fixed barrier animation

This commit is contained in:
xq
2020-02-06 06:34:33 +02:00
parent a8ed8b3bb4
commit 43d274f532
3 changed files with 4 additions and 13 deletions

View File

@@ -41,7 +41,7 @@ extern sf::RenderWindow mainPtr;
extern eItemWinMode stat_window;
extern eGameMode overall_mode;
extern short current_spell_range;
extern bool anim_onscreen,party_in_memory;
extern bool party_in_memory;
extern bool flushingInput;
extern bool cartoon_happening, fog_lifted;
extern short anim_step;
@@ -727,8 +727,6 @@ void draw_terrain(short mode) {
sector_p_in.x = univ.party.outdoor_corner.x + univ.party.i_w_c.x;
sector_p_in.y = univ.party.outdoor_corner.y + univ.party.i_w_c.y;
anim_onscreen = false;
if(is_town())
view_loc = univ.party.town_loc;
if(is_combat())
@@ -1635,4 +1633,4 @@ void HideShowMenuBar( ) {
LMSetGrayRgn( originalGrayRgn );
}
*/
*/

View File

@@ -27,7 +27,6 @@ extern short stat_window;
extern bool cartoon_happening;
extern eGameMode overall_mode;
extern short current_spell_range;
extern bool anim_onscreen;
extern cUniverse univ;
extern effect_pat_type current_pat;
extern sf::RenderWindow mini_map;
@@ -38,7 +37,7 @@ extern std::queue<pending_special_type> special_queue;
extern location center;
extern short which_combat_type;
extern bool monsters_going,anim_onscreen;
extern bool monsters_going;
extern short num_targets_left;
extern location spell_targets[8];
@@ -107,11 +106,6 @@ void draw_one_terrain_spot (short i,short j,short terrain_to_draw) {
anim_type = -1;
}
if(anim_type >= 0) {
if((is_town()) || (is_out()))
anim_onscreen = true;
}
rect_draw_some_item(*source_gworld, source_rect, terrain_screen_gworld, where_draw);
}

View File

@@ -65,7 +65,7 @@ short fast_bang = false; // Note: This mostly behaves as a boolean variable, but
std::vector<int> spec_item_array;
short current_spell_range;
eGameMode overall_mode = MODE_STARTUP;
bool anim_onscreen = false,changed_display_mode = false;
bool changed_display_mode = false;
eItemWinMode stat_window = ITEM_WIN_PC1;
bool monsters_going = false,boom_anim_active = false;
bool finished_init = false;
@@ -314,7 +314,6 @@ void update_terrain_animation() {
if(overall_mode == MODE_STARTUP) return;
if(!get_bool_pref("DrawTerrainAnimation", true)) return;
if(!anim_onscreen) return;
if(animTimer.getElapsedTime().asMilliseconds() < fortyTicks) return;
anim_ticks++;