anim_ticks -> ter_anim_ticks & turn back on in combat

Fix #736
This commit is contained in:
2025-05-17 07:18:16 -05:00
parent b6ac9e8e69
commit 7ccd50201b
4 changed files with 7 additions and 12 deletions

View File

@@ -85,8 +85,6 @@ rectangle menuBarRect;
Region originalGrayRgn, newGrayRgn, underBarRgn;
sf::View mainView;
long anim_ticks = 0;
extern enum_map(eGuiArea, rectangle) win_to_rects;
// 0 - title 1 - button 2 - credits 3 - base button
@@ -934,8 +932,6 @@ void draw_terrain(short mode) {
if(fog_lifted) can_draw = true;
if((can_draw != 0) && (overall_mode != MODE_RESTING)) { // if can see, not a pit, and not resting
if(is_combat()) anim_ticks = 0;
eTrimType trim = univ.scenario.ter_types[spec_terrain].trim_type;
// Finally, draw this terrain spot