
There are two layers of halos and they are applied in a somewhat convoluted fashion. I should probably explain why. The bottom halo is designed so it's drawn *below* the main unit sprite so as to not muddle the colours on it. Halos are normally drawn *on top* of sprites. The back halo is specifically masked so it's drawn behind the main unit sprite without overlapping any of its pixels, but it's asymmetrical and supposed to flip along with the unit sprite depending on the direction it's facing. Halos do not do that currently, at least not without using animation WML conditionals. Unfortunately, for some reason, using a standing animation that's nothing but conditionals causes the game to crash at the moment. Taking all this into consideration, using the blit IPF is a much easier mechanism to avoid both issues at once, even if it makes the code slightly awkward. If someone can think of an alternative method, they're more than welcome to change the code as long as the sprite's composition remains exactly the same as it is now. I'm just the artist in this case. [ci skip] (cherry-picked from commit 6e1a861bdab92edcd24c297aa97367dfcb6c0876)
About
The Battle for Wesnoth is an Open Source, turn-based tactical strategy game with a high fantasy theme, featuring both singleplayer and online/hotseat multiplayer combat. Fight a desperate battle to reclaim the throne of Wesnoth, or take hand in any number of other adventures.
License
Please see the wiki for information regarding The Battle for Wesnoth's licensing:
https://wiki.wesnoth.org/Wesnoth:Copyrights
Installing
See INSTALL.md for instructions on how to build the game from source code.
More Information
For extensive documentation about all aspects of the game, see the official Battle for Wesnoth web site.
A (translated) description of how to play the game can be found in doc/manual/manual.*.html, or online at:
https://wiki.wesnoth.org/WesnothManual
The official Battle for Wesnoth Forums (with over 400,000 posts from more than 20,000 registered members) can be found at: