remove a default missile when no missile_frame is specified

This commit is contained in:
Jérémy Rosen 2006-05-23 18:35:18 +00:00
parent cfb19e2583
commit f19b907852
2 changed files with 2 additions and 2 deletions

View file

@ -92,6 +92,7 @@ SVN trunk (1.1.2+svn):
the 'text', 'red', 'blue', and 'green' keys in [unstore_unit]
* store_locations now stores terrain as well as x,y
* [effect] can now apply_to movement_costs, defense and resistance
* when no missile frame is specified, we don't use a default arrow anymore
* multiplayer settings:
* two additional MP timer settings, time reservoir limit and action bonus:
* Reservoir prevents the turn timer from exceeding an upper limit.

View file

@ -178,13 +178,12 @@ attack_type::attack_animation::attack_animation(const config& cfg):animation(cfg
}
if(missile_animation.get_first_frame_time() == 0 && missile_animation.get_last_frame_time() == 0) {
// create animation ourself
missile_animation = unit_animation(game_config::missile_n_image,-100,0,game_config::missile_ne_image);
missile_animation = unit_animation(game_config::missile_n_image,0,0,game_config::missile_ne_image);
}
const std::string& hits_str = cfg["hits"];
if(hits_str.empty() == false) {
hits = (hits_str == "yes") ? HIT : MISS;
}
assert(missile_animation.get_first_frame_time() != 0 || missile_animation.get_last_frame_time() != 0);
}
int attack_type::attack_animation::matches(bool hit,gamemap::location::DIRECTION dir) const
{