Conveyors don't animate in combat. #736

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opened 2025-05-16 19:29:34 +00:00 by NQNStudios · 1 comment
NQNStudios commented 2025-05-16 19:29:34 +00:00 (Migrated from github.com)

This affects legacy BoE too.

This affects legacy BoE too.
NQNStudios commented 2025-05-17 12:14:07 +00:00 (Migrated from github.com)

@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.cpp has 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.

@CelticMinstrel draw_terrain() sets anim_ticks to 0 if combat mode is active, and this seems pretty intentional. https://github.com/NQNStudios/cboe/blob/81b207f7e83f5e0730aa02e0e09766a09ee180f1/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.cpp` has 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.
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