smoother anim for anim-progress-bound ( better but not perfect :-/ )
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@ -1483,17 +1483,22 @@ bool Unit::update() {
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progress += (speed * diagonalFactor * heightFactor) / speedDenominator;
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progress += (speed * diagonalFactor * heightFactor) / speedDenominator;
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if(isAnimProgressBound() == true) {
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if(isAnimProgressBound() == true) {
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float targetProgress=0;
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if(currSkill->getClass() == scBeBuilt) {
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if(currSkill->getClass() == scBeBuilt) {
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animProgress = this->getHpRatio();
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targetProgress = this->getHpRatio();
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}
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}
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if(currSkill->getClass() == scProduce) {
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if(currSkill->getClass() == scProduce) {
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animProgress = this->getProgressRatio();
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targetProgress = this->getProgressRatio();
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}
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}
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if(currSkill->getClass() == scUpgrade) {
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if(currSkill->getClass() == scUpgrade) {
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animProgress = this->getProgressRatio();
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targetProgress = this->getProgressRatio();
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}
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}
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if(currSkill->getClass() == scMorph) {
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if(currSkill->getClass() == scMorph) {
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animProgress = this->getProgressRatio();
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targetProgress = this->getProgressRatio();
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}
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if(animProgress<targetProgress){
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float diff=targetProgress-animProgress;
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animProgress=animProgress+diff/(GameConstants::updateFps);
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}
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}
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}
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}
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else {
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else {
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