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https://github.com/wesnoth/wesnoth
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Remove my frame-shift of flag animations
(didn't work well with some custom flags), planning to replace it with a cleaner time-shift.
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@ -90,7 +90,6 @@
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partmoved_ball_image="misc/ball-partmoved.png"
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enemy_ball_image="misc/ball-enemy.png"
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ally_ball_image="misc/ball-ally.png"
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# use preferably the same time duration for each frame
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flag_image="flags/flag-1.png:150,flags/flag-2.png:150,flags/flag-3.png:150,flags/flag-4.png:150"
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flag_rgb=green
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@ -109,7 +109,6 @@ display::display(unit_map& units, CVideo& video, const gamemap& map,
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image::set_zoom(zoom_);
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//inits the flag list
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//Note the local shifts of flag animation will look better if the tempo is regular
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flags_.reserve(teams_.size());
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for(size_t i = 0; i != teams_.size(); ++i) {
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std::string flag;
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@ -150,8 +149,7 @@ display::display(unit_map& units, CVideo& video, const gamemap& map,
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}
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flags_.push_back(temp_anim);
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//flags_.back().start_animation(rand()%flags_.back().get_end_time(), true);
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flags_.back().start_animation(0, true);
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flags_.back().start_animation(rand()%flags_.back().get_end_time(), true);
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}
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//clear the screen contents
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@ -1856,9 +1854,7 @@ surface display::get_flag(t_translation::t_letter terrain, int x, int y)
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for(size_t i = 0; i != teams_.size(); ++i) {
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if(teams_[i].owns_village(loc) && (!fogged(x,y) || !shrouded(x,y) && !teams_[currentTeam_].is_enemy(i+1))) {
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flags_[i].update_last_draw_time();
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// we apply a frame shift to flag animation to avoid repetion
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// x+y*2 garantee that adjacant villages have a 1-3 frames difference (on 4)
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return image::get_image(flags_[i].get_next_frame(x+y*2));
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return image::get_image(flags_[i].get_current_frame());
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}
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}
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