = src_submerge*pos + dst_submerge*(1.0-pos);
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if(image != NULL && !hide) {
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disp.draw_unit(posx,posy-height_adjust,image,false,1.0,0,submerge);
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disp.draw_unit(posx, posy - height_adjust, image, false, 1.0, 0, 0.0, submerge);
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}
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const int wait_time = ticks + time_resolution - SDL_GetTicks();
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