remove a default missile when no missile_frame is specified
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cfb19e2583
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2 changed files with 2 additions and 2 deletions
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@ -92,6 +92,7 @@ SVN trunk (1.1.2+svn):
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the 'text', 'red', 'blue', and 'green' keys in [unstore_unit]
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* store_locations now stores terrain as well as x,y
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* [effect] can now apply_to movement_costs, defense and resistance
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* when no missile frame is specified, we don't use a default arrow anymore
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* multiplayer settings:
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* two additional MP timer settings, time reservoir limit and action bonus:
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* Reservoir prevents the turn timer from exceeding an upper limit.
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@ -178,13 +178,12 @@ attack_type::attack_animation::attack_animation(const config& cfg):animation(cfg
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}
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if(missile_animation.get_first_frame_time() == 0 && missile_animation.get_last_frame_time() == 0) {
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// create animation ourself
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missile_animation = unit_animation(game_config::missile_n_image,-100,0,game_config::missile_ne_image);
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missile_animation = unit_animation(game_config::missile_n_image,0,0,game_config::missile_ne_image);
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}
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const std::string& hits_str = cfg["hits"];
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if(hits_str.empty() == false) {
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hits = (hits_str == "yes") ? HIT : MISS;
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}
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assert(missile_animation.get_first_frame_time() != 0 || missile_animation.get_last_frame_time() != 0);
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}
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int attack_type::attack_animation::matches(bool hit,gamemap::location::DIRECTION dir) const
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{
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