Use shared_ptr::reset for clearing halo handlers
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4 changed files with 6 additions and 6 deletions
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@ -1269,7 +1269,7 @@ void unit_animation::particle::redraw(const frame_parameters& value,const map_lo
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void unit_animation::particle::clear_halo()
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{
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halo_id_ = halo::handle(); // halo::NO_HALO
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halo_id_.reset();
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}
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std::set<map_location> unit_animation::particle::get_overlaped_hex(const frame_parameters& value, const map_location& src, const map_location& dst)
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@ -1281,12 +1281,12 @@ std::set<map_location> unit_animation::particle::get_overlaped_hex(const frame_p
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unit_animation::particle::~particle()
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{
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halo_id_ = halo::handle(); // halo::NO_HALO
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halo_id_.reset();
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}
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void unit_animation::particle::start_animation(int start_time)
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{
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halo_id_ = halo::handle(); // halo::NO_HALO
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halo_id_.reset();
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parameters_.override(get_animation_duration());
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animated<unit_frame>::start_animation(start_time,cycles_);
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last_frame_begin_time_ = get_begin_time() -1;
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@ -151,7 +151,7 @@ void unit_animation_component::refresh()
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void unit_animation_component::clear_haloes ()
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{
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unit_halo_ = halo::handle(); //halo::NO_HALO; <-- Removes it from the halo manager automatically.
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unit_halo_.reset();
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if(anim_ ) anim_->clear_haloes();
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}
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@ -169,7 +169,7 @@ void unit_drawer::redraw_unit (const unit & u) const
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}
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if(has_halo && u.image_halo().empty()) {
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halo_man.remove(ac.unit_halo_);
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ac.unit_halo_ = halo::handle(); //halo::NO_HALO;
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ac.unit_halo_.reset();
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} else if(has_halo) {
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halo_man.set_location(ac.unit_halo_, x, y - height_adjust);
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}
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@ -560,7 +560,7 @@ void unit_frame::redraw(const int frame_time, bool on_start_time, bool in_scope_
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current_data.blend_ratio, current_data.submerge, !facing_north);
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}
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halo_id = halo::handle(); //halo::NO_HALO;
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halo_id.reset();
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if(!in_scope_of_frame) { //check after frame as first/last frame image used in defense/attack anims
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return;
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