diff --git a/src/actions.cpp b/src/actions.cpp index 2de2cd62511..7849f0eb8ff 100644 --- a/src/actions.cpp +++ b/src/actions.cpp @@ -164,7 +164,7 @@ std::string recruit_unit(const gamemap& map, int side, disp->invalidate(recruit_location); disp->draw(); events::pump(); - disp->non_turbo_delay(); + disp->delay(10); } un->second.set_standing(*disp,recruit_location); } diff --git a/src/dialogs.cpp b/src/dialogs.cpp index da7f211faf6..083697c217a 100644 --- a/src/dialogs.cpp +++ b/src/dialogs.cpp @@ -138,7 +138,7 @@ bool animate_unit_advancement(const game_data& info,unit_map& units, gamemap::lo gui.invalidate(loc); gui.draw(); events::pump(); - gui.non_turbo_delay(); + gui.delay(10); } } @@ -161,7 +161,7 @@ bool animate_unit_advancement(const game_data& info,unit_map& units, gamemap::lo gui.invalidate(loc); gui.draw(); events::pump(); - gui.non_turbo_delay(); + gui.delay(10); } u->second.set_standing(gui,u->first); gui.invalidate(loc); diff --git a/src/game_events.cpp b/src/game_events.cpp index 1233355f949..2730de1b39d 100644 --- a/src/game_events.cpp +++ b/src/game_events.cpp @@ -1163,7 +1163,7 @@ bool event_handler::handle_event_command(const queued_event& event_info, screen->invalidate(loc); screen->draw(); events::pump(); - screen->non_turbo_delay(); + screen->delay(10); } un->second.set_standing(*screen,un->first); } @@ -1781,7 +1781,7 @@ bool event_handler::handle_event_command(const queued_event& event_info, screen->invalidate(u->first); screen->draw(); events::pump(); - screen->non_turbo_delay(); + screen->delay(10); } u->second.set_standing(*screen,u->first); screen->invalidate(u->first); @@ -2152,7 +2152,7 @@ bool pump() return false; bool result = false; - + while(events_queue.empty() == false) { queued_event ev = events_queue.front(); events_queue.pop_front(); //pop now for exception safety diff --git a/src/unit_display.cpp b/src/unit_display.cpp index 94d90b796e2..88153012e00 100644 --- a/src/unit_display.cpp +++ b/src/unit_display.cpp @@ -47,7 +47,7 @@ void teleport_unit_between(display& disp, const gamemap::location& a, const game disp.place_temporary_unit(temp_unit, a); disp.draw(); events::pump(); - disp.non_turbo_delay(); + disp.delay(10); } } if (!disp.fogged(b.x, b.y)) { // teleport @@ -58,7 +58,7 @@ void teleport_unit_between(display& disp, const gamemap::location& a, const game disp.place_temporary_unit(temp_unit, b); disp.draw(); events::pump(); - disp.non_turbo_delay(); + disp.delay(10); } } temp_unit.set_standing(disp,b); @@ -97,7 +97,7 @@ void move_unit_between(display& disp, const gamemap& map, const gamemap::locatio temp_unit.set_offset(pos); disp.draw(); events::pump(); - disp.non_turbo_delay(); + disp.delay(10); mvt_time = SDL_GetTicks() -start_time; } @@ -185,7 +185,7 @@ void unit_die(display& disp,const gamemap::location& loc, unit& u, const attack_ disp.invalidate(loc); disp.draw(); events::pump(); - disp.non_turbo_delay(); + disp.delay(10); } u.set_standing(disp,loc); disp.update_display(); @@ -357,7 +357,7 @@ bool unit_attack_ranged(display& disp, unit_map& units, if(leader_loc.valid() && leader->second.get_animation()->animation_finished() ) { leader->second.set_standing(disp,leader_loc,true); } - disp.non_turbo_delay(); + disp.delay(10); // we use missile animation because it's the only one not reseted in the middle to go to standing animation_time = missile_animation.get_animation_time(); missile_animation.update_current_frame(); @@ -476,7 +476,7 @@ bool unit_attack(display& disp, unit_map& units, if(leader_loc.valid()) disp.invalidate(leader_loc); disp.draw(); events::pump(); - disp.non_turbo_delay(); + disp.delay(10); animation_time = attacker.get_animation()->get_animation_time(); } @@ -513,7 +513,7 @@ bool unit_attack(display& disp, unit_map& units, if(leader_loc.valid() && leader->second.get_animation()->animation_finished() ) { leader->second.set_standing(disp,leader_loc,true); } - disp.non_turbo_delay(); + disp.delay(10); animation_time = attacker.get_animation()->get_animation_time(); }