timed particles are meant to be bound to the animation progress

timed particles are meant to be bound to the animation progress and not to 
the skill progress like it was before.
This commit is contained in:
titiger 2014-12-25 03:38:07 +01:00
parent 33dd93fc8b
commit 2263e89da7
2 changed files with 4 additions and 4 deletions

View File

@ -2644,8 +2644,8 @@ bool Unit::update() {
this->lastAnimProgress= this->animProgress;
const Game *game = Renderer::getInstance().getGame();
if(progress==0){
skillCycleStarts();
if(animProgress==0){
AnimCycleStarts();
}
progress = getUpdatedProgress(progress,
GameConstants::updateFps,
@ -3731,7 +3731,7 @@ float Unit::computeHeight(const Vec2i &pos) const {
return height;
}
void Unit::skillCycleStarts(){
void Unit::AnimCycleStarts(){
// we need to queue timed particles if progress starts
queueTimedParticles(currSkill->unitParticleSystemTypes);
}

View File

@ -817,7 +817,7 @@ private:
float computeHeight(const Vec2i &pos) const;
void calculateXZRotation();
void skillCycleStarts();
void AnimCycleStarts();
void updateTarget();
void clearCommands();
void deleteQueuedCommand(Command *command);