Conveyors don't animate in combat. #736
Reference in New Issue
Block a user
No description provided.
Delete Branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
This affects legacy BoE too.
@CelticMinstrel draw_terrain() sets anim_ticks to 0 if combat mode is active, and this seems pretty intentional.
81b207f7e8/src/game/boe.graphics.cpp (L937)I can't think of a reason why, though? Is it because time is 'paused' for turn based combat? Because the game is turn based in peace mode too... Anyway, not animating conveyor belts actually deprives the player of important information in ZKR's conveyor belt combat encounter.
If anim_ticks were used to track something else in combat, this would make sense, but the actual solution would be to make another variable for the other thing.
boe.newgraph.cpphas an extern declaration for anim_ticks but it doesn't get used. Seems like vestigially, missile or boom animations were using anim_ticks so it had to be reset.I think the move here is to just remove the line.