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war1gus' move animation is of the form `{"unbreakable begin", "frame 5", "move N", "wait 2", "wait 1", "unbreakable begin", "frame 0", "wait 1"}`; // ^^^^ Computation here (unbreakable) :/ ^^^^^ and can be break here (whereas wargus one is `{"unbreakable begin", "frame 5", "move N1", "wait 2", "frame 4", "move N2", "unbreakable begin", "frame 0", "wait 1"}`) // ^^^^^ computation here (breakable) Computation on path (and IX/IY) was done on next (finished) `"wait X"` after reaching the tile (so was done **inside** the `unbreakable` section for war1gus). Workaround is to do the computation only on new animation cycle. Alternative: - Grouping `"wait N1", "wait N2"` into `"wait N1+N2"` would not be enough (but would be fine). - Compute path on first `"move"` is problematic (for Wait/unreachable).
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