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wesnoth.create_animator: Set standing right after animation completed…
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… rather than at finalization
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CelticMinstrel committed Mar 23, 2017
1 parent c3e0ce4 commit 16df1f3
Showing 1 changed file with 1 addition and 1 deletion.
2 changes: 1 addition & 1 deletion src/scripting/game_lua_kernel.cpp
Expand Up @@ -337,7 +337,6 @@ static const char animatorKey[] = "unit animator";

static int impl_animator_collect(lua_State* L) {
unit_animator& anim = *static_cast<unit_animator*>(luaL_checkudata(L, 1, animatorKey));
anim.set_all_standing();
anim.~unit_animator();
return 0;
}
Expand Down Expand Up @@ -438,6 +437,7 @@ static int impl_run_animation(lua_State* L)
unit_animator& anim = *static_cast<unit_animator*>(luaL_checkudata(L, 1, animatorKey));
anim.start_animations();
anim.wait_for_end();
anim.set_all_standing();
return 0;
}

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