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.
This commit is contained in:
Guillaume Melquiond 2004-09-19 16:22:21 +00:00
parent fa11149bc5
commit eb637d4466

View file

@ -126,7 +126,7 @@ void move_unit_between(display& disp, const gamemap& map, const gamemap::locatio
// disp.invalidate_animations();
disp.draw(false);
disp.draw_unit(xpos,ypos,image,false,1.0,0,submerge);
disp.draw_unit(xpos, ypos, image, false, 1.0, 0, 0.0, submerge);
if(halo_effect != 0)
halo::set_location(halo_effect, xpos+disp.hex_size()/2, ypos+disp.hex_size()/2);
@ -751,7 +751,7 @@ bool unit_attack(display& disp, unit_map& units, const gamemap& map,
const double submerge = src_submerge*pos + dst_submerge*(1.0-pos);
if(image != NULL && !hide) {
disp.draw_unit(posx,posy-height_adjust,image,false,1.0,0,submerge);
disp.draw_unit(posx, posy - height_adjust, image, false, 1.0, 0, 0.0, submerge);
}
const int wait_time = ticks + time_resolution - SDL_GetTicks();