Kaynağa Gözat

Fixed animation order in lucky attacks. May fix 1891.

Ivan Savenko 11 yıl önce
ebeveyn
işleme
6aef70eca1

+ 1 - 0
client/CPlayerInterface.cpp

@@ -945,6 +945,7 @@ void CPlayerInterface::battleAttack(const BattleAttack *ba)
 		CCS->soundh->playSound(soundBase::deathBlow);
 
 	}
+	battleInt->waitForAnims();
 
 	const CStack * attacker = cb->battleGetStackByID(ba->stackAttacking);
 

+ 6 - 2
client/battle/CBattleAnimations.cpp

@@ -867,11 +867,15 @@ void CShootingAnimation::endAnim()
 
 CSpellEffectAnimation::CSpellEffectAnimation(CBattleInterface * _owner, ui32 _effect, BattleHex _destTile, int _dx, int _dy, bool _Vflip, bool _areaEffect)
 :CBattleAnimation(_owner), effect(_effect), destTile(_destTile), customAnim(""), x(0), y(0), dx(_dx), dy(_dy), Vflip(_Vflip) , areaEffect(_areaEffect)
-{}
+{
+	logAnim->debugStream() << "Created spell anim for effect #" << effect;
+}
 
 CSpellEffectAnimation::CSpellEffectAnimation(CBattleInterface * _owner, std::string _customAnim, int _x, int _y, int _dx, int _dy, bool _Vflip, bool _areaEffect)
 :CBattleAnimation(_owner), effect(-1), destTile(0), customAnim(_customAnim), x(_x), y(_y), dx(_dx), dy(_dy), Vflip(_Vflip), areaEffect(_areaEffect)
-{}
+{
+	logAnim->debugStream() << "Created spell anim for " << customAnim;
+}
 
 bool CSpellEffectAnimation::init()
 {